Files
firestorm/Gameleap/code/mw4/Code/MW4/Subsystem.hpp
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

349 lines
8.3 KiB
C++

//===========================================================================//
// File: Subsystem.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include <Adept\Entity.hpp>
namespace MechWarrior4
{
class MWObject;
class Vehicle;
class HeatManager;
class Subsystem;
class Subsystem__GameModel;
class Subsystem__ClassData;
//##########################################################################
//############### Subsystem::ExecutionStateEngine ###################
//##########################################################################
class Subsystem__ExecutionStateEngine:
public Adept::Entity__ExecutionStateEngine
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Adept::Entity__ExecutionStateEngine BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
typedef Subsystem__ExecutionStateEngine*
(*Factory)(
Subsystem *subsystem,
FactoryRequest *request
);
static Subsystem__ExecutionStateEngine*
Make(
Subsystem *subsystem,
FactoryRequest *request
);
protected:
Subsystem__ExecutionStateEngine(
ClassData *class_data,
Subsystem *subsystem,
FactoryRequest *request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State stuff
//
public:
enum {
DamagedState = Adept::Entity__ExecutionStateEngine::StateCount,
DestroyedState,
StateCount
};
int
RequestState(
int new_state,
void* data = NULL
);
protected:
static const StateEntry
StateEntries[];
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
//##########################################################################
//########################### Subsystem::GameModel ####################
//##########################################################################
class Subsystem__GameModel:
public Adept::Entity::GameModel
{
public:
typedef Adept::Entity::GameModel BaseClass;
Stuff::Scalar
tonage;
int
battleValue;
int
totalSlotsTaken;
int
slotType;
int
itemID;
enum {
TotalSlotsTakenAttributeID = Entity__GameModel::NextAttributeID,
TonageAttributeID,
BattleValueAttributeID,
ItemIDAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
Subsystem__GameModel *model,
Adept::ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//################## Subsystem::CreateMessage ########################
//##########################################################################
class Subsystem__CreateMessage:
public Adept::Entity__CreateMessage
{
public:
typedef Adept::Entity__CreateMessage BaseClass;
int
subsystemIndex;
BYTE
locationID;
int
criticalHitsTaken;
Subsystem__CreateMessage(
size_t length,
int priority,
int message_flags,
Stuff::RegisteredClass::ClassID class_id,
int replicator_flags,
const Adept::ResourceID& instance_id,
const Stuff::LinearMatrix4D &creation_matrix,
Stuff::Scalar age,
int execution_state,
int name_id,
int entity_alignment,
int subsystem_index,
BYTE location_id,
int critical_hits
):
Adept::Entity__CreateMessage(
length,
priority,
message_flags,
class_id,
replicator_flags,
instance_id,
creation_matrix,
age,
execution_state,
name_id,
entity_alignment
),
subsystemIndex(subsystem_index),
locationID(location_id),
criticalHitsTaken(critical_hits)
{}
static void
ConstructCreateMessage(Script *script);
};
//##########################################################################
//########################### Subsystem ###############################
//##########################################################################
typedef Adept::Entity__Message Subsystem__Message;
class Subsystem:
public Adept::Entity
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Adept::Entity BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef Subsystem__ClassData ClassData;
typedef Subsystem__GameModel GameModel;
typedef Subsystem__Message Message;
typedef Subsystem__ExecutionStateEngine ExecutionStateEngine;
typedef Subsystem__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static Subsystem*
Make(
CreateMessage *message,
Adept::ReplicatorID *base_id
);
Adept::Replicator::CreateMessage*
SaveMakeMessage(MemoryStream *stream, Adept::ResourceFile *res_file);
virtual void
SaveInstanceText(Stuff::Page *page);
void
Respawn(Adept::Entity::CreateMessage *message);
MWObject*
GetParentVehicle();
Vehicle*
GetParentAsVehicle();
void
BecomeInteresting(bool render_me);
protected:
Subsystem(
ClassData *class_data,
CreateMessage *message,
Adept::ReplicatorID *base_id,
ElementRenderer::Element *element
);
~Subsystem();
void
Reuse(
const CreateMessage *message,
Adept::ReplicatorID *base_id
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Stream Creation Support
//
public:
typedef void
(*StreamCreate)(
Adept::ResourceID data_list,
Stuff::MemoryStream *stream
);
static void
CreateStream(
Adept::ResourceID data_list,
Stuff::MemoryStream *stream
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//Must call the inherited virtual function!!!!
virtual bool
ConnectSubsystem();
virtual bool
DisconnectSubsystem();
virtual void
ConnectHeatManager(HeatManager *heat_manager)
{}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
int critHitsTaken; //0 to totalCrits
int subsystemIndex;
BYTE
internalLocation;
int
containedInSlotType;
virtual bool
TakeCriticalHit();
virtual void
DestroySubsystem();
Vehicle
*parentAsVehicle;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
inline
Subsystem__ExecutionStateEngine::Subsystem__ExecutionStateEngine(
ClassData *class_data,
Subsystem *subsystem,
FactoryRequest *request
):
Adept::Entity__ExecutionStateEngine(class_data, subsystem, request)
{
}
}