Files
firestorm/Gameleap/code/mw4/Code/MW4/bridge.cpp
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

127 lines
3.5 KiB
C++

//===========================================================================//
// File: bridge.cpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/12/2000 AHF Inital base class
//===========================================================================//
#include "MW4Headers.hpp"
#include "Bridge.hpp"
#include "rail_move.hpp"
using namespace MW4AI;
//#############################################################################
//############################### Bridge ##############################
//#############################################################################
Bridge::ClassData* Bridge::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Bridge::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
BridgeClassID,
"MechWarrior4::Bridge",
Building::DefaultData,
0, NULL,
(Entity::Factory)Make,
(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
ExecutionStateEngine::DefaultData,
(Entity::GameModel::Factory)GameModel::ConstructGameModel,
(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
(Entity::GameModel::ModelWrite)GameModel::WriteToText,
(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
AnimationStateEngine::Make
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Bridge::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Bridge* Bridge::Make(CreateMessage *message,ReplicatorID *base_id)
{
gos_PushCurrentHeap(Heap);
Bridge *new_entity = new Bridge(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Bridge::Bridge(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
Building(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Bridge::~Bridge()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Bridge::Reuse(
const CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(this);
STOP(("Not implemented"));
Building::Reuse(message, base_id);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Bridge::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Bridge::ReactToDestruction(int damage_mode, int damage_type)
{
if(!IsDestroyed())
{
int max,i;
max = g_MissionGraph->NumLinks ();
for (i=0;i<max;i++)
{
CRailLink *link;
link = g_MissionGraph->Link (i);
if (!link)
continue;
if (link->Bridge () != objectID)
continue;
link->DestroyBridge ();
}
}
Building::ReactToDestruction(damage_mode,damage_type);
}