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.
255 lines
6.0 KiB
C++
255 lines
6.0 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "WeaponMover.hpp"
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namespace Adept{class Effect;}
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namespace MechWarrior4
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{
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class StickyMover;
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//##########################################################################
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//############### StickyMover::ExecutionStateEngine ##################
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//##########################################################################
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class StickyMover__ExecutionStateEngine:
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public WeaponMover__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 WeaponMover__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 StickyMover__ExecutionStateEngine*
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(*Factory)(
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StickyMover *weapon,
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FactoryRequest *request
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);
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static StickyMover__ExecutionStateEngine*
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Make(
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StickyMover *weapon,
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FactoryRequest *request
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);
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protected:
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StickyMover__ExecutionStateEngine(
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ClassData *class_data,
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StickyMover *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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StickyExecutionState = WeaponMover__ExecutionStateEngine::StateCount,
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StateCount
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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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//########################### StickyMover::GameModel ##################
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//##########################################################################
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class StickyMover__GameModel:
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public WeaponMover__GameModel
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{
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public:
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Adept::ResourceID
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idleLoopResource;
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Stuff::Scalar
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activeTime;
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enum {
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ActiveTimeAttributeID = WeaponMover__GameModel::NextAttributeID,
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IdleLoopResourceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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StickyMover__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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//############################ StickyMover ###########################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef WeaponMover__ClassData StickyMover__ClassData;
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typedef WeaponMover__Message StickyMover__Message;
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typedef WeaponMover__CreateMessage StickyMover__CreateMessage;
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//----------------------- End of inheritance stuff ------------------------
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class StickyMover:
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public WeaponMover
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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 WeaponMover 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 StickyMover__ClassData ClassData;
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typedef StickyMover__GameModel GameModel;
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typedef StickyMover__Message Message;
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typedef StickyMover__ExecutionStateEngine ExecutionStateEngine;
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typedef StickyMover__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 StickyMover*
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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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StickyMover(
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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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~StickyMover();
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void SentenceToDeathRow();
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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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// 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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// Flag Support
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//
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public:
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enum
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{
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FollowBit = BaseClass::NextFlagBit,
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NextFlagBit
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};
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enum
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{
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FollowFlag = 1<<FollowBit,
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DefaultFlags = HermitMode
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};
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bool
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IsFollowing()
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{Check_Object(this); return (replicatorFlags&FollowFlag) != 0;}
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void
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SetFollowing()
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{Check_Object(this); replicatorFlags |= FollowFlag;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution 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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bool
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CollisionHandler(
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Stuff::LinearMatrix4D *new_position,
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Stuff::DynamicArrayOf<CollisionData> *collisions
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);
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void
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PostCollisionExecute(Stuff::Time till);
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virtual void
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OnActiveTimeStart()
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{}
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virtual void
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OnActiveTimeEnd()
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{}
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void
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CreateIdleEffect();
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Stuff::SlotOf<Adept::Entity *>
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attachedEntity;
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Stuff::Point3D
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entityOffset;
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Stuff::SlotOf<Adept::Effect*>
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idleEffect;
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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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StickyMover__ExecutionStateEngine::StickyMover__ExecutionStateEngine(
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ClassData *class_data,
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StickyMover *mover,
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FactoryRequest *request
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):
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WeaponMover__ExecutionStateEngine(class_data, mover, request)
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{
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}
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}
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