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.
74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
// MissionData.h: interface for the MissionData class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MISSIONDATA_H__2C239272_1182_428E_9CA6_7AABDB8CDBC1__INCLUDED_)
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#define AFX_MISSIONDATA_H__2C239272_1182_428E_9CA6_7AABDB8CDBC1__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include<Stuff\Stuff.hpp>
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#include<Adept\Resource.hpp>
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namespace Adept
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{
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class Mission__GameModel;
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};
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using namespace Stuff;
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using namespace Adept;
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class MissionData
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{
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protected:
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const Adept::Mission__GameModel *ModelData;
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bool SetAttribute(char *atb,bool value);
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bool SetAttribute(char *atb,LPCSTR value);
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bool SetAttribute(char *atb,Scalar value);
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bool SetAttribute(char *atb,RGBAColor value);
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bool SetAttribute(char *atb,ResourceID &value);
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void UpdateVisualSettings();
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void MakeDefault();
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public:
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void SetDayFogColor(RGBAColor &col);
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void SetNightFogColor(RGBAColor &col);
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void SetNightGroundColor(RGBAColor &col);
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void SetFogColorUnderWater(RGBAColor &col);
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void SetFogColorSmoke(RGBAColor &col);
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void SetGeneralFog(Scalar start,Scalar end,Scalar density);
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void SetCustomFog(Scalar start,Scalar end,Scalar density);
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void SetLightFog(Scalar start,Scalar end,Scalar density);
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void SetHeightFog(Scalar start,Scalar end,Scalar density);
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void SetRespawn(bool val);
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void SetRunningLights(bool val);
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void SetSearchLights(bool val);
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void SetHeatSinkEfficiency(Scalar val);
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void SetWeather(ResourceID &value);
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void SetNightWeather(ResourceID &value);
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RGBAColor GetDayFogColor();
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RGBAColor GetNightFogColor();
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RGBAColor GetNightGroundColor();
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RGBAColor GetFogColorUnderWater();
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RGBAColor GetFogColorSmoke();
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void GetGeneralFog(Scalar *start,Scalar *end,Scalar *density);
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void GetCustomFog(Scalar *start,Scalar *end,Scalar *density);
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void GetLightFog(Scalar *start,Scalar *end,Scalar *density);
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void GetHeightFog(Scalar *start,Scalar *end,Scalar *density);
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bool GetRespawn();
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bool GetRunningLights();
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bool GetSearchLights();
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ResourceID GetWeather();
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ResourceID GetNightWeather();
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Scalar GetHeatSinkEfficiency();
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MissionData();
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void SaveText(Stuff::NotationFile *not_file);
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void SyncToGame();
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virtual ~MissionData();
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};
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#endif // !defined(AFX_MISSIONDATA_H__2C239272_1182_428E_9CA6_7AABDB8CDBC1__INCLUDED_)
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