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.
110 lines
3.1 KiB
C++
110 lines
3.1 KiB
C++
// MFC Gos.h : main header file for the MFC GOS application
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//
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#if !defined(AFX_MFCGOS_H__931C70E4_5D05_11D2_8408_00A0C933BCAC__INCLUDED_)
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#define AFX_MFCGOS_H__931C70E4_5D05_11D2_8408_00A0C933BCAC__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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#ifndef __AFXWIN_H__
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#error include 'stdafx.h' before including this file for PCH
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#endif
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#include "resource.h" // main symbols
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#include"ViewWnd3D.h"
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void _stdcall DoGameLogic();
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/////////////////////////////////////////////////////////////////////////////
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// CMFCGosApp:
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// See MFC Gos.cpp for the implementation of this class
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//
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#include <ElementRenderer\ElementRenderer.hpp>
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#include <ElementRenderer\GroupElement.hpp>
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#include <ElementRenderer\CameraElement.hpp>
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#include <ElementRenderer\StateChange.hpp>
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#include <ElementRenderer\PointCloudElement.hpp>
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#include <gosFX\gosFX.hpp>
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#include <MLR\MLR.hpp>
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#include <GameOS\GameOS.hpp>
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#include <MLR\MLRHeaders.hpp>
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#include <stuff\stuff.hpp>
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#define _INC_NEW
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#include <AFXTEMPL.H>
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struct BumpAnime {
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BumpAnime() { water = 0; bump = 0; normal = 0; wu = 0.0f; wv = 0.0f; bu = 0.0f; bv = 0.0f; nu = 0.0f; nv = 0.0f; }
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DWORD water;
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DWORD bump;
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DWORD normal;
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Scalar wu, wv;
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Scalar bu, bv;
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Scalar nu, nv;
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};
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extern BumpAnime bumpAnime;
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class CMFCGosApp : public CWinApp
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{
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public:
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void UpdateLightList();
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void DrawScreen();
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void UpdateCameraFromKeyMessage(UINT message, WPARAM wParam, LPARAM lParam);
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bool GOSActive;
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void GosShutDown();
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BOOL ProcessShellCommandOnlyLoad(CCommandLineInfo& rCmdInfo);
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BOOL ProcessShellCommandNoLoad(CCommandLineInfo& rCmdInfo);
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void NewTexturePath();
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void GetTexturePath();
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void NewEffectsPath();
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void GetEffectsPath();
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CMFCGosApp();
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ViewWnd3D *Window3D;
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CString TexturePath,EffectsPath;
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bool DrawOnIdle;
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void OnFileNewExternal() {CWinApp::OnFileNew();}
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// Stuff::FileStream * m_perf_file;
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CList<Stuff::FileStream*, Stuff::FileStream*> m_pFileSet_List;
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HashOf<Stuff::PlugOf<Stuff::MString*>*, DWORD>*m_phashErfNameMapping;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CMFCGosApp)
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public:
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virtual BOOL InitInstance();
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virtual BOOL OnIdle(LONG lCount);
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virtual int ExitInstance();
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//}}AFX_VIRTUAL
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// Implementation
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//{{AFX_MSG(CMFCGosApp)
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afx_msg void OnAppAbout();
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afx_msg void OnOptionsTexturepath();
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afx_msg void OnView3dviewwindow();
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afx_msg void OnUpdateView3dviewwindow(CCmdUI* pCmdUI);
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afx_msg void OnViewUpdateonidle();
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afx_msg void OnUpdateViewUpdateonidle(CCmdUI* pCmdUI);
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afx_msg void OnWindowsLightlist();
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afx_msg void OnUpdateWindowsLightlist(CCmdUI* pCmdUI);
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//}}AFX_MSG
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afx_msg void OnExpandAll();
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afx_msg void OnCollapseAll();
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void OnFileOpen();
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_MFCGOS_H__931C70E4_5D05_11D2_8408_00A0C933BCAC__INCLUDED_)
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