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.
268 lines
6.8 KiB
C++
268 lines
6.8 KiB
C++
//===========================================================================//
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// File: Map.hpp //
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// Project: MUNGA Brick: Interest Manager //
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// Contents: Interface specifications for interest manager //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- -----------------------------------------------------------//
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// 11/04/94 ECH Initial coding. //
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// 11/29/94 JMA Changed Identities to IDs //
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// 02/10/95 CPB Added GaugeInterestType //
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// 08/25/97 ECH Infrastructure changes. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma once
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#include "Adept.hpp"
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#include "EntityClassData.hpp"
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namespace ElementRenderer {class GridElement;}
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namespace Adept {
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class Map;
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class Zone__ResourceData;
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//##########################################################################
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//#################### Map::CreateMessage ############################
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//##########################################################################
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class Map__CreateMessage:
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public Entity__CreateMessage
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{
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public:
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ResourceID
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m_propStreamResourceID;
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Map__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const ResourceID &prop_stream_id
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):
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Entity__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment
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),
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m_propStreamResourceID(prop_stream_id)
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{}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//##################### Mover::ModelResource #########################
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//##########################################################################
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class Map__GameModel:
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public Entity__GameModel
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{
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public:
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ResourceID
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m_gridElementResourceID,
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m_zoneArrayResourceID,
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m_textureDataResourceID,
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m_damageCraterResourceID,
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m_tcfResourceID,
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m_culturalDataResourceID;
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Stuff::Scalar
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m_waterLevel;
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char m_HudMap[128];
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// enum {
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// GridElementResourceIDAttributeID = Entity__GameModel::NextAttributeID,
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// ZoneArrayResourceIDAttributeID,
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// DamageCraterResourceID,
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// NextAttributeID
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// };
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enum {
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DamageCraterResourceAttributeID = Entity__GameModel::NextAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Map__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//########################### Map ####################################
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//##########################################################################
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class Map:
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public Entity
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{
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friend class Zone;
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friend class Mission;
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public:
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static void
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InitializeClass(Stuff::NotationFile *startup_ini);
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static void
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TerminateClass(Stuff::NotationFile *startup_ini);
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static ClassData
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*DefaultData;
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typedef Map__CreateMessage CreateMessage;
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typedef Map__GameModel GameModel;
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static Map*
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GetInstance()
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{
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return reinterpret_cast<Map *>( GlobalPointers::GetGlobalPointer(MapGlobalPointerIndex));
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};
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static int
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LoadRadius;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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Replicator::CreateMessage*
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SaveMakeMessage(Stuff::MemoryStream *stream, ResourceFile *res_file);
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protected:
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Map(
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ClassData *class_data,
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const CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::GridElement *element,
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int slot_count
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);
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~Map();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Ownership
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//
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public:
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void
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AddChild(Entity *entity);
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void
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RemoveChild(Entity *entity);
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void
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UpdateZone(Entity *entity);
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int
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FindZone(const Stuff::Point3D &where);
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void
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GetMapExtents(
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Stuff::Scalar *min_z,
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Stuff::Scalar *max_z,
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Stuff::Scalar *min_x,
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Stuff::Scalar *max_x
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);
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Stuff::Scalar
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GetColumnZoneScale() {return m_columnZoneScale;}
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Stuff::Scalar
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GetRowZoneScale() {return m_rowZoneScale;}
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void
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WorldToZoneCoords(Stuff::Scalar& x, Stuff::Scalar& y) const;
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protected:
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void
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ChildPreCollisionChanged(Entity *entity);
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WORD
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m_zoneCount;
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BYTE
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m_columnZoneCount,
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m_rowZoneCount;
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Stuff::Scalar
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m_columnZoneOrigin,
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m_columnZoneScale,
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m_rowZoneOrigin,
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m_rowZoneScale;
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Zone
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*m_zones,
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*m_renderOrigin;
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ChainOf<Zone*>
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m_executingZones,
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m_renderedZones;
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Resource
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m_zonesResource;
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Zone__ResourceData*
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GetZoneResourceData(unsigned index);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Renderer Support
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//
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public:
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ElementRenderer::GridElement*
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GetElement()
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{
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Check_Object(this);
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return
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Cast_Pointer(
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ElementRenderer::GridElement*,
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entityElement
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution support
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//
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public:
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void
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PreCollisionExecute(Stuff::Time till);
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void
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SyncMatrices(bool update_locator);
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void
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UpdateRenderOrigin(const Stuff::Point3D &location);
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void
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ActivateZones();
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ResourceID
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propListResourceID;
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protected:
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DynamicArrayOf<Entity*>
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m_executionSlots;
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};
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}
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