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.
198 lines
3.6 KiB
C++
198 lines
3.6 KiB
C++
#pragma once
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class CDataBase
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{
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private:
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int id;
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public:
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CDataBase (void) { }
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virtual ~CDataBase (void) { }
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};
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class CEffectData : public CDataBase
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{
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private:
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void ReadAudioData (void);
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void ReadVideoData (void);
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void WriteAudioData (void);
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void WriteVideoData (void);
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void InitAudio (void);
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void InitVideo (void);
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void InitialAudio (void);
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void InitialVideo (void);
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CString m_VideoFileName;
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CString m_AudioFileName;
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CString m_DataFileName;
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CString m_Path;
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CString m_Class;
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CString m_StartRunning;
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CString m_Translation;
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CString m_RotationType;
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// video data
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CString m_FX;
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CString m_VideoType;
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CString m_Fog;
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CString m_SimMode;
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CString m_SimExecute;
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CString m_VideoStatus;
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CString m_Locator;
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// audio data
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CString m_AudioType;
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CString m_Sample;
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CString m_Loop;
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CString m_MinRange;
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CString m_MaxRange;
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CString m_AudioStatus;
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CString m_AudioShouldExecute;
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CString m_AudioStartRunning;
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public:
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bool m_Dirty;
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CEffectData (CString path);
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~CEffectData (void);
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void Init (void);
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void InitialData (CString datafilename);
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const CString VideoFileName (void) const
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{
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return m_VideoFileName;
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}
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const CString AudioFileName (void) const
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{
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return m_AudioFileName;
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}
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const CString DataFileName (void) const
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{
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return m_DataFileName;
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}
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const CString Path (void) const
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{
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return m_Path;
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}
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const CString Class (void) const
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{
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return m_Class;
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}
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const CString StartRunning (void) const
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{
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return m_StartRunning;
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}
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const CString Translation (void) const
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{
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return m_Translation;
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}
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const CString RotationType (void) const
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{
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return m_RotationType;
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}
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// video data
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const CString FX (void) const
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{
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return m_FX;
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}
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const CString VideoType (void) const
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{
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return m_VideoType;
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}
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const CString Fog (void) const
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{
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return m_Fog;
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}
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const CString SimMode (void) const
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{
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return m_SimMode;
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}
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const CString SimExecute (void) const
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{
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return m_SimExecute;
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}
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const CString VideoStatus (void) const
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{
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return m_VideoStatus;
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}
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const CString Locator (void) const
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{
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return m_Locator;
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}
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// audio data
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const CString AudioType (void) const
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{
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return m_AudioType;
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}
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const CString Sample (void) const
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{
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return m_Sample;
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}
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const CString Loop (void) const
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{
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return m_Loop;
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}
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const CString MinRange (void) const
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{
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return m_MinRange;
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}
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const CString MaxRange (void) const
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{
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return m_MaxRange;
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}
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const CString AudioStatus (void) const
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{
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return m_AudioStatus;
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}
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const CString AudioShouldExecute (void) const
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{
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return m_AudioShouldExecute;
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}
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const CString AudioStartRunning (void) const
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{
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return m_AudioStartRunning;
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}
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void VideoFileName (const char *p1);
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void AudioFileName (const char *p1);
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void DataFileName (const char *p1);
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void Path (const char *p1);
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void Class (const char *p1);
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void StartRunning (const char *p1);
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void Translation (const char *p1);
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void RotationType (const char *p1);
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// video data
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void FX (const char *p1);
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void VideoType (const char *p1);
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void Fog (const char *p1);
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void SimMode (const char *p1);
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void SimExecute (const char *p1);
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void VideoStatus (const char *p1);
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void Locator (const char *p1);
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// audio data
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void AudioType (const char *p1);
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void Sample (const char *p1);
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void Loop (const char *p1);
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void MinRange (const char *p1);
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void MaxRange (const char *p1);
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void AudioStatus (const char *p1);
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void AudioShouldExecute (const char *p1);
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void AudioStartRunning (const char *p1);
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void ReadData (CString datafilename);
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void WriteData (void);
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};
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