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.
374 lines
9.0 KiB
C++
374 lines
9.0 KiB
C++
// AnimScript.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "AnimScript.h"
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#include "MainFrm.h"
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#include "AnimScriptDoc.h"
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#include "AnimScriptView.h"
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#if !defined(STUFF_STUFF_HPP)
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#include "Stuff\Stuff.hpp"
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#endif
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#include <GameOS\GameOS.hpp>
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#include <DLLPlatform\DLLPlatform.hpp>
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#if !defined(MW4ANIMATIONSYSTEM_HPP)
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#include <MW4\MW4AnimationSystem.hpp>
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#endif
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#include "mw4.hpp"
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#include "..\buildnum\buildnum.h" // current version and build number
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//#include "AnimDetail.h"
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#include "mw4headers.hpp"
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#include "Vehicle.hpp"
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#include "MechAnimationState.hpp"
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#include "mlr\mlr.hpp"
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#include "gosfx\gosfx.hpp"
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#include "compost\compost.hpp"
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// jcem - start
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#include "ctcls.h"
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#include "ctcl.h" // jcem
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extern Time g_fLastGameStart;
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#pragma data_seg(".SHARED_DATA")
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// all data in this section must be INITIALIZED!!!!!!!!!!!!!
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BOOL g_bLaunched = FALSE;
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#pragma data_seg()
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#pragma comment(linker, "/section:.SHARED_DATA,RWS")
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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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char *LocalIPAddress;
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int __stdcall Mech4ReconnectGame(void) { gosASSERT(FALSE); return 0; }
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void __cdecl CDedicatedServerUI::EnterRunningGameState(void) { gosASSERT(FALSE); }
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void __cdecl CDedicatedServerUI::EnterStoppingGameState(void) { gosASSERT(FALSE); }
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void __cdecl CDedicatedServerUI::EnterRecyclingGameState(void) { gosASSERT(FALSE); }
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void __cdecl CDedicatedServerUI::EnterLoadingGameState(void) { gosASSERT(FALSE); }
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SCRIPTVAR_INT(ConnectionIndex) = 0;
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void RegisterData(void) { gosASSERT(FALSE); }
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void UnRegisterData(void) { gosASSERT(FALSE); }
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SCRIPTCALLBACK(PreConnect) { gosASSERT(FALSE); return 0; }
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SCRIPTCALLBACK(InitConnectionWizard) { gosASSERT(FALSE); return 0; }
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SCRIPTCALLBACK(LoadMPConnectionSettings) { gosASSERT(FALSE); return 0; }
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SCRIPTCALLBACK(CancelDialup) { gosASSERT(FALSE); return 0; }
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void _stdcall InitializeGameEngine()
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{
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Stuff::ArmorLevel = 4;
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Stuff::InitializeClasses();
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MidLevelRenderer::InitializeClasses();
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gosFX::InitializeClasses();
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ElementRenderer::InitializeClasses();
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Compost::InitializeClasses();
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Adept::InitializeClasses();
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MechWarrior4::InitializeClasses();
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}
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void _stdcall TerminateGameEngine()
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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 = "AnimationScript";
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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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// Environment.InitializeGameEngine = InitializeGameEngine;
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// Environment.TerminateGameEngine = TerminateGameEngine;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptApp
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BEGIN_MESSAGE_MAP(CAnimScriptApp, CWinApp)
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//{{AFX_MSG_MAP(CAnimScriptApp)
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ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
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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_MAP
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// Standard file based document commands
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ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
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ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
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// Standard print setup command
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ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptApp construction
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CAnimScriptApp::CAnimScriptApp()
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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 CAnimScriptApp object
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CAnimScriptApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptApp initialization
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CString g_strRoot;
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BOOL CAnimScriptApp::InitInstance()
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{
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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();
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gosFX::InitializeClasses();
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ElementRenderer::InitializeClasses();
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Compost::InitializeClasses();
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//Adept::InitializeClasses();
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//MechWarrior4::InitializeClasses();
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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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SetRegistryKey(_T("Animation Scripter"));
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LoadStdProfileSettings(); // Load standard INI file options (including MRU)
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// Register the application's document templates. Document templates
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// serve as the connection between documents, frame windows and views.
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CSingleDocTemplate* pDocTemplate;
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pDocTemplate = new CSingleDocTemplate(
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IDR_MAINFRAME,
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RUNTIME_CLASS(CAnimScriptDoc),
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RUNTIME_CLASS(CMainFrame), // main SDI frame window
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RUNTIME_CLASS(CAnimScriptView));
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AddDocTemplate(pDocTemplate);
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// Parse command line for standard shell commands, DDE, file open
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CCommandLineInfo cmdInfo;
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ParseCommandLine(cmdInfo);
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// Dispatch commands specified on the command line
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if (!ProcessShellCommand(cmdInfo))
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return FALSE;
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char dir[MAX_PATH];
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GetCurrentDirectory(MAX_PATH,dir);
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g_strRoot = dir;
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// The one and only window has been initialized, so show and update it.
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m_pMainWnd->ShowWindow(SW_SHOW);
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m_pMainWnd->UpdateWindow();
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return TRUE;
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}
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int CAnimScriptApp::ExitInstance()
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{
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//MechWarrior4::TerminateClasses();
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//Adept::TerminateClasses();
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Compost::TerminateClasses();
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ElementRenderer::TerminateClasses();
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gosFX::TerminateClasses();
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MidLevelRenderer::TerminateClasses();
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Stuff::TerminateClasses();
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ExitGameOS();
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return CWinApp::ExitInstance();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAboutDlg dialog used for App About
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class CAboutDlg : public CDialog
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{
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public:
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CAboutDlg();
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// Dialog Data
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//{{AFX_DATA(CAboutDlg)
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enum { IDD = IDD_ABOUTBOX };
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//}}AFX_DATA
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAboutDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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//{{AFX_MSG(CAboutDlg)
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// No message handlers
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
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{
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//{{AFX_DATA_INIT(CAboutDlg)
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//}}AFX_DATA_INIT
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}
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void CAboutDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAboutDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
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//{{AFX_MSG_MAP(CAboutDlg)
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// No message handlers
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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// App command to run the dialog
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void CAnimScriptApp::OnAppAbout()
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{
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CAboutDlg aboutDlg;
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aboutDlg.DoModal();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptApp message handlers
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// jcem - start
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int __stdcall CTCL_GetType(void* instance, int args, void* data[])
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{
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ASSERT(FALSE);
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return 0;
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}
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int __stdcall CTCL_IsConsole(void* instance, int args, void* data[])
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{
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ASSERT(FALSE);
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return 0;
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}
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int __stdcall CTCL_IsConsoleX(void* instance, int args, void* data[])
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{
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ASSERT(FALSE);
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return 0;
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}
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int __stdcall CTCL_Get(void* instance, int args, void* data[])
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{
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ASSERT(FALSE);
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return 0;
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}
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int __stdcall CTCL_Set(void* instance, int args, void* data[])
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{
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ASSERT(FALSE);
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return 0;
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}
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BOOL __stdcall CTCL_Before()
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{
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ASSERT(FALSE);
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return FALSE;
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}
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void __stdcall CTCL_After()
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{
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ASSERT(FALSE);
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}
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void __stdcall CTCL_Proc()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_DoTerminateAppl()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_DoMainShell()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_DoCreateGame()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_DoJoinGame()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_CheckJoinGame()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_DoGame1st()
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{
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ASSERT(FALSE);
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}
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void CTCL_API CTCL_StartGame(BOOL bRealLaunch)
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{
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ASSERT(FALSE);
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}
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SCRIPTVAR_INT(AdvertiseThisGame) = 1;
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SCRIPTCALLBACK(SetGameNameDefault)
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{
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DWORD dwSize = 256;
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FREE_PTR(GameName);
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GameName = (char *) gos_Malloc(dwSize);
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strcpy(GameName, "Server");
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return 0;
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}
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//========================================================================
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// Sets the global variable 'PlayerName' to the default player name.
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//========================================================================
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SCRIPTCALLBACK(SetPlayerNameDefault)
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{
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DWORD dwSize = 256;
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FREE_PTR(PlayerName);
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PlayerName = (char *) gos_Malloc(dwSize);
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strcpy(PlayerName, "Player");
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return 0;
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}
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// jcem - end
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