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.
366 lines
8.5 KiB
C++
366 lines
8.5 KiB
C++
//===========================================================================//
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// File: SREffect.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 2/8/99 DPB Created File
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995-97, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include "Adept.hpp"
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#include "Mover.hpp"
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namespace Adept
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{
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class Effect;
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class Site;
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//##########################################################################
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//############### Effect::ExecutionStateEngine #######################
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//##########################################################################
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class Effect__ExecutionStateEngine:
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public Entity__ExecutionStateEngine
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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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typedef Entity__ExecutionStateEngine BaseClass;
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static ClassData
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*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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typedef Mover__ExecutionStateEngine*
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(*Factory)(
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Effect *effect,
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FactoryRequest *request
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);
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static Effect__ExecutionStateEngine*
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Make(
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Effect *effect,
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FactoryRequest *request
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);
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protected:
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Effect__ExecutionStateEngine(
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ClassData *class_data,
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Effect *effect,
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FactoryRequest *request
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State stuff
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//
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public:
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enum {
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StoppedState = Entity__ExecutionStateEngine::StateCount,
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StoppingState,
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RunningState,
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KillingState,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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);
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protected:
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static const StateEntry
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StateEntries[];
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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();
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};
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//##########################################################################
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//################## Effect::CreateMessage ###########################
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//##########################################################################
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class Effect__CreateMessage:
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public Mover__CreateMessage
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{
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public:
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Effect__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& data_list_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const Stuff::Motion3D &initial_velocity = Stuff::Motion3D::Identity,
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const Stuff::Motion3D &initial_acceleration = Stuff::Motion3D::Identity
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):
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Mover__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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data_list_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment
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)
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{}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//####################### Effect__GameModel ##########################
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//##########################################################################
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class Effect__GameModel:
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public Mover__GameModel
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{
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public:
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bool
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startsRunning;
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Stuff::Point3D
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translation;
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Stuff::UnitQuaternion
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rotation;
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bool
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killOnAttachedEntityDeath;
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enum{
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NoRotation = 0,
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AgainstMotionRotation,
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IntoMotionRotation,
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UseRotation
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};
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int
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rotationType;
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enum {
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StartsRunningAttributeID = Mover__GameModel::NextAttributeID,
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TranslationAttributeID,
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RotationAttributeID,
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KillOnAttachedEntityDeathAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Effect__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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static int
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RotationTypeTextToAscii(const char *roation_string);
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static const char *
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RotationTypeAsciiToText(int rotation_type);
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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 Entity__ClassData Effect__ClassData;
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typedef Entity__Message Effect__Message;
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typedef Entity__UpdateMessage Effect__UpdateMessage;
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//##########################################################################
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//############################ Effect ################################
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//##########################################################################
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class Effect:
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public Mover
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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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typedef Mover BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Inheritance support
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//
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public:
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typedef Effect__ClassData ClassData;
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typedef Effect__GameModel GameModel;
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typedef Effect__Message Message;
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typedef Effect__ExecutionStateEngine ExecutionStateEngine;
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typedef Effect__CreateMessage CreateMessage;
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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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typedef Effect__CreateMessage
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CreateMessage;
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static Effect*
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Make(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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~Effect();
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void
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Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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protected:
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Effect(
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ClassData *class_data,
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const CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & Game Model Support
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//
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public:
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typedef Effect__GameModel
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GameModel;
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static ClassData
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*DefaultData;
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const GameModel*
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GetGameModel()
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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Flag Support
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//
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public:
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enum
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{
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LoopBit = Mover::NextFlagBit,
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FollowBit,
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NextFlagBit
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};
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enum
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{
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LoopFlag = 1<<LoopBit,
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FollowFlag = 1<<FollowBit,
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DefaultFlags = HermitMode
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};
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bool
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IsLooped()
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{Check_Object(this); return (replicatorFlags&LoopFlag) != 0;}
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bool
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IsFollowing()
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{Check_Object(this); return (replicatorFlags&FollowFlag) != 0;}
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void
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SetFollowing()
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{Check_Object(this); replicatorFlags |= FollowFlag;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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int
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GetExecutionSlot();
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void
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PreCollisionExecute(Stuff::Time till);
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#if defined(LAB_ONLY)
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void
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SyncMatrices(bool update_matrix);
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#endif
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void
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PostCollisionExecute(Stuff::Time till);
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void
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BecomeInteresting(bool render_me);
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void
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SetFollowEntity(Entity *entity);
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void
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SetFollowEntity(Site *site);
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void
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PlaceOnEntity(Stuff::LinearMatrix4D offsetOnEntity);
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void
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PlaceOnEntity();
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void
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PlaceOnSite();
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Stuff::SlotOf<Entity *>
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followEntity;
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Stuff::SlotOf<Site *>
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followSite;
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Stuff::LinearMatrix4D
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effectOffset;
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#if defined (_ARMOR)
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bool iAmDead;
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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VideoStatusAttributeID = Mover::NextAttributeID,
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AudioStatusAttributeID,
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NextAttributeID
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};
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bool
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videoStatus;
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int
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audioStatus;
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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();
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};
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inline Effect__ExecutionStateEngine::Effect__ExecutionStateEngine(
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ClassData *class_data,
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Effect *effect,
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FactoryRequest *request
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):
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BaseClass(class_data, effect, request)
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{}
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}
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