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.
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
//===========================================================================//
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// File: TCTTerrainData.h //
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// Project: MW4 Brick: ??? //
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// Contents: Class definition for the content and management of TCT's Terrain Data //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 10/01/98 TAS Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#ifndef TCTTERRAINDATA_H_
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#define TCTTERRAINDATA_H_
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#include"ImageLib\image.h"
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#include "TctHeightField.h"
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#include"Layer.h"
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#include <ElementRenderer\ElementRenderer.hpp>
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#include <MLR\MLR.hpp>
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class TCTTerrainData
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{
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private:
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protected:
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public:
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bool SetViewedLayer(int lay);
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Layer * GetViewedLayer();
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int LayTotal,ViewedLayer;
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// Layer *Lay[MAX_LAYERS];
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HeightFieldLayer HFLayer;
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TextureLayer BaseTexture,DetailTexture;
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TCTHeightField *HField;
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//Image HFBmp; //Bitmap to represent the basic Height Field
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TCTTerrainData();
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~TCTTerrainData();
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void LoadHeightField(CString &str);
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void LoadHeightField(Image &img);
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void Initalize();
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void UnInitalize();
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TCTTerrainData &operator =(TCTTerrainData &tdat);
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friend class CFinalBitmapWnd;
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};
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#endif |