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.
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
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#pragma once
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#include "mw4.hpp"
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#include "adept\map.hpp"
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#include "ai.hpp"
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namespace ElementRenderer {class GridElement;}
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namespace Adept {
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class Map;
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//##########################################################################
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//########################### MWMap ##################################
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//##########################################################################
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class MWMap: public Map
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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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static ClassData *DefaultData;
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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 MWMap* Make(const CreateMessage *message,ReplicatorID *base_id);
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protected:
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MWMap(ClassData *class_data,const CreateMessage *message,ReplicatorID *base_id,ElementRenderer::GridElement *element);
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~MWMap();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Ownership
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//
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public:
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void AddChild(Entity *entity);
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void RemoveChild(Entity *entity);
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ChainOf<AI *> m_executingAIs;
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protected:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution support
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//
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public:
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void PreCollisionExecute(Stuff::Time till);
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};
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}
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