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.
155 lines
4.7 KiB
C++
155 lines
4.7 KiB
C++
//===========================================================================//
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// File: ElevationMap.hpp //
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// Project: MechWarrior 4 //
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// Contents: Interface specification for moving entity class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/21/98 JSE Inital base class based off of Adept Entity
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#if !defined(MW4_ELEVATIONMAP_HPP)
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#define MW4_ELEVATIONMAP_HPP
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#if !defined(MW4_HPP)
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#include "MW4.hpp"
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#endif
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namespace MechWarrior4 {
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class ElevationMap;
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//##########################################################################
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//##################### ElevationMap::ModelResource ##################
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//##########################################################################
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class ElevationMap__GameModel:
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public Adept::Entity__GameModel
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{
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public:
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};
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//##########################################################################
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//############################ ElevationMap ##########################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef Adept::Entity__ClassData ElevationMap__ClassData;
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typedef Adept::Entity__Message ElevationMap__Message;
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typedef Adept::Entity__PostCollisionStateEngine ElevationMap__PostCollisionStateEngine;
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typedef Adept::Entity__PreCollisionStateEngine ElevationMap__PreCollisionStateEngine;
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//----------------------- End of inheritance stuff ------------------------
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class ElevationMap:
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public Adept::Entity
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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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//##########################################################################
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// Inheritance support
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//
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public:
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typedef ElevationMap__ClassData ClassData;
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typedef ElevationMap__GameModel GameModel;
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typedef ElevationMap__Message Message;
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typedef ElevationMap__PreCollisionStateEngine PreCollisionStateEngine;
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typedef ElevationMap__PostCollisionStateEngine PostCollisionStateEngine;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static ElevationMap*
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Make(
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Stuff::MemoryStream *stream,
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CreationParameters *creation_parameters
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);
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void
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Save(Stuff::MemoryStream *stream);
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ElevationMap(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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CreationParameters *creation_parameters
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);
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void
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Reuse(
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Stuff::MemoryStream *stream,
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CreationParameters *creation_parameters
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);
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private:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool-time Construction and Destruction Support
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//
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public:
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static ElevationMap*
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ToolMake(
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FactoryRequestParameters *parameters,
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CreationParameters *creation_parameters
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);
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ElevationMap(
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ClassData *class_data,
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FactoryRequestParameters *parameters,
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CreationParameters *creation_parameters
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModel);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void
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PreCollisionExecute(const Adept::SimulationTime& till);
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void
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PostCollisionExecute(const Adept::SimulationTime& till);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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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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public:
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static bool
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CreateGameModel(GameModelParameters *parameters);
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};
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}
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#endif
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