Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

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.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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//===========================================================================//
// File: MW4EdApplication.cpp //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 12/02/97 DPB Infrastructure changes. //
// 11/03/98 SMJ MW4 changes. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995-97, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "stdafx.h"
#include "MW4GameEd.h"
#include "MW4GameEdApplication.hpp"
#include <MW4\MWApplication.hpp>
#include <Adept\Map.hpp>
#include <ElementRenderer\GridElement.hpp>
#include <MW4\VehicleInterface.hpp>
#include <Adept\Player.hpp>
#include "MainFrm.h"
#include <MW4\Rail_move.hpp>
#include <mw4\mwmission.hpp>
#include <Adept\DropZone.hpp>
#include <Adept\EntityManager.hpp>
#include <io.h>
#include <Adept\Mission.hpp>
#include "DisplayWindow.h"
#include "OverviewWindow.h"
#include "InstanceWindow.h"
#include <MW4\MWTool.hpp>
#include <BuildNum\BuildNum.h>
#include <Adept\ResourceEffectLibrary.hpp>
#include <MW4\MWPlayer.hpp>
#define __mbschr(s,c) (char*)_mbschr((const unsigned char*)(s),(c))
#define __mbsrchr(s,c) (char*)_mbsrchr((const unsigned char*)(s),(c))
extern CMW4GameEdApp theApp;
using namespace MW4AI;
//#############################################################################
//######################## MW4GameEdApplication ######################
//#############################################################################
//#############################################################################
// Message Support
//
const Receiver::MessageEntry
MW4GameEdApplication::MessageEntries[]=
{
MESSAGE_ENTRY(MW4GameEdApplication, PauseGame)
};
MW4GameEdApplication::ClassData*
MW4GameEdApplication::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MW4GameEdApplication::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
MW4GameEdApplicationClassID,
"MW4GameEdApplication",
MWApplication::DefaultData,
ELEMENTS(MessageEntries),
MessageEntries
);
Check_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MW4GameEdApplication::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MW4GameEdApplication*
MW4GameEdApplication::Make()
{
return new MW4GameEdApplication;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MW4GameEdApplication::MW4GameEdApplication():
MWApplication(DefaultData,false)
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MW4GameEdApplication::~MW4GameEdApplication()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MW4GameEdApplication::LoadGameMessageHandler(int connection, Stuff::MemoryStream *message)
{
Check_Object(this);
theApp.m_NumObjectives = 0;
MWApplication::LoadGameMessageHandler(connection, message);
theApp.overviewWindow->LoadImageFromMissionInstance(theApp.missionFileName);
BYTE r, c;
Scalar rowcell, colcell, offset = 0;
Check_Object(Map::Instance);
Map::Instance->GetElement()->GetSize(&r, &c);
Map::Instance->GetElement()->GetDimensions(&offset,&offset,&rowcell,&colcell);
theApp.displayWindow->mapX = c * colcell;
theApp.displayWindow->mapZ = r * rowcell;
theApp.overviewWindow->mapWidth = int(theApp.displayWindow->mapX);
theApp.overviewWindow->mapHeight = int(theApp.displayWindow->mapZ);
//
//-------------------------------------------------------
//We need to create a drop zone with the name PlayerStart
//-------------------------------------------------------
//
if(NameTable::Instance->FindID("PlayerStart") == NameTable::NullObjectID)
{
Resource model_resource;
SPEW(("scottjan","Get rid of the hard coded data file"));
NotationFile dropzone_file("Content\\Misc\\DropZone.data");
Tool::Instance->ConstructDataList(&model_resource, &dropzone_file);
Check_Object(&model_resource);
Verify(model_resource.DoesResourceExist());
Entity::ClassID class_ID;
class_ID = Entity::GetClassIDFromDataListID(model_resource.GetResourceID());
Verify(class_ID != NullClassID);
LinearMatrix4D matrix = LinearMatrix4D::Identity;
// Point3D translation(500.0, 0.0, 500.0);
Scalar f;
f = -45.0f;
Point3D translation(f, 0.0, f);
matrix.BuildTranslation(translation);
Adept::DropZone::CreateMessage drop_zone_message(
sizeof(Adept::DropZone::CreateMessage),
DefaultEventPriority,
Adept::DropZone::CreateMessage::DefaultFlags,
class_ID,
Adept::DropZone::DefaultFlags,
model_resource.GetResourceID(),
matrix,
0.0f,
Entity__ExecutionStateEngine::NeverExecuteState,
NameTable::NullObjectID,
Entity::DefaultAlignment,
ResourceID::Null
);
MemoryStream stream(&drop_zone_message, drop_zone_message.messageLength);
ReplicatorID Path_id = Connection::Local->GetNextReplicatorID();
Entity* entity;
entity = Entity::CreateEntity(&stream, &Path_id, false);
Check_Object(entity);
Verify(entity->IsDerivedFrom(DropZone::DefaultData));
//Check_Object(EntityManager::Instance);
//EntityManager::Instance->GetNameSocket()->Remove(entity);
entity->instanceName = "PlayerStart";
//EntityManager::Instance->GetNameSocket()->AddValue(entity, entity->instanceName);
Check_Object(Map::Instance);
Map::Instance->AddChild(entity);
entity->SetPropType(Entity::MissionPropType);
entity->SyncMatrices(true);
Verify(entity->IsDerivedFrom(DropZone::DefaultData));
NameTable::Instance->AddEntry(entity, NameTable::DropZoneArray);
NameTable::Instance->IsValid();
// EntityManager::Instance->RequestPostCollisionExecution(entity);
Map::Instance->UpdateZone(entity);
}
theApp.m_MissionSaved = true;
MWMission *mission = Cast_Object (MWMission *,Mission::Instance);
theApp.m_ScriptName = mission->scriptName;
theApp.ambientLightIndex = -1;
theApp.keyLightIndex = -1;
theApp.fillLightIndex = -1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MW4GameEdApplication::EnterRunningGameState(void* data)
{
Check_Object(this);
MWApplication::EnterRunningGameState(data);
// CMenu* m = theApp.m_pMainWnd->GetMenu();
// m->EnableMenuItem(3,MF_ENABLED | MF_BYPOSITION);
theApp.m_pMainWnd->DrawMenuBar();
theApp.toolBar->EnableButton(ID_FILE_SAVE);
theApp.m_editorState = CMW4GameEdApp::SelectingObjectState;
if (!MW4AI::g_MissionGraph)
{
MW4AI::g_MissionGraph = new CRailGraph(CRailGraph::DefaultData);
// write RailGraph=xGraph.data in mission.instance
// CreateMissionResource(missionname);
}
theApp.LoadLattice();
theApp.m_showLattice = true;
theApp.OnToolsMovementlattice(); // this will set m_showLattice to false
theApp.m_showDropZones = true;
theApp.OnToolsMovmentlayerShowdropzones();
theApp.m_showAI = true;
theApp.OnToolsMovmentlayerShowobjectives();
theApp.m_CurPath = NULL;
theApp.m_CurPathNodeCount = 0;
// Create editor iface objects for paths
theApp.LoadPaths();
theApp.LoadLights();
theApp.LoadObjectives();
theApp.LoadCameras();
int i;
Adept::Mission::Instance->GetMissionPolygon(theApp.missionBoundary);
Adept::Mission::Instance->GetWarningPolygon(theApp.warningBoundary);
for (i = 0; i < theApp.missionBoundary.GetLength(); i++)
{
theApp.missionBoundary[i].x /= Map::Instance->GetColumnZoneScale();
theApp.missionBoundary[i].y /= Map::Instance->GetRowZoneScale();
theApp.missionBoundary[i].x-=theApp.overviewWindow->mapWidth*0.5f;
theApp.missionBoundary[i].y-=theApp.overviewWindow->mapHeight*0.5f;
}
for ( i = 0; i < theApp.warningBoundary.GetLength(); i++)
{
theApp.warningBoundary[i].x /= Map::Instance->GetColumnZoneScale();
theApp.warningBoundary[i].y /= Map::Instance->GetRowZoneScale();
theApp.warningBoundary[i].x-=theApp.overviewWindow->mapWidth*0.5f;
theApp.warningBoundary[i].y-=theApp.overviewWindow->mapHeight*0.5f;
}
theApp.LoadBoundary();
theApp.LoadDropZones();
// Load any predefined camera positions
_finddata_t filedata;
char path[MAX_PATH],tmpString[MAX_PATH],*p;
strcpy(tmpString,theApp.missionFileName);
p = strrchr(tmpString,'.');
*p = 0;
sprintf(path,"%s.editcameras",tmpString);
if (_findfirst(path,&filedata) == -1) // no presets file
{
for (int i = 0; i < 10; i++)
{
theApp.m_DefCameraPos[i] = Stuff::LinearMatrix4D::Identity;
theApp.m_DefCameraName[i][0] = (char)('0' + (char)i);
theApp.m_DefCameraName[i][1] = 0;
}
}
else
{
Stuff::Point3D trans;
Stuff::YawPitchRoll rot;
Stuff::LinearMatrix4D matrix = Stuff::LinearMatrix4D::Identity;
NotationFile infile(path);
for (int i = 0; i < 10; i++)
{
Page *page = infile.FindPage(itoa(i,tmpString,10));
if (page)
{
page->GetEntry("Translation",&trans);
page->GetEntry("YawPitchRoll",&rot);
const char * ptr = NULL;
page->GetEntry("CameraName", &(ptr), FALSE);
if (ptr)
lstrcpy(theApp.m_DefCameraName[i], ptr);
}
if (!page || (trans.x == 0.0f && trans.y == 0.0f && trans.z == 0.0f &&
rot.yaw == 0.0f && rot.pitch == 0.0f && rot.roll == 0.0f))
{
theApp.m_DefCameraPos[i] = Stuff::LinearMatrix4D::Identity;
theApp.m_DefCameraName[i][0] = (char)('0' + (char)i);
theApp.m_DefCameraName[i][1] = 0;
}
else
{
matrix.BuildTranslation(trans);
matrix.BuildRotation(rot);
theApp.m_DefCameraPos[i] = matrix;
}
}
theApp.UpdateCameraMenus(-1);
}
MW4AI::g_MissionGraph->m_SaveLineElementMemory = true;
VehicleInterface *temp_interface =
Cast_Object(VehicleInterface *, Player::Instance->playerInterface);
temp_interface->cameraOffset = Point3D::Identity;
LinearMatrix4D new_local_to_parent = LinearMatrix4D::Identity;
Point3D new_position = Point3D::Identity;
YawPitchRoll new_rotation = YawPitchRoll::Identity;
new_position.x = 0.0f;
new_position.z = 0.0f;
new_position.y = theApp.displayWindow->GetMapPointVertical(new_position.x,new_position.z) + theApp.cameraHeight;
new_rotation.yaw = 0;
new_local_to_parent.BuildTranslation(new_position);
new_local_to_parent.BuildRotation(new_rotation);
Player::Instance->SetNewLocalToParent(new_local_to_parent);
Player::Instance->SyncMatrices(true);
theApp.overviewWindow->UpdateCamera();
theApp.overviewWindow->DrawWindow();
theApp.OnToolsCameraheightMechheight10m();
theApp.instanceWindow->ResetInstanceLists();
}
void
MW4GameEdApplication::PauseGameMessageHandler(const PauseGameMessage *message)
{
Check_Object(this);
Check_Object(message);
Verify(message->messageID == PauseGameMessageID);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
MW4GameEdApplication::LoadMissionResources(const char *mission_name)
{
//
//---------------------------------------------------------
// Get the mission instance name and the resource file name
//---------------------------------------------------------
//
Stuff::MString mission_instance = mission_name;
Stuff::MString res_name = "Resources\\";
res_name += __mbschr(mission_instance,'\\')+1;
char *p = __mbsrchr(res_name, '\\');
Check_Pointer(p);
Str_Copy(p, ".mw4", res_name.GetLength() - (p - res_name));
//
//-------------------------------------------------------------------
// Open up the resource file as a database and access record 0. This
// will contain the list of resource files this one is dependant on
//-------------------------------------------------------------------
//
Stuff::DatabaseHandle *database =
new Stuff::DatabaseHandle(res_name, false, VER_CONTENTVERSION);
Stuff::RecordHandle record;
record.m_databaseHandle = database;
record.m_ID = ResourceID::BuildDependenciesRecordID;
#if defined(_ARMOR)
bool result =
#endif
record.FindID();
Verify(result);
//
//-------------------------
// Load up the core effects
//-------------------------
//
Verify(!gosFX::EffectLibrary::Instance);
gosFX::EffectLibrary::Instance = new ResourceEffectLibrary;
Resource core_libraries("{effects}");
Verify(core_libraries.DoesResourceExist());
ResourceID *lib = Cast_Pointer(ResourceID*, core_libraries.GetPointer());
for (unsigned i=0; i<core_libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
//
//----------------------------------------------------------------------
// The data points to a series of null terminated strings. Step through
// them until done
//----------------------------------------------------------------------
//
const char* data = reinterpret_cast<const char*>(record.m_data);
int level=MapResourceFileID;
for (DWORD count=0; count<record.m_length; ++level)
{
if (!data[count])
break;
MString depstr=data+count;
strcpy(strrchr(depstr,'.')+1,"dep");
//
//---------------------------
// Load this resource file up
//---------------------------
//
ResourceManager::Instance->OpenResourceFile(
data+count,
depstr,
level,
VER_CONTENTVERSION,
true,
false
);
//
//----------------------------
// Load up this file's effects
//----------------------------
//
Resource libraries("{effects}");
if (libraries.DoesResourceExist() && libraries.GetResourceID().GetFileID() == level)
{
ResourceID *lib = Cast_Pointer(ResourceID*, libraries.GetPointer());
for (unsigned i=0; i<libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
}
count += strlen(data+count)+1;
}
//
//---------------------------------
// Now create our own resource file
//---------------------------------
//
MString depstr=res_name;
strcpy(strrchr(depstr,'.')+1,"dep");
ResourceManager::Instance->OpenResourceFile(database,
depstr,
level,
VER_CONTENTVERSION,
true,
false);
Resource libraries("{effects}");
if (libraries.DoesResourceExist() && libraries.GetResourceID().GetFileID() == level)
{
ResourceID *lib = Cast_Pointer(ResourceID*, libraries.GetPointer());
for (unsigned i=0; i<libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Entity::CreateMessage *
MW4GameEdApplication::MakePlayerCreationMessage(int player_id)
{
Resource vehicle_instance("Content\\Mechs\\ShadowCat\\shadowcat.instance");
MString interface_name = "Interfaces\\SimpleInterface\\SimpleInterface.instance";
Resource interface_instance(interface_name);
Resource player_data("Players\\TestPlayer\\TestPlayer.data");
MWPlayer::CreateMessage *player_message =
new MWPlayer::CreateMessage(
sizeof(MWPlayer::CreateMessage),
DefaultEventPriority,
MWPlayer::CreateMessage::DefaultFlags,
MWPlayerClassID,
0,
player_data.GetResourceID(),
LinearMatrix4D::Identity,
0.0f,
MWPlayer::ExecutionStateEngine::AlwaysExecuteState,
NameTableEntry::BuildObjectID(NameTable::PlayerArray, 0),
Entity::Player,
vehicle_instance.GetResourceID(),
interface_instance.GetResourceID(),
NameTable::NullObjectID,
0,
DefaultSkinPrefix,
0,
0
);
Check_Object(player_message);
return player_message;
}