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155 lines
4.7 KiB
C++

//===========================================================================//
// File: ElevationMap.hpp //
// Project: MechWarrior 4 //
// Contents: Interface specification for moving entity class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 12/21/98 JSE Inital base class based off of Adept Entity
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MW4_ELEVATIONMAP_HPP)
#define MW4_ELEVATIONMAP_HPP
#if !defined(MW4_HPP)
#include "MW4.hpp"
#endif
namespace MechWarrior4 {
class ElevationMap;
//##########################################################################
//##################### ElevationMap::ModelResource ##################
//##########################################################################
class ElevationMap__GameModel:
public Adept::Entity__GameModel
{
public:
};
//##########################################################################
//############################ ElevationMap ##########################
//##########################################################################
//-------------------------------------------------------------------------
// The following helper classes must always be typedef'd or overriden by an
// inheritor
//
typedef Adept::Entity__ClassData ElevationMap__ClassData;
typedef Adept::Entity__Message ElevationMap__Message;
typedef Adept::Entity__PostCollisionStateEngine ElevationMap__PostCollisionStateEngine;
typedef Adept::Entity__PreCollisionStateEngine ElevationMap__PreCollisionStateEngine;
//----------------------- End of inheritance stuff ------------------------
class ElevationMap:
public Adept::Entity
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef ElevationMap__ClassData ClassData;
typedef ElevationMap__GameModel GameModel;
typedef ElevationMap__Message Message;
typedef ElevationMap__PreCollisionStateEngine PreCollisionStateEngine;
typedef ElevationMap__PostCollisionStateEngine PostCollisionStateEngine;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static ElevationMap*
Make(
Stuff::MemoryStream *stream,
CreationParameters *creation_parameters
);
void
Save(Stuff::MemoryStream *stream);
ElevationMap(
ClassData *class_data,
Stuff::MemoryStream *stream,
CreationParameters *creation_parameters
);
void
Reuse(
Stuff::MemoryStream *stream,
CreationParameters *creation_parameters
);
private:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Tool-time Construction and Destruction Support
//
public:
static ElevationMap*
ToolMake(
FactoryRequestParameters *parameters,
CreationParameters *creation_parameters
);
ElevationMap(
ClassData *class_data,
FactoryRequestParameters *parameters,
CreationParameters *creation_parameters
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game Model Support
//
public:
const GameModel*
GetGameModel()
{
Check_Object(this);
return Cast_Pointer(const GameModel*,gameModel);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution Support
//
public:
void
PreCollisionExecute(const Adept::SimulationTime& till);
void
PostCollisionExecute(const Adept::SimulationTime& till);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
public:
static bool
CreateGameModel(GameModelParameters *parameters);
};
}
#endif