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.
265 lines
6.2 KiB
C++
265 lines
6.2 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "BeamWeapon.hpp"
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namespace Adept
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{
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class Effect;
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}
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namespace MechWarrior4
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{
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class Vehicle;
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class CollisionGroup;
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class BeamWeapon;
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class BeamEntity;
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class BombastWeapon;
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//##########################################################################
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//############### BombastWeapon::ExecutionStateEngine ################
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//##########################################################################
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class BombastWeapon__ExecutionStateEngine:
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public BeamWeapon::ExecutionStateEngine
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef BeamWeapon::ExecutionStateEngine BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef BombastWeapon__ExecutionStateEngine*
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(*Factory)(
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BombastWeapon *weapon,
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FactoryRequest *request
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);
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static BombastWeapon__ExecutionStateEngine*
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Make(
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BombastWeapon *weapon,
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FactoryRequest *request
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);
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protected:
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BombastWeapon__ExecutionStateEngine(
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ClassData *class_data,
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BombastWeapon *weapon,
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FactoryRequest *request
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State stuff
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//
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public:
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enum {
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ChargingState = BeamWeapon__ExecutionStateEngine::StateCount,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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);
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protected:
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static const StateEntry
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StateEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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//##########################################################################
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//########################### BombastWeapon::GameModel ################
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//##########################################################################
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class BombastWeapon__GameModel;
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typedef BeamWeapon__ClassData BombastWeapon__ClassData;
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typedef BeamWeapon__Message BombastWeapon__Message;
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typedef BeamWeapon__CreateMessage BombastWeapon__CreateMessage;
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class BombastWeapon__GameModel:
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public BeamWeapon::GameModel
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{
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public:
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typedef BeamWeapon::GameModel BaseClass;
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Stuff::Scalar
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maxChargeTime;
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Stuff::Scalar
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timeForMaxCharge;
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Adept::ResourceID
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chargeEffectResource;
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Adept::ResourceID
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initialChargeBeamResource,
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halfChargeBeamResource,
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threeQuarterChargeBeamResource,
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fullChargeBeamResource;
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Adept::ResourceID
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initialChargeFlareResource,
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halfChargeFlareResource,
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threeQuarterChargeFlareResource,
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fullChargeFlareResource;
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enum {
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MaxChargeTimeAttributeID = BeamWeapon__GameModel::NextAttributeID,
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TimeForMaxChargeAttributeID,
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ChargeEffectResourceAttributeID,
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InitialChargeBeamResourceAttributeID,
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HalfChargeBeamResourceAttributeID,
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ThreeQuarterChargeBeamResourceAttributeID,
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FullChargeBeamResourceAttributeID,
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InitialChargeFlareResourceAttributeID,
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HalfChargeFlareResourceAttributeID,
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ThreeQuarterChargeFlareResourceAttributeID,
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FullChargeFlareResourceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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BombastWeapon__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//########################### BombastWeapon ###########################
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//##########################################################################
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class BombastWeapon:
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public BeamWeapon
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef BeamWeapon BaseClass;
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef BombastWeapon__ClassData ClassData;
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typedef BombastWeapon__GameModel GameModel;
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typedef BombastWeapon__Message Message;
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typedef BombastWeapon__ExecutionStateEngine ExecutionStateEngine;
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typedef BombastWeapon__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static BombastWeapon*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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protected:
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BombastWeapon(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~BombastWeapon();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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void
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PreCollisionExecute(Stuff::Time till);
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void
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PostCollisionExecute(Stuff::Time till);
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void
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CleanUpCreatedBeam();
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void
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CreateBeam();
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void
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CreateChargeEffect();
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void
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CreateMuzzleFlash();
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void
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SetQuery(Adept::Entity::CollisionQuery *query);
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Stuff::SlotOf<Adept::Effect *>
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chargeEffect;
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Stuff::Time
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startChargeTime;
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Stuff::Scalar
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percentCharged;
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bool
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ReadyToFire();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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inline
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BombastWeapon__ExecutionStateEngine::BombastWeapon__ExecutionStateEngine(
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ClassData *class_data,
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BombastWeapon *mover,
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FactoryRequest *request
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):
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BeamWeapon__ExecutionStateEngine(class_data, mover, request)
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{
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}
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}
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