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.
117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
//===========================================================================//
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// File: MODL.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 05/23/01 JPS Class for the MODL
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//---------------------------------------------------------------------------//
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// Copyright (C) 2001, Microsoft
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "MW4.hpp"
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#include "Tank.hpp"
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namespace MechWarrior4
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{
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//##########################################################################
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//############################ MODL ###############################
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//## The MODL is a large Tank that will have 3 internal damage zones
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//##One for the Gun itself, which can be blown off
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//##One for the main turret which will hold the destruction internal damage object
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//##One for the treads in the cannon. When the treads internal zone is destroyed the MODL will stop
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//##In addition, the MODL will have a custom HUD that displayed the damage zones
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//##
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//##########################################################################
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class MODL:
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public Tank
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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 Tank 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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static MODL*
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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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void
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SaveInstanceText(Stuff::Page *page);
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protected:
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MODL(
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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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Respawn(Adept::Entity::CreateMessage *message);
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void
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CommonCreation(CreateMessage *message);
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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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~MODL();
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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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//Support for stopping the MODL by blowing out its treads
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public:
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virtual void ComputeForwardSpeed(Stuff::Scalar time_slice);
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virtual void EngineDead (void);
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//use the eject call to fire the main "laser"
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virtual void Eject();
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void PostCollisionExecute (Stuff::Time time);
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void InitializeDamageArray();
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int damageArray[11];
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private:
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bool m_enginesDead;
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bool m_fireCannon;
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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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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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virtual void
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TestInstance() const;
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};
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}
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