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.
161 lines
3.5 KiB
C++
161 lines
3.5 KiB
C++
//===========================================================================//
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// File: AnimationState.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/23/999 JSE Inital coding
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Microsoft Corp. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "AnimationState.hpp"
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namespace MechWarrior4
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{
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class Vehicle;
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class Mech;
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class MechAnimationStateEngine:
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public AnimationStateEngine
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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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// Run-time Construction and Destruction Support
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//
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public:
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static MechAnimationStateEngine*
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Make(Vehicle *vehicle, const FactoryRequest *request);
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void
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Save(FactoryRequest *request);
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void
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Reuse(const FactoryRequest *request);
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~MechAnimationStateEngine();
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protected:
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MechAnimationStateEngine(
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Vehicle *vehicle,
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ClassData *class_data,
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const FactoryRequest *request
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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ClassData*
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GetClassData();
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State entries
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//
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public:
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enum {
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StandState = AnimationStateEngine::StateCount,//10
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StandHalfState,
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Stand_1_8_thState,
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Stand_2_8_thState,
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Stand_3_8_thState,
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Stand_5_8_thState,
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Stand_6_8_thState,
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Stand_7_8_thState,
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ForwardState,//18
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BackwardState,
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TurnLeftState,
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TurnRightState,
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LGimpTurnRightState,
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RGimpTurnRightState,
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LGimpTurnLeftState,
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RGimpTurnLeftState,
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GimpStandLeftState,
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GimpForwardLeftState,
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GimpStandRightState,
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GimpForwardRightState,
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FallForwardState,
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FallBackwardState,
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FallLeftState,
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FallRightState,
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FallCataclysmicState,
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PowerDownState,
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PowerDownCataclysmicState,
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CrouchState,
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FlyState,
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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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public:
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int
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RequestState(
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int new_state,
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bool run_minimal = false,
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void* data = NULL
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);
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void
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RunStates(Stuff::Scalar time_slice, bool run_minimal = false);
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Mech *
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m_Mech;
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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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TestClass();
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};
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//#############################################################################
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//########################## Inlines ########################
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//#############################################################################
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inline MechAnimationStateEngine::ClassData*
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MechAnimationStateEngine::GetClassData()
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{
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Check_Object(this);
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return Cast_Pointer(ClassData*, classData);
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}
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}
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