Files
firestorm/Gameleap/code/mw4/Code/MW4/Beagle.cpp
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

126 lines
3.1 KiB
C++

#include "MW4Headers.hpp"
#include "Beagle.hpp"
#include "Vehicle.hpp"
#include "Sensor.hpp"
#include "SubsystemClassData.hpp"
//#############################################################################
//############################### Beagle ##############################
//#############################################################################
Beagle::ClassData*
Beagle::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Beagle::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
BeagleClassID,
"MechWarrior4::Beagle",
Subsystem::DefaultData,
0, NULL,
(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,
(Subsystem::StreamCreate) CreateStream
);
Register_Object(DefaultData);
DIRECT_GAME_MODEL_ATTRIBUTE(
Beagle__GameModel,
TargeterMissileLockPercent,
m_targeterMissileLockPercent,
Scalar
);
DIRECT_GAME_MODEL_ATTRIBUTE(
Beagle__GameModel,
HolderMissileLockPercent,
m_holderMissileLockPercent,
Scalar
);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Beagle::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Beagle*
Beagle::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
Beagle *new_entity =
new Beagle(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Beagle::Beagle(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
Subsystem(class_data, message, base_id, element)
{
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Beagle::DestroySubsystem()
{
Check_Object(this);
MWObject *vehicle = GetParentVehicle();
Check_Object(vehicle);
if(vehicle->IsDerivedFrom(Vehicle::DefaultData))
{
Vehicle *parent_vehicle = Cast_Object(Vehicle *, vehicle);
parent_vehicle->DestroyBeagle();
Sensor *sensor = parent_vehicle->GetSensor();
sensor->SetSensorMode(parent_vehicle->GetSensorMode() ,parent_vehicle->DoesHaveBeagle());
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Beagle::~Beagle()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Beagle::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}