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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// AnimScript.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "AnimScript.h"
#include "MainFrm.h"
#include "AnimScriptDoc.h"
#include "AnimScriptView.h"
#if !defined(STUFF_STUFF_HPP)
#include "Stuff\Stuff.hpp"
#endif
#include <GameOS\GameOS.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
#if !defined(MW4ANIMATIONSYSTEM_HPP)
#include <MW4\MW4AnimationSystem.hpp>
#endif
#include "mw4.hpp"
#include "..\buildnum\buildnum.h" // current version and build number
//#include "AnimDetail.h"
#include "mw4headers.hpp"
#include "Vehicle.hpp"
#include "MechAnimationState.hpp"
#include "mlr\mlr.hpp"
#include "gosfx\gosfx.hpp"
#include "compost\compost.hpp"
// jcem - start
#include "ctcls.h"
#include "ctcl.h" // jcem
extern Time g_fLastGameStart;
#pragma data_seg(".SHARED_DATA")
// all data in this section must be INITIALIZED!!!!!!!!!!!!!
BOOL g_bLaunched = FALSE;
#pragma data_seg()
#pragma comment(linker, "/section:.SHARED_DATA,RWS")
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
char *LocalIPAddress;
int __stdcall Mech4ReconnectGame(void) { gosASSERT(FALSE); return 0; }
void __cdecl CDedicatedServerUI::EnterRunningGameState(void) { gosASSERT(FALSE); }
void __cdecl CDedicatedServerUI::EnterStoppingGameState(void) { gosASSERT(FALSE); }
void __cdecl CDedicatedServerUI::EnterRecyclingGameState(void) { gosASSERT(FALSE); }
void __cdecl CDedicatedServerUI::EnterLoadingGameState(void) { gosASSERT(FALSE); }
SCRIPTVAR_INT(ConnectionIndex) = 0;
void RegisterData(void) { gosASSERT(FALSE); }
void UnRegisterData(void) { gosASSERT(FALSE); }
SCRIPTCALLBACK(PreConnect) { gosASSERT(FALSE); return 0; }
SCRIPTCALLBACK(InitConnectionWizard) { gosASSERT(FALSE); return 0; }
SCRIPTCALLBACK(LoadMPConnectionSettings) { gosASSERT(FALSE); return 0; }
SCRIPTCALLBACK(CancelDialup) { gosASSERT(FALSE); return 0; }
void _stdcall InitializeGameEngine()
{
Stuff::ArmorLevel = 4;
Stuff::InitializeClasses();
MidLevelRenderer::InitializeClasses();
gosFX::InitializeClasses();
ElementRenderer::InitializeClasses();
Compost::InitializeClasses();
Adept::InitializeClasses();
MechWarrior4::InitializeClasses();
}
void _stdcall TerminateGameEngine()
{
}
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
//
//----------------------------------------------------------
// This is where to set GOS environment settings.
//----------------------------------------------------------
//
Environment.applicationName = "AnimationScript";
Environment.screenWidth = 640;
Environment.screenHeight = 480;
Environment.bitDepth = 16;
// Environment.InitializeGameEngine = InitializeGameEngine;
// Environment.TerminateGameEngine = TerminateGameEngine;
}
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptApp
BEGIN_MESSAGE_MAP(CAnimScriptApp, CWinApp)
//{{AFX_MSG_MAP(CAnimScriptApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
// Standard file based document commands
ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
// Standard print setup command
ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptApp construction
CAnimScriptApp::CAnimScriptApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CAnimScriptApp object
CAnimScriptApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptApp initialization
CString g_strRoot;
BOOL CAnimScriptApp::InitInstance()
{
InitGameOS( AfxGetInstanceHandle(), NULL, "\0" );
Stuff::ArmorLevel = 4;
Stuff::InitializeClasses();
MidLevelRenderer::InitializeClasses();
gosFX::InitializeClasses();
ElementRenderer::InitializeClasses();
Compost::InitializeClasses();
//Adept::InitializeClasses();
//MechWarrior4::InitializeClasses();
AfxEnableControlContainer();
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
SetRegistryKey(_T("Animation Scripter"));
LoadStdProfileSettings(); // Load standard INI file options (including MRU)
// Register the application's document templates. Document templates
// serve as the connection between documents, frame windows and views.
CSingleDocTemplate* pDocTemplate;
pDocTemplate = new CSingleDocTemplate(
IDR_MAINFRAME,
RUNTIME_CLASS(CAnimScriptDoc),
RUNTIME_CLASS(CMainFrame), // main SDI frame window
RUNTIME_CLASS(CAnimScriptView));
AddDocTemplate(pDocTemplate);
// Parse command line for standard shell commands, DDE, file open
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
// Dispatch commands specified on the command line
if (!ProcessShellCommand(cmdInfo))
return FALSE;
char dir[MAX_PATH];
GetCurrentDirectory(MAX_PATH,dir);
g_strRoot = dir;
// The one and only window has been initialized, so show and update it.
m_pMainWnd->ShowWindow(SW_SHOW);
m_pMainWnd->UpdateWindow();
return TRUE;
}
int CAnimScriptApp::ExitInstance()
{
//MechWarrior4::TerminateClasses();
//Adept::TerminateClasses();
Compost::TerminateClasses();
ElementRenderer::TerminateClasses();
gosFX::TerminateClasses();
MidLevelRenderer::TerminateClasses();
Stuff::TerminateClasses();
ExitGameOS();
return CWinApp::ExitInstance();
}
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CAnimScriptApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptApp message handlers
// jcem - start
int __stdcall CTCL_GetType(void* instance, int args, void* data[])
{
ASSERT(FALSE);
return 0;
}
int __stdcall CTCL_IsConsole(void* instance, int args, void* data[])
{
ASSERT(FALSE);
return 0;
}
int __stdcall CTCL_IsConsoleX(void* instance, int args, void* data[])
{
ASSERT(FALSE);
return 0;
}
int __stdcall CTCL_Get(void* instance, int args, void* data[])
{
ASSERT(FALSE);
return 0;
}
int __stdcall CTCL_Set(void* instance, int args, void* data[])
{
ASSERT(FALSE);
return 0;
}
BOOL __stdcall CTCL_Before()
{
ASSERT(FALSE);
return FALSE;
}
void __stdcall CTCL_After()
{
ASSERT(FALSE);
}
void __stdcall CTCL_Proc()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_DoTerminateAppl()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_DoMainShell()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_DoCreateGame()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_DoJoinGame()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_CheckJoinGame()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_DoGame1st()
{
ASSERT(FALSE);
}
void CTCL_API CTCL_StartGame(BOOL bRealLaunch)
{
ASSERT(FALSE);
}
SCRIPTVAR_INT(AdvertiseThisGame) = 1;
SCRIPTCALLBACK(SetGameNameDefault)
{
DWORD dwSize = 256;
FREE_PTR(GameName);
GameName = (char *) gos_Malloc(dwSize);
strcpy(GameName, "Server");
return 0;
}
//========================================================================
// Sets the global variable 'PlayerName' to the default player name.
//========================================================================
SCRIPTCALLBACK(SetPlayerNameDefault)
{
DWORD dwSize = 256;
FREE_PTR(PlayerName);
PlayerName = (char *) gos_Malloc(dwSize);
strcpy(PlayerName, "Player");
return 0;
}
// jcem - end