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.
191 lines
4.6 KiB
C++
191 lines
4.6 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "Entity.hpp"
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#include <ElementRenderer\GroupElement.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;
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class Tile;
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const Stuff::Scalar c_ZoneSize=1280.0f;
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const Stuff::Scalar c_TileSize=160.0f;
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enum {e_TilesPerZone=8};
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class Zone__ResourceData
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{
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public:
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ResourceID
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m_geometryResourceID,
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m_bspResourceID,
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m_materialResourceID;
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void
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TestInstance() const
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{}
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};
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//########################################################################
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//########################### Zone #################################
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//########################################################################
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class Zone:
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public ElementRenderer::GroupElement
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{
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friend class Map;
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friend class Entity;
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public:
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typedef Zone__ResourceData ResourceData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Initialization
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//
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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void
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TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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protected:
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Zone();
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~Zone();
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void
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Save(Stuff::MemoryStream *stream);
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void
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CreateTileGrid(
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Stuff::Scalar row,
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Stuff::Scalar column
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);
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unsigned
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m_flags;
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BYTE
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m_row,
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m_column;
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Stuff::ChainOf<Entity*>
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m_executors,
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m_dormant,
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m_simulated,
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m_rendered;
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Stuff::ChainOf<ElementRenderer::Element*>
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m_tiledEntities;
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ElementRenderer::GridElement
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*m_tileGrid;
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Resource
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m_bspResource,
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m_materialResource;
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BYTE
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*m_materialArray;
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public:
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const Stuff::Plane
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*m_planes;
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WORD
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m_planeCount;
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Entity::InterestLevel
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GetInterestLevel()
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{Check_Object(this); return static_cast<Entity::InterestLevel>(m_flags&Entity::InterestLevelMask);}
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void
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SetInterestLevel(Entity::InterestLevel type)
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{Check_Object(this); m_flags &= ~Entity::InterestLevelMask; m_flags |= type;}
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void
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SetInterestLevel(Entity* entity, Entity::InterestLevel type);
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void
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Ownership
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//
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protected:
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void
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AttachChild(ElementRenderer::Element *child);
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void
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DetachChild(ElementRenderer::Element *child);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Drawing
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//
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protected:
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void
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SetDrawState();
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void
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Draw(
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ElementRenderer::CameraElement *camera,
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const ElementRenderer::StateChange *inherited_state,
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int clipping_state
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Control
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//
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protected:
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void
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EnableExecution();
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void
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ActivateZone();
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void
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EnableRendering();
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void
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DisableExecution();
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void
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DeactivateZone();
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void
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DisableRendering();
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void
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AddExecutor(Entity *entity);
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void
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RemoveExecutor(Entity *entity);
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void
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HookUpCollision(Entity *entity);
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void
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UnhookCollision(Entity *entity);
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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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public:
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BYTE
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GetMaterial(Stuff::Point3D& point);
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};
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}
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