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.
391 lines
9.8 KiB
C++
391 lines
9.8 KiB
C++
//===========================================================================//
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// File: MWMover.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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 <Adept\Mover.hpp>
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namespace Adept
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{
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class Site;
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class InternalDamageObject;
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}
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namespace MechWarrior4
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{
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class MWMover;
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class MWObject;
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class AI;
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//##########################################################################
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//############### MWMover::ExecutionStateEngine ##################
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//##########################################################################
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class MWMover__ExecutionStateEngine:
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public Adept::Mover__ExecutionStateEngine
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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 Adept::Mover__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 MWMover__ExecutionStateEngine*
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(*Factory)(
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MWMover *entity,
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FactoryRequest *request
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);
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static MWMover__ExecutionStateEngine*
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Make(
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MWMover *mover,
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FactoryRequest *request
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);
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protected:
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MWMover__ExecutionStateEngine(
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ClassData *class_data,
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MWMover *mover,
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FactoryRequest *request
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);
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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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// State stuff
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//
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public:
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enum {
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RegularMotionState = Adept::Mover::ExecutionStateEngine::StateCount,
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CameraMotionState,
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StateCount
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};
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protected:
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static const StateEntry
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StateEntries[];
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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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//################## Mover::CreateMessage #######################
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//##########################################################################
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class MWMover__CreateMessage:
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public Adept::Mover__CreateMessage
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{
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public:
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typedef Adept::Mover__CreateMessage BaseClass;
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#if NSWIZZLE
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char jointName[128];
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Adept::ResourceID armatureStreamResourceID;
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Adept::ResourceID siteStreamResourceID;
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#else
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Adept::ResourceID siteStreamResourceID;
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Adept::ResourceID armatureStreamResourceID;
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char jointName[128];
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#endif
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MWMover__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const Adept::ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const Stuff::Motion3D &initial_velocity,
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const Stuff::Motion3D &initial_acceleration,
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const char *entity_name,
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const Adept::ResourceID& armature_id,
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const Adept::ResourceID& site_id
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):
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Adept::Mover__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment,
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initial_velocity,
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initial_acceleration
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),
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armatureStreamResourceID(armature_id),
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siteStreamResourceID(site_id)
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{
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Check_Pointer(entity_name);
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Str_Copy(jointName, entity_name, sizeof(jointName));
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}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//############################ MWMover ###############################
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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 Adept::Mover__ClassData MWMover__ClassData;
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typedef Adept::Mover__Message MWMover__Message;
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typedef Adept::Mover__GameModel MWMover__GameModel;
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typedef Adept::Mover__UpdateMessage MWMover__UpdateMessage;
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//----------------------- End of inheritance stuff ------------------------
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class MWMover:
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public Adept::Mover
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{
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friend class MovementClass;
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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 Adept::Mover 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 MWMover__ClassData ClassData;
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typedef MWMover__Message Message;
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typedef MWMover__ExecutionStateEngine ExecutionStateEngine;
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typedef MWMover__CreateMessage CreateMessage;
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typedef MWMover__GameModel GameModel;
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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 MWMover*
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Make(
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CreateMessage *message,
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Adept::ReplicatorID *base_id
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);
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Adept::Replicator::CreateMessage*
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SaveMakeMessage(Stuff::MemoryStream *stream, Adept::ResourceFile *res_file);
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void
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SaveInstanceText(Stuff::Page *page);
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void
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Respawn(Adept::Entity::CreateMessage *message);
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void
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Reuse(Adept::Entity::CreateMessage *message);
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void
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ReuseArmature();
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protected:
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void
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LoadArmatureFromResource(
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const Adept::ResourceID &armature_stream_id,
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Adept::ReplicatorID *base_id
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);
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void
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LoadSitesFromResource(const Adept::ResourceID &site_stream_id);
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MWMover(
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ClassData *class_data,
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CreateMessage *message,
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Adept::ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~MWMover();
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void
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Reuse(
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const CreateMessage *message,
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Adept::ReplicatorID *base_id
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);
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void
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BecomeInteresting(bool render_me);
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virtual void
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CheckVideoStates(bool render_me);
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void
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NotifyAIShot(AI& ai, Adept::ReplicatorID inflicting_entity_id);
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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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// Child Support
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//
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public:
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void
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ConnectSitesToZone(Adept::InternalDamageObject *zone);
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void
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SetDamageObject(Adept::DamageObject *damage_object);
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Stuff::ChainOf<Adept::Entity *>*
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GetChildEntityChain()
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{Check_Object(this); return &childEntityChain;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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int
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m_isDark;
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Stuff::AffineMatrix4D
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LTread;
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Stuff::AffineMatrix4D
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RTread;
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void DetermineUV (Stuff::Time till);
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enum
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{
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IsDarkAttributeID = Adept::Mover::NextAttributeID,
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LTreadAttributeID,
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RTreadAttributeID,
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NextAttributeID
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Renderer Support
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//
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public:
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char
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GetSkinPrefix()
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{Check_Object(this); return m_skinPrefix;}
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void
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SetSkinPrefix(char new_prefix)
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{Check_Object(this); m_skinPrefix = new_prefix;}
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int
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GetPilotDecal()
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{Check_Object(this); return m_pilotDecal;}
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void
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SetPilotDecal(int pilot)
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{Check_Object(this); m_pilotDecal = pilot;}
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int
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GetTeamDecal()
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{Check_Object(this); return m_teamDecal;}
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void
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SetTeamDecal(int team)
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{Check_Object(this); m_teamDecal = team;}
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protected:
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char
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m_skinPrefix;
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int
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m_pilotDecal,
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m_teamDecal;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void PreCollisionExecute(Stuff::Time till);
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MWObject
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*GetParentVehicle()
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{Check_Object(this); return myParentVehicle;}
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MWObject
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*myParentVehicle;
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Adept::ResourceID
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armatureStreamResourceID;
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Adept::ResourceID
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siteStreamResourceID;
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Stuff::SortedChainOf<Adept::Site*, Stuff::MString>
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m_sites;
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void
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ReactToDamageTaken(Stuff::Scalar damage_taken, const Adept::ReplicatorID& inflicting_entity, int weaponID, int damageType);
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bool
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FriendlyFire(const TakeDamageMessage *message);
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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
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ReactToHit(const Adept::Entity__TakeDamageMessage *message,Adept::DamageObject *part_hit);
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void
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ReactToDestruction(int damage_mode, int damage_type);
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void
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ReactToInternalDamage(int damage_mode);
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void
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CreatePartDestructionEffect(const Adept::ResourceID& resource_id);
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virtual void
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NotifyProjectileApproaching(const Stuff::Point3D& origin);
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void
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ToggleLightsOff(bool toggle);
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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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inline
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MWMover__ExecutionStateEngine::MWMover__ExecutionStateEngine(
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ClassData *class_data,
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MWMover *mover,
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FactoryRequest *request
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):
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Mover__ExecutionStateEngine(class_data, mover, request)
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{
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}
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}
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