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firestorm/Gameleap/code/mw4/Code/MW4/ShooterAI.cpp
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2026-06-24 21:28:16 -05:00

130 lines
3.4 KiB
C++

#include "MW4Headers.hpp"
#include "Adept\AdeptHeaders.hpp"
#include "mw4.hpp"
#include "shooterai.hpp"
using namespace MechWarrior4;
using namespace MW4AI;
namespace ABL
{
extern MechWarrior4::MoverAI* CurMoverAI;
};
//#############################################################################
//############################### AI ##################################
//#############################################################################
ShooterAI::ClassData* ShooterAI::DefaultData = NULL;
const Receiver::MessageEntry ShooterAI::MessageEntries[]=
{
MESSAGE_ENTRY(ShooterAI, DebugText),
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ShooterAI::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
ShooterAIClassID,
"MechWarrior4::ShooterAI",
CombatAI::DefaultData,
ELEMENTS(MessageEntries), MessageEntries,
(Entity::Factory)Make,
(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
ExecutionStateEngine::DefaultData,
(Entity::GameModel::Factory)GameModel::ConstructGameModel,
NULL,
(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
(Entity::GameModel::ModelWrite)GameModel::WriteToText,
(Entity::GameModel::ModelSave)GameModel::SaveGameModel
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ShooterAI::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ShooterAI* ShooterAI::Make(CreateMessage *message,ReplicatorID *base_id)
{
AutoHeap local_heap (g_AIHeap);
Check_Object(message);
ShooterAI *new_entity = new ShooterAI(DefaultData, message, base_id, NULL);
Check_Object(new_entity);
new_entity->SyncMatrices(true);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ShooterAI::ShooterAI(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element)
: CombatAI(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ShooterAI::~ShooterAI()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ShooterAI::PreCollisionExecute(Time till)
{
Check_Object(this);
PRECOLLISION_LOGIC("ShooterAI");
CombatAI::Update(till);
if ((m_CurMove != 0) &&
(m_CurMove->MoveType () == MOVE_LOOKOUT))
{
MoverAI::PreCollisionExecute(till);
}
else
{
ABL::CurMoverAI = this;
AI::PreCollisionExecute(till);
ABL::CurMoverAI = NULL;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ShooterAI::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ShooterAI::DebugTextMessageHandler(Adept::ReceiverDataMessageOf<int> *message)
{
inherited::DebugTextMessageHandler(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool ShooterAI::CanMove() const
{
return (false);
}