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 +1,181 @@
#include "AdeptHeaders.hpp"
#include "VideoHeaders.hpp"
using namespace ElementRenderer;
//
// Class Data Support
//
Component::ClassData*
SwitchComponent::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SwitchComponent::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
SwitchComponentClassID,
"Adept::SwitchComponent",
BaseClass::DefaultData,
0,
NULL
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SwitchComponent::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
SwitchComponent::SwitchComponent(
ClassData *shared_data,
MemoryStream *stream,
VideoComponentWeb *owning_web
):
VideoComponent(
shared_data,
stream,
owning_web,
AllocateSwitch()
)
{
//
//---------------------
// Hook up to our input
//---------------------
//
ComponentID component_id;
component_id.scriptResourceID = owning_web->GetScriptResourceID();
*stream >> component_id.componentNumber;
Component *component = owning_web->FindComponent(component_id);
Check_Object(component);
ChannelOf<int>* channel = Cast_Object(ChannelOf<int>*, component);
channel->AddDependant(this);
//
//---------------------------
// Get the lOD implementation
//---------------------------
//
SwitchElement *s = GetElement();
Check_Object(s);
//
//-----------------------------
// Get the number of Switch ranges
//-----------------------------
//
unsigned child_count;
*stream >> child_count;
Verify(child_count < 65536);
s->SetSize(static_cast<WORD>(child_count));
//
//--------------------------------------------------------------
// Spin through the ranges, setting the range for each Switch child
//--------------------------------------------------------------
//
for (WORD i=0; i<child_count; ++i)
{
ComponentID component_id;
component_id.scriptResourceID = owning_web->GetScriptResourceID();
*stream >> component_id.componentNumber;
Component *component = owning_web->FindComponent(component_id);
Check_Object(component);
VideoComponent *child = Cast_Object(VideoComponent*, component);
s->AttachIndexedChild(i, child->GetElement());
}
//
//--------------------------------------
// Set the bounding sphere for this node
//--------------------------------------
//
s->NeedNewBounds();
unsigned setting = channel->ReadChannel();
Max_Clamp(setting, child_count);
s->SetSwitch(static_cast<WORD>(setting));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
SwitchElement*
SwitchComponent::AllocateSwitch()
{
// gos_PushCurrentHeap(Heap);
SwitchElement *s = new SwitchElement;
// gos_PopCurrentHeap();
Register_Object(s);
return s;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
SwitchComponent*
SwitchComponent::Make(
MemoryStream *stream,
VideoComponentWeb *owning_web
)
{
SwitchComponent *s =
new SwitchComponent(DefaultData, stream, owning_web);
return s;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SwitchComponent::ChannelChanged(Channel* channel)
{
Check_Object(this);
Check_Object(channel);
//
//-----------------------------------------------
// If we got an int based command, set the switch
//-----------------------------------------------
//
if (channel->IsDerivedFrom(ChannelOf<int>::DefaultData))
{
ChannelOf<int> *int_channel = Cast_Object(ChannelOf<int>*, channel);
Verify(static_cast<unsigned>(int_channel->ReadChannel()) < 65536);
WORD setting = static_cast<WORD>(int_channel->ReadChannel());
SwitchElement *s = GetElement();
Check_Object(s);
s->SetSwitch(setting);
RendererComponentWeb *web = Cast_Object(RendererComponentWeb *, GetComponentWeb());
Entity *entity;
entity = web->GetEntity();
Check_Object(entity);
entity->NeedMatrixSync();
}
//
//---------------------------------------
// Otherwise, let our parent deal with it
//---------------------------------------
//
else
BaseClass::ChannelChanged(channel);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SwitchComponent::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}