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.
95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
#pragma once
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#include "Adept.hpp"
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#include "VideoRenderer.hpp"
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#include "VideoComponent.hpp"
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namespace Adept {
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//#########################################################################
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//########################## ShapeComponent ##############################
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//#########################################################################
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//
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// When instantiating this class, the following methods must be explicitly
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// defined:
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//
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// void InitializeClass();
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// void ReadGeometryFromResource(...)
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// ShapeComponent<C,G,B>* Make(...)
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// Derivation* CreateFactoryRequest(...)
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//
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// The methods having templates in this header file should work fine, but
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// explicitly define whatever you need.
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//
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class ShapeComponent:
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public VideoComponent
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{
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friend class VideoRenderer;
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public:
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static void InitializeClass();
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static void TerminateClass();
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static ClassData *DefaultData;
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typedef VideoComponent BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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protected:
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ShapeComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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static Element* ReadShape(MemoryStream *stream, bool *unique);
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void SkipStreamData(MemoryStream *stream);
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public:
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static ShapeComponent* Create(
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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void CleanDamage();
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void ApplyDamage(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius
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);
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void ApplyDamageDecal(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius,
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MidLevelRenderer::MLRTexture *texture
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Accessors
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//
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public:
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void TestInstance();
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protected:
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static MidLevelRenderer::MLRShape* Cache_Shape(
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Stuff::MemoryStream *stream,
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int version,
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int length
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);
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bool m_unique;
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static ResourceID s_Erf_Resource;
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static Stuff::HashOf<MidLevelRenderer::MLRShape*, ResourceID> *s_shapeHash;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool-related Functions
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//
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public:
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static ClassData* CreateFactoryRequest(FactoryRequestParameters *parameters);
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};
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}
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