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.
175 lines
4.8 KiB
C++
175 lines
4.8 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "MFB.hpp"
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namespace MechWarrior4
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{
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class FieldBase;
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class MoverAI;
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//##########################################################################
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//############################ MFB ###################################
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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 MFB__Message FieldBase__Message;
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typedef MFB__UpdateMessage FieldBase__UpdateMessage;
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typedef MFB__CreateMessage FieldBase__CreateMessage;
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typedef MFB__ClassData FieldBase__ClassData;
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extern DWORD Executed_MFB_Count;
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//##########################################################################
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//############# FieldBase::ExecutionStateEngine #######################
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//##########################################################################
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class FieldBase__ExecutionStateEngine:
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public MFB::ExecutionStateEngine
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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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typedef MFB::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 FieldBase__ExecutionStateEngine*
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(*Factory)(FieldBase *entity,FactoryRequest *request);
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static FieldBase__ExecutionStateEngine*
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Make(FieldBase *mover,FactoryRequest *request);
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protected:
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FieldBase__ExecutionStateEngine(ClassData *class_data,FieldBase *mover,FactoryRequest *request);
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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 *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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OpenDoorState = MFB::ExecutionStateEngine::StateCount,
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CloseDoorState,
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StateCount
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};
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protected:
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static const StateEntry StateEntries[];
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public:
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int RequestState(int new_state,void* data = NULL);
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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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//----------------------- End of inheritance stuff ------------------------
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class FieldBase:
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public MFB
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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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typedef MFB 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 FieldBase__ClassData ClassData;
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typedef FieldBase__Message Message;
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typedef FieldBase__ExecutionStateEngine ExecutionStateEngine;
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typedef FieldBase__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 FieldBase*
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Make( CreateMessage *message,ReplicatorID *base_id);
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protected:
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FieldBase(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
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void Respawn(Adept::Entity::CreateMessage *message);
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void CommonCreation(CreateMessage *message);
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void Reuse(const CreateMessage *message,ReplicatorID *base_id);
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~FieldBase();
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void ReactToDestruction(int damage_mode, int damage_type);
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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 *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* 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 TurnOn();
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void PreCollisionExecute(Stuff::Time till);
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bool CollisionHandler(Stuff::LinearMatrix4D *new_position,Stuff::DynamicArrayOf<CollisionData> *collisions);
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protected:
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Stuff::Scalar m_DoorAmount,m_LiftAmount;
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MWMover *m_DoorAR,*m_DoorFR,*m_DoorAL,*m_DoorFL,*m_Lift;
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bool m_HasDoors,m_FirstFrame;
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Stuff::Scalar m_BaseYDoorAR,m_BaseYDoorFR,m_BaseYDoorAL,m_BaseYDoorFL,m_BaseYLift;
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void DoorOpenAnim (Stuff::Time slice);
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void DoorCloseAnim (Stuff::Time slice);
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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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inline
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FieldBase__ExecutionStateEngine::FieldBase__ExecutionStateEngine(
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ClassData *class_data,
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FieldBase *mover,
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FactoryRequest *request
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):
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BaseClass(class_data, mover, request)
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{
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}
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}
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