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.
136 lines
4.2 KiB
C++
136 lines
4.2 KiB
C++
//===========================================================================//
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// File: Buidling.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 05/06/99 DPB Inital base class
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "MWObject.hpp"
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namespace MechWarrior4
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{
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extern DWORD Executed_NonCom_Count;
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//##########################################################################
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//########################### NonCom ################################
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//##########################################################################
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typedef MWObject__ClassData NonCom__ClassData;
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typedef MWObject__Message NonCom__Message;
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typedef MWObject__ExecutionStateEngine NonCom__ExecutionStateEngine;
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typedef MWObject__CreateMessage NonCom__CreateMessage;
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typedef MWObject__GameModel NonCom__GameModel;
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class NonCom: public MWObject
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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 NonCom__ClassData ClassData;
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typedef NonCom__GameModel GameModel;
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typedef NonCom__Message Message;
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typedef NonCom__ExecutionStateEngine ExecutionStateEngine;
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typedef NonCom__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 NonCom* Make(CreateMessage *message,ReplicatorID *base_id);
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void CommonCreation(CreateMessage *message);
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void Respawn(Adept::Entity::CreateMessage *message);
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protected:
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NonCom(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
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~NonCom();
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void Reuse(const CreateMessage *message,ReplicatorID *base_id);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & Game Model Support
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//
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protected:
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Stuff::Time m_FrameTime;
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Stuff::Point3D m_UVs[4];
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int m_AnimFrame;
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int m_TextureID;
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Stuff::Scalar m_Speed;
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int m_LastIndex;
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Stuff::AffineMatrix4D UVMatrix;
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Stuff::Point3D m_LastPos;
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Stuff::Scalar m_LastFacing;
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enum {
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UVMatrixAttributeID = BaseClass::NextAttributeID,
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NextAttributeID
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};
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bool m_IsAnimal;
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bool m_Visible;
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public:
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virtual void TurnOn (void);
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virtual void TurnOff (void);
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void DetermineUV (Stuff::Time till);
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void Speed (Stuff::Scalar speed)
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{ m_Speed = speed<0 ? speed*-1.0f : speed; }
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void TextureID (int id)
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{ m_TextureID = id; }
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virtual bool // TEMPORARY until Fang fixes the SlidingShapeComponent NonCom bug -- PAULTOZ
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IsNonCom() const
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{ return (true); }
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void SetAsAnimal();
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private:
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Stuff::Scalar FrameWidth() const;
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Stuff::Scalar FrameHeight() const;
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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 ReactToHit(const Adept::Entity__TakeDamageMessage *message,Adept::DamageObject *part_hit);
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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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void PreCollisionExecute(Stuff::Time till);
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void ReactToDestruction(int damage_mode, int damage_type);
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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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