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firestorm/Gameleap/code/mw4/Code/MW4/noncom.hpp
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C++

//===========================================================================//
// File: Buidling.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/06/99 DPB Inital base class
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include "MWObject.hpp"
namespace MechWarrior4
{
extern DWORD Executed_NonCom_Count;
//##########################################################################
//########################### NonCom ################################
//##########################################################################
typedef MWObject__ClassData NonCom__ClassData;
typedef MWObject__Message NonCom__Message;
typedef MWObject__ExecutionStateEngine NonCom__ExecutionStateEngine;
typedef MWObject__CreateMessage NonCom__CreateMessage;
typedef MWObject__GameModel NonCom__GameModel;
class NonCom: public MWObject
{
public:
static void InitializeClass();
static void TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef NonCom__ClassData ClassData;
typedef NonCom__GameModel GameModel;
typedef NonCom__Message Message;
typedef NonCom__ExecutionStateEngine ExecutionStateEngine;
typedef NonCom__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static NonCom* Make(CreateMessage *message,ReplicatorID *base_id);
void CommonCreation(CreateMessage *message);
void Respawn(Adept::Entity::CreateMessage *message);
protected:
NonCom(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
~NonCom();
void Reuse(const CreateMessage *message,ReplicatorID *base_id);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
protected:
Stuff::Time m_FrameTime;
Stuff::Point3D m_UVs[4];
int m_AnimFrame;
int m_TextureID;
Stuff::Scalar m_Speed;
int m_LastIndex;
Stuff::AffineMatrix4D UVMatrix;
Stuff::Point3D m_LastPos;
Stuff::Scalar m_LastFacing;
enum {
UVMatrixAttributeID = BaseClass::NextAttributeID,
NextAttributeID
};
bool m_IsAnimal;
bool m_Visible;
public:
virtual void TurnOn (void);
virtual void TurnOff (void);
void DetermineUV (Stuff::Time till);
void Speed (Stuff::Scalar speed)
{ m_Speed = speed<0 ? speed*-1.0f : speed; }
void TextureID (int id)
{ m_TextureID = id; }
virtual bool // TEMPORARY until Fang fixes the SlidingShapeComponent NonCom bug -- PAULTOZ
IsNonCom() const
{ return (true); }
void SetAsAnimal();
private:
Stuff::Scalar FrameWidth() const;
Stuff::Scalar FrameHeight() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage/Destruction Support
//
public:
void ReactToHit(const Adept::Entity__TakeDamageMessage *message,Adept::DamageObject *part_hit);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData *DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
void PreCollisionExecute(Stuff::Time till);
void ReactToDestruction(int damage_mode, int damage_type);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void TestInstance() const;
};
}