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.
202 lines
4.2 KiB
C++
202 lines
4.2 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.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 Adept::Effect;
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class EffectGenerator__CreateMessage : public Adept::Entity__CreateMessage
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{
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public:
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typedef Adept::Entity__CreateMessage BaseClass;
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Adept::ResourceID
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effectResourceID;
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Stuff::Scalar
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timeDelay;
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bool
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m_nightOnly;
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bool
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m_randomizeTime;
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EffectGenerator__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& data_list_id,
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const Stuff::LinearMatrix4D &local_to_parent,
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Stuff::Scalar age,
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int execution_state,
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ObjectID name_id,
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int entity_alignment,
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const Adept::ResourceID& effect_id
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):
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Entity__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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data_list_id,
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local_to_parent,
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age,
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execution_state,
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name_id,
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entity_alignment
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),
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effectResourceID(effect_id)
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{}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//########################### EffectGenerator::GameModel ##############
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//##########################################################################
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class EffectGenerator__GameModel:
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public Adept::Entity::GameModel
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{
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public:
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enum {
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NextAttributeID = Entity__GameModel::NextAttributeID,
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};
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static bool
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ReadAndVerify(
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EffectGenerator__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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//########################## EffectGenerator #########################
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//##########################################################################
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class EffectGenerator:
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public Adept::Entity
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{
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public:
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typedef Entity BaseClass;
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef EffectGenerator__CreateMessage CreateMessage;
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typedef EffectGenerator__GameModel GameModel;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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Adept::ResourceID
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effectResourceID;
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Stuff::Scalar
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timeDelay,nextDelay;
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bool
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m_nightOnly;
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bool
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m_randomizeTime;
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bool
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replay;
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public:
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static EffectGenerator*
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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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~EffectGenerator();
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protected:
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EffectGenerator(
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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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void
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ClearAllEffects();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data 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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CreateEffect();
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void
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PlayEffect();
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void
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KillEffect();
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int
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GetTableArray()
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{Check_Object(this); return Adept::NameTable::EffectGeneratorArray;}
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void
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SaveInstanceText(Stuff::Page *page);
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bool
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shouldCreateEffect;
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Stuff::ChainOf<Adept::Effect *>
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effectChain;
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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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// 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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// 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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