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.
103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
//==========================================================================//
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// File: EffectLibrary.hpp //
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// Project: gosFX //
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// Contents: Base Effect Component //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 10/07/98 JMA Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma warning(push)
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#include <stlport\map>
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#pragma warning(pop)
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#include "gosFX.hpp"
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#include "Effect.hpp"
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namespace MidLevelRenderer
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{
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class MLRShape;
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}
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namespace gosFX
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{
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class DebrisCloud__Specification;
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class EffectLibrary
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Initialization
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//
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public:
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static void InitializeClass();
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static void TerminateClass();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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public:
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EffectLibrary(bool preload=true);
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virtual ~EffectLibrary();
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static EffectLibrary* Instance;
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protected:
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EffectLibrary(EffectLibrary &source)
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{STOP(("Shouldn't be called"));}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// File goodies
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//
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public:
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void Load(Stuff::MemoryStream* stream);
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void Save(Stuff::MemoryStream* stream);
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void SetLength(unsigned index);
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unsigned GetLength()
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{Check_Object(this); return m_effects.GetLength();}
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Stuff::FileDependencies m_fileDependencies;
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bool m_preloadEffects;
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//----------------------------------------------------------------------------
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// Shape table
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//
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public:
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virtual MidLevelRenderer::MLRShape* UseShape(Stuff::MString& shape_file)=0;
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virtual void LoadDebrisArray(
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gosFX::DebrisCloud__Specification *spec,
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Stuff::MString& debris_file
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)=0;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Effect management
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//
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public:
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int Find(const char* name);
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Effect::Specification* Find(int id)
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{Check_Object(this); return m_effects[id];}
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Effect* MakeEffect(unsigned index, unsigned flags);
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Stuff::DynamicArrayOf<Effect::Specification*> m_effects;
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Stuff::DynamicArrayOf<Stuff::MString> m_effectNames;
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stlport::map<Stuff::MString, int> m_effectMap;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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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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}
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