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.
255 lines
5.5 KiB
C++
255 lines
5.5 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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//#define BSP_BUG "jmalbert"
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namespace ElementRenderer {class GridElement;}
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namespace gosFX {class Light;}
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namespace Adept {
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#if defined(BSP_BUG)
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extern bool debug_bsp;
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#endif
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class Zone;
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class Tile;
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class CollisionGrid;
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//########################################################################
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//######################## TerrainBSP ##############################
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//########################################################################
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class TerrainBSP
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{
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public:
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WORD
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m_planeIndex,
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m_innerIndex,
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m_outerIndex;
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class CollisionQuery
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#if defined(_ARMOR)
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: public Stuff::Signature
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#endif
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{
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public:
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CollisionQuery(
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Stuff::Line3D *l,
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Stuff::Normal3D *n,
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Zone *z,
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Tile *t
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):
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m_line(l),
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m_normal(n),
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m_zone(z),
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m_tile(t)
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{}
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Stuff::Line3D
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*m_line;
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Stuff::Normal3D
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*m_normal;
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Zone
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*m_zone;
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Tile
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*m_tile;
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void
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TestInstance() const
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{}
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};
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bool
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TestLine(
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CollisionQuery *query,
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Stuff::Scalar enter,
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Stuff::Scalar leave
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);
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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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//########################### Tile #################################
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//########################################################################
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class Tile:
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public ElementRenderer::GroupElement
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{
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friend class Zone;
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friend class TerrainBSP;
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friend class CollisionGrid;
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friend class TerrainTextureLogistic;
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friend class FiniteLight;
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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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static const Stuff::RGBAColor
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*s_GroundColor;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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protected:
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Tile(
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Zone *zone,
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BYTE row,
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BYTE column
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);
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~Tile();
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void
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Save(Stuff::MemoryStream *stream);
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ElementRenderer::Element
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*m_ground;
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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_collidees,
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m_colliders;
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Zone
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*m_zone;
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TerrainBSP
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*m_BSP;
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WORD
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m_BSPCount;
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Stuff::ChainOf<FiniteLight*>
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m_lights;
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bool
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m_lightsChanged;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Network damage culling
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//
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protected:
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// this is just an array of all the original
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// things attached to this tile.
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// nothing is removed from it so it works
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// all nice nice with the network.
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Stuff::DynamicArrayOf<Entity*>
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damagableEntityList;
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int
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m_DamageBitStart,
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m_damagableEntityCount;
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public:
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void
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AddEntityToDamagableList(Entity* entity);
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int
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GetDamageBitStart()
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{
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Check_Object(this);
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return m_DamageBitStart;
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}
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int
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GetDamagableEntityCount()
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{
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Check_Object(this);
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return m_damagableEntityCount;
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}
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void
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SetDamageBitStart(int bit)
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{
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Check_Object(this);
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m_DamageBitStart = bit;
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}
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void
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SetDamagableEntityCount(int count)
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{
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Check_Object(this);
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m_damagableEntityCount = count;
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}
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Entity *GetDamagableEntity(int id)
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{
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Check_Object(this);
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Verify (id < m_damagableEntityCount);
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return damagableEntityList[id];
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Collision
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//
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protected:
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static void*
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TestTile(
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ElementRenderer::GridElement *grid,
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WORD cell,
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ElementRenderer::CollisionQuery *query,
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Stuff::Scalar enter,
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Stuff::Scalar leave
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);
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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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void
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UpdateLights();
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public:
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void
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TestInstance() const;
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};
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}
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