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.
105 lines
2.7 KiB
C++
105 lines
2.7 KiB
C++
// MapCopy.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "MapCopy.h"
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#include "MapCopyDlg.h"
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#include <GameOS\GameOS.hpp>
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#include <DLLPlatform\DLLPlatform.hpp>
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CMapCopyApp
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BEGIN_MESSAGE_MAP(CMapCopyApp, CWinApp)
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//{{AFX_MSG_MAP(CMapCopyApp)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG
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ON_COMMAND(ID_HELP, CWinApp::OnHelp)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CMapCopyApp construction
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CMapCopyApp::CMapCopyApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CMapCopyApp object
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CMapCopyApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CMapCopyApp initialization
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BOOL CMapCopyApp::InitInstance()
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{
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AfxEnableControlContainer();
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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CMapCopyDlg dlg;
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m_pMainWnd = &dlg;
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InitGameOS( AfxGetInstanceHandle(), NULL, "\0" );
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Stuff::ArmorLevel = 4;
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Stuff::InitializeClasses();
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//MidLevelRenderer::InitializeClasses(8192*4, 1024*256);
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//gosFX::InitializeClasses();
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//ElementRenderer::InitializeClasses();
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int nResponse = dlg.DoModal();
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if (nResponse == IDOK)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with OK
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}
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else if (nResponse == IDCANCEL)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with Cancel
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}
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Stuff::TerminateClasses();
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ExitGameOS();
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return FALSE;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void __stdcall GetGameOSEnvironment(char* CommandLine)
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{
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//
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//----------------------------------------------------------
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// This is where to set GOS environment settings.
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//----------------------------------------------------------
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//
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Environment.applicationName = "DataWalker";
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Environment.screenWidth = 640;
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Environment.screenHeight = 480;
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Environment.bitDepth = 16;
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}
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