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firestorm/Gameleap/code/mw4/Code/MW4/StickyMover.hpp
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255 lines
6.0 KiB
C++

#pragma once
#include "MW4.hpp"
#include "WeaponMover.hpp"
namespace Adept{class Effect;}
namespace MechWarrior4
{
class StickyMover;
//##########################################################################
//############### StickyMover::ExecutionStateEngine ##################
//##########################################################################
class StickyMover__ExecutionStateEngine:
public WeaponMover__ExecutionStateEngine
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef WeaponMover__ExecutionStateEngine BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
typedef StickyMover__ExecutionStateEngine*
(*Factory)(
StickyMover *weapon,
FactoryRequest *request
);
static StickyMover__ExecutionStateEngine*
Make(
StickyMover *weapon,
FactoryRequest *request
);
protected:
StickyMover__ExecutionStateEngine(
ClassData *class_data,
StickyMover *weapon,
FactoryRequest *request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State stuff
//
public:
enum {
StickyExecutionState = WeaponMover__ExecutionStateEngine::StateCount,
StateCount
};
protected:
static const StateEntry
StateEntries[];
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
//##########################################################################
//########################### StickyMover::GameModel ##################
//##########################################################################
class StickyMover__GameModel:
public WeaponMover__GameModel
{
public:
Adept::ResourceID
idleLoopResource;
Stuff::Scalar
activeTime;
enum {
ActiveTimeAttributeID = WeaponMover__GameModel::NextAttributeID,
IdleLoopResourceAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
StickyMover__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//############################ StickyMover ###########################
//##########################################################################
//-------------------------------------------------------------------------
// The following helper classes must always be typedef'd or overriden by an
// inheritor
//
typedef WeaponMover__ClassData StickyMover__ClassData;
typedef WeaponMover__Message StickyMover__Message;
typedef WeaponMover__CreateMessage StickyMover__CreateMessage;
//----------------------- End of inheritance stuff ------------------------
class StickyMover:
public WeaponMover
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef WeaponMover BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef StickyMover__ClassData ClassData;
typedef StickyMover__GameModel GameModel;
typedef StickyMover__Message Message;
typedef StickyMover__ExecutionStateEngine ExecutionStateEngine;
typedef StickyMover__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static StickyMover*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
StickyMover(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~StickyMover();
void SentenceToDeathRow();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game Model support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Flag Support
//
public:
enum
{
FollowBit = BaseClass::NextFlagBit,
NextFlagBit
};
enum
{
FollowFlag = 1<<FollowBit,
DefaultFlags = HermitMode
};
bool
IsFollowing()
{Check_Object(this); return (replicatorFlags&FollowFlag) != 0;}
void
SetFollowing()
{Check_Object(this); replicatorFlags |= FollowFlag;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution Support
//
public:
void
PreCollisionExecute(Stuff::Time till);
bool
CollisionHandler(
Stuff::LinearMatrix4D *new_position,
Stuff::DynamicArrayOf<CollisionData> *collisions
);
void
PostCollisionExecute(Stuff::Time till);
virtual void
OnActiveTimeStart()
{}
virtual void
OnActiveTimeEnd()
{}
void
CreateIdleEffect();
Stuff::SlotOf<Adept::Entity *>
attachedEntity;
Stuff::Point3D
entityOffset;
Stuff::SlotOf<Adept::Effect*>
idleEffect;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
inline
StickyMover__ExecutionStateEngine::StickyMover__ExecutionStateEngine(
ClassData *class_data,
StickyMover *mover,
FactoryRequest *request
):
WeaponMover__ExecutionStateEngine(class_data, mover, request)
{
}
}