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
@@ -0,0 +1,111 @@
#include "AdeptHeaders.hpp"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Channel::ClassData*
Channel::CreateFactoryRequest(FactoryRequestParameters *parameters)
{
Check_Object(parameters);
//
//-------------------------------------------------------------------------
// Allocate enough room for what we need to write out, then call our parent
//-------------------------------------------------------------------------
//
MemoryStream *component_stream = parameters->m_stream;
Check_Object(component_stream);
component_stream->AllocateBytes(sizeof(Channel));
bool result = BaseClass::CreateFactoryRequest(parameters) != NULL;
Page *page = parameters->m_page;
Check_Object(page);
//
//------------------------------------------------------
// Decode the channel command and stick it in the stream
//------------------------------------------------------
//
const char* command;
int command_id = 0;
if (page->GetEntry("Command", &command))
{
command_id = (*parameters->m_commandEncoder)(command);
if (command_id == -1)
{
PAUSE((
"%s: {[%s]Command=%s}: Unknown command!",
page->GetNotationFile()->GetFileName(),
page->GetName(),
command
));
result = false;
}
}
*component_stream << command_id;
//
//---------------------------------------------
// Find all the places the command should go to
//---------------------------------------------
//
if (!ReadOutputsFromPage(parameters))
result = false;
Check_Object(DefaultData);
return (result) ? DefaultData : NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
Channel::ReadOutputsFromPage(FactoryRequestParameters *parameters)
{
Check_Object(parameters);
Page *page = parameters->m_page;
Check_Object(page);
MemoryStream *component_stream = parameters->m_stream;
Check_Object(component_stream);
bool result = true;
//
//---------------------------------------------
// Find all the places the command should go to
//---------------------------------------------
//
DynamicArrayOf<ComponentDescriptor> *list = parameters->m_components;
Check_Object(list);
ChainOf<Note*>* output_entries = page->MakeNoteChain("Output");
Check_Object(output_entries);
Page::NoteIterator outputs(output_entries);
int output_count = outputs.GetSize();
*component_stream << output_count;
Note *output;
while ((output = outputs.ReadAndNext()) != NULL)
{
Check_Object(output);
const char* output_name = NULL;
output->GetEntry(&output_name);
Check_Pointer(output_name);
int output_id = ComponentDescriptor::FindName(list, parameters->m_index, output_name);
if (output_id == -1)
{
PAUSE((
"%s: {[%s]Output=%s}: Unknown component name!",
page->GetNotationFile()->GetFileName(),
page->GetName(),
output_name
));
result = false;
}
else
{
*component_stream << output_id;
}
}
Check_Object(output_entries);
delete output_entries;
return result;
}