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.
144 lines
4.0 KiB
C++
144 lines
4.0 KiB
C++
//===========================================================================//
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// File: Tank.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "Vehicle.hpp"
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namespace MechWarrior4
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{
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//##########################################################################
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//############################ Tank ###############################
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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 Vehicle__GameModel Tank__GameModel;
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typedef Vehicle__Message Tank__Message;
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typedef Vehicle__UpdateMessage Tank__UpdateMessage;
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typedef Vehicle__CreateMessage Tank__CreateMessage;
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typedef Vehicle__ClassData Tank__ClassData;
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typedef Vehicle__ExecutionStateEngine Tank__ExecutionStateEngine;
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extern DWORD Executed_Tank_Count;
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//----------------------- End of inheritance stuff ------------------------
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class Tank:
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public Vehicle
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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 Vehicle 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 Tank__ClassData ClassData;
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typedef Tank__GameModel GameModel;
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typedef Tank__Message Message;
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typedef Tank__ExecutionStateEngine ExecutionStateEngine;
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typedef Tank__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 Tank*
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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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Tank(
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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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~Tank();
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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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{
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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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// 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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void PostCollisionExecute (Stuff::Time time);
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void ReactToDestruction(int damage_mode, int damage_type);
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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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// MSL 5.04 Tank
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//should this tank be scored?
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bool m_scoreThisTank;
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// MSL 5.06 Armor Mode
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int m_ArmorMode;
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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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