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.
98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
//===========================================================================//
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// File: bridge.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/12/2000 AHF Inital base class
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//===========================================================================//
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#pragma once
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#include "MW4.hpp"
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#include "building.hpp"
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namespace MechWarrior4
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{
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//##########################################################################
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//########################### Bridge ################################
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//##########################################################################
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typedef Building__ClassData Bridge__ClassData;
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typedef Building__Message Bridge__Message;
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typedef Building__ExecutionStateEngine Bridge__ExecutionStateEngine;
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typedef Building__CreateMessage Bridge__CreateMessage;
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typedef Building__GameModel Bridge__GameModel;
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class Bridge:
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public Building
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{
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public:
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static void InitializeClass();
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static void TerminateClass();
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef Bridge__ClassData ClassData;
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typedef Bridge__GameModel GameModel;
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typedef Bridge__Message Message;
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typedef Bridge__ExecutionStateEngine ExecutionStateEngine;
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typedef Bridge__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 Bridge* Make(CreateMessage *message,ReplicatorID *base_id);
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protected:
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Bridge(
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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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~Bridge();
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void
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Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage/Destruction Support
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//
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public:
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void ReactToDestruction(int damage_mode, int damage_type);
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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 *DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void TestInstance() const;
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};
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}
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