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.
161 lines
4.2 KiB
C++
161 lines
4.2 KiB
C++
#if !defined(AFX_DISPLAYWINDOW_H__208FF836_376B_11D2_9DE3_0060973CEE04__INCLUDED_)
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#define AFX_DISPLAYWINDOW_H__208FF836_376B_11D2_9DE3_0060973CEE04__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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// DisplayWindow.h : header file
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//
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#include <Adept\Entity.hpp>
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#include <ElementRenderer\ElementRenderer.hpp>
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#include <ElementRenderer\GroupElement.hpp>
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#include <ElementRenderer\ListElement.hpp>
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#include <ElementRenderer\StateChange.hpp>
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#include <ElementRenderer\CameraElement.hpp>
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#include <ElementRenderer\SwitchElement.hpp>
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#include <ElementRenderer\ShapeElement.hpp>
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#include <gosFX\gosFX.hpp>
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#include <MLR\MLR.hpp>
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#include <MLR\MLRHeaders.hpp>
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#include <MFCPlatform\MFCPlatform.hpp>
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#include "EditorChildWnd.h"
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#include "EditEntityDlg.h"
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//#include "LatticeLinkDlg.h"
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class CLatticeLinkDlg;
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#define TERRAIN 0
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#define HIGHESTPOINT 1
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#define NOCOLLIDE 2
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/////////////////////////////////////////////////////////////////////////////
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// CDisplayWindow frame
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class CTransDlg;
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class CDisplayWindow : public CEditorChildWnd//CSnapWnd
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{
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DECLARE_DYNCREATE(CDisplayWindow)
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protected:
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public:
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CTransDlg* translationDlg;
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CLatticeLinkDlg* latticeLinkDlg;
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CDisplayWindow(); // protected constructor used by dynamic creation
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virtual ~CDisplayWindow();
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// void Draw();
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bool GetPointOnMap(Point3D* point);
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Stuff::Scalar GetMapPointVertical(Stuff::Scalar x = -1.0f, Stuff::Scalar z = -1.0f, Adept::Entity::CollisionMask collisionType = Adept::Entity::CanBeWalkedOnFlag,Entity *ignore_entity=NULL);
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// Attributes
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public:
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MLRState
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state,
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state2;
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MLRTexture
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*texture;
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ElementRenderer::CameraElement
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*Camera;
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ElementRenderer::StateChange
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*Camera_State;
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ElementRenderer::ListElement
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*Scene;
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ElementRenderer::SwitchElement
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*Switch;
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bool
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mouseLook;
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int
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timer;
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// Operations
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public:
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LRESULT
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WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
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void
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ExecuteCamera();
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void
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ProcessIO();
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Adept::Entity
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*TraceToParent(Adept::Entity *entity);
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Scalar
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mapX;
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Scalar
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mapZ;
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void
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OnObjAlignment(Adept::Entity* entity);
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void
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OnAddDropPoint();
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void
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AppendPathNode(Adept::Entity* entity);
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CDisplayWindow)
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protected:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// void
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// GetGridCoords(Point3D& point);
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// Generated message map functions
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//{{AFX_MSG(CDisplayWindow)
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT, CPoint);
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afx_msg void OnMouseMove(UINT, CPoint);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnTimer(UINT nIDEvent);
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnSetObjectName();
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afx_msg void OnSetObjectParameters();
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afx_msg void OnSetObjectTranslation();
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afx_msg void OnObjEditDriver();
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afx_msg void OnObjEditScript();
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnMButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnMButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnPaint();
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afx_msg void OnObjDamageArmor();
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afx_msg void OnObjDamageInternal();
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afx_msg void OnEditLatticeLinks();
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afx_msg void OnShowRadius();
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afx_msg void OnUpdateShowRadius(CCmdUI* pCmdUI);
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afx_msg void OnAddLink();
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afx_msg void OnInsertPathNode();
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afx_msg void OnAppendPathNode();
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afx_msg void OnObjSpecifyScript();
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afx_msg void OnInsertBoundaryNode();
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afx_msg void OnObjRemoveinstance();
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afx_msg void OnObjAlignment();
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afx_msg void OnObjSubsystem();
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afx_msg void OnClose();
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afx_msg void OnDestroy();
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afx_msg void OnClearAI();
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afx_msg void OnABLMemory();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_DISPLAYWINDOW_H__208FF836_376B_11D2_9DE3_0060973CEE04__INCLUDED_)
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