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.
292 lines
7.3 KiB
C++
292 lines
7.3 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "ProjectileWeapon.hpp"
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namespace MechWarrior4
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{
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class RTXWeaponSub;
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typedef ProjectileWeapon__CreateMessage RTXWeaponSub__CreateMessage;
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// typedef ProjectileWeapon__ExecutionStateEngine RTXWeaponSub__ExecutionStateEngine;
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typedef ProjectileWeapon__Message RTXWeaponSub__Message;
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typedef ProjectileWeapon__ClassData RTXWeaponSub__ClassData;
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//##########################################################################
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//############### Projectile::ExecutionStateEngine ###################
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//##########################################################################
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class RTXWeaponSub__ExecutionStateEngine :
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public ProjectileWeapon__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 ProjectileWeapon__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 RTXWeaponSub__ExecutionStateEngine*
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(*Factory)(
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RTXWeaponSub *weapon,
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FactoryRequest *request
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);
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static RTXWeaponSub__ExecutionStateEngine*
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Make(
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RTXWeaponSub *weapon,
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FactoryRequest *request
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);
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protected:
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RTXWeaponSub__ExecutionStateEngine(
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ClassData *class_data,
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RTXWeaponSub *weapon,
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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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JammedState = ProjectileWeapon__ExecutionStateEngine::StateCount,
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RechargingState,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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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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//##################### RTXWeaponSub::GameModel #######################
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//##########################################################################
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class RTXWeaponSub__GameModel:
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public ProjectileWeapon::GameModel
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{
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public:
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typedef ProjectileWeapon::GameModel BaseClass;
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// Time at which RTX has potential to jam (as measured on the m_cumulativeFiringTime member variable)
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Stuff::Scalar
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m_timeToPotentialJam;
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// Time at which RTX has will jam after reaching m_timeToJamPotential (as measured on the m_cumulativeFiringTime member variable)
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Stuff::Scalar
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m_timeToJam;
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// Time for which RTX will be unavailable after jamming
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Stuff::Scalar
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m_timeToUnjam;
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/*
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// Total time that the RTX has been firing continuously. Decremented at same rate as incremented when
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// RTX is inactive and not jammed
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Stuff::Scalar
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m_cumulativeFiringTime;
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// Total time that the RTX has been jammed; used as counter
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Stuff::Scalar
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m_cumulativeJammedTime;
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*/
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enum {
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TimeToPotentialJamAttributeID = ProjectileWeapon__GameModel::NextAttributeID,
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TimeToJamAttributeID,
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TimeToUnjamAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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RTXWeaponSub__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//########################### RTXWeaponSub ############################
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//##########################################################################
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class RTXWeaponSub:
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public ProjectileWeapon
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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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//##########################################################################
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// Inheritance support
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//
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public:
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typedef RTXWeaponSub__ClassData ClassData;
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typedef RTXWeaponSub__GameModel GameModel;
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typedef RTXWeaponSub__Message Message;
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typedef RTXWeaponSub__ExecutionStateEngine ExecutionStateEngine;
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typedef RTXWeaponSub__CreateMessage CreateMessage;
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typedef ProjectileWeapon 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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static RTXWeaponSub*
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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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CommonCreation(CreateMessage *message);
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protected:
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RTXWeaponSub(
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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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~RTXWeaponSub();
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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
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & 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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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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void
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CreateProjectile(Stuff::Time till);
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void
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PostCollisionExecute(Time till);
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void
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PreCollisionExecute(Time till);
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// johnyo Mercs bug 4712
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// This weapon needs to override this function. Unlike the normal projectile classes, this one requires that it
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// be able to fire while in the "recharging" state.
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//
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bool
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ReadyToFire();
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void
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StartJamState();
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/*
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//
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// johnyo Experimental code. Leaving in case this weapon needs tighter security. We'll need to add code to support
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// having the server shove it's jammed value to the client instead of relying on the client.
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//
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bool
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GetIsJammed() {return (executionState->GetState() == ExecutionStateEngine::JammedState || m_jamThisFrame);};
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void
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SetJammed() {executionState->RequestState(ExecutionStateEngine::JammedState);return;};
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*/
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// Time marker indicating the start of the RTX jam
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void
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Fire(Adept::Entity::CollisionQuery *query,
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Stuff::Time time_locked,
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const Stuff::Point3D& lockedTargetEntityPartOffset);
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Stuff::Time
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m_jamStartTime;
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// Last time that the player started firing the RTX
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Stuff::Time
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m_fireStartTime;
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// Time at which the RTX stopped firing
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Stuff::Time
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m_fireEndTime;
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// Time we first entered recharge. Used to help minimize difference between server and client on what the
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// cumulative fire time is. Server enters recharge more often when packets aren't arriving faster than .25 seconds.
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Stuff::Time
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m_enterRecharge;
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bool
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m_jamThisFrame;
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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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RTXWeaponSub__ExecutionStateEngine::RTXWeaponSub__ExecutionStateEngine(
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ClassData *class_data,
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RTXWeaponSub *mover,
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FactoryRequest *request
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):
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ProjectileWeapon__ExecutionStateEngine(class_data, mover, request)
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{
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}
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}
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