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.
94 lines
2.8 KiB
C++
94 lines
2.8 KiB
C++
#if !defined(__NGLOG_MW4__)
|
|
#define __NGLOG_MW4__
|
|
|
|
#if !defined(NO_LOG)
|
|
// nglog_mw4.hpp - MW4-specific settings for logging
|
|
// -------------------------------------------------
|
|
// Jason Keimig
|
|
// jkeimig@microsoft.com
|
|
//
|
|
|
|
// MW4 engine-specific parameters
|
|
#define MW4_BINARY_PATH "\\Assets\\Binaries\\"
|
|
#define MW4_TIME_RESOLUTION 4
|
|
|
|
|
|
// These 4 are necessary:
|
|
// GAME_VERSION
|
|
// GAME_NAME
|
|
// GAME_AUTHOR
|
|
// GAME_AUTHOR_URL
|
|
//
|
|
#define GAME_VERSION "Beta - Not for release"
|
|
#define GAME_NAME "MechWarrior4"
|
|
#define GAME_AUTHOR "Microsoft"
|
|
#define GAME_AUTHOR_URL "http://www.Zone.com/mech4"
|
|
|
|
// Add more log-related entries as needed
|
|
#define GAME_PATCHVERSION "No-patch"
|
|
#define GAME_PATCH "No-patch"
|
|
#define GAME_PATCHNAME "No-patch-long-name"
|
|
#define GAME_PATCH_DECODER_RING "No-Patch-DecoderRing"
|
|
#define GAME_PATCHAUTHOR "No-Patch-Author"
|
|
#define GAME_PATCHAUTHOR_URL "No-Patch-AuthorURL"
|
|
|
|
// Entry Types for MechWarrior4
|
|
#define MW4GAME_START 0 // Game started
|
|
#define MW4GAME_END 1 // Game over
|
|
#define MW4GAME_GEN 2 // Miscellaneous stuff
|
|
#define MW4P_CONNECT 3 // Player connect
|
|
#define MW4P_DISCONN 4 // Player disconnect
|
|
#define MW4P_REJECT 5 // Player reject from server
|
|
#define MW4P_INFO 6 // Player info update
|
|
#define MW4P_KILL 7 // Player kill/death
|
|
#define MW4P_RESPAWN 8 // Player respawn
|
|
#define MW4P_DSTATS 9 // Player damage stats
|
|
#define MW4L_ADD 10 // Lancemate added
|
|
|
|
#define MW4G_MAPRESPAWN 11 // the map respawned
|
|
#define MW4T_DEFENDINGTEAM 12 // the defending team
|
|
#define MW4T_HQDESTROYED 13 // HQ destroyed
|
|
#define MW4T_DEFENDTIMEAWARD 14 // defend time award
|
|
|
|
// MW4 middleware
|
|
char *va(char *, ...);
|
|
int MW4log_load_zLogLib(char *);
|
|
void MW4log_unload_zLogLib(void);
|
|
void MW4log_init(void);
|
|
void MW4log_options_init(void);
|
|
void MW4log_start_logging(void);
|
|
|
|
void MW4log_generic(int, char *);
|
|
void MW4log_playerConnect(int, char *, char *, float, unsigned char *, int);
|
|
void MW4log_GameEnd(int, char *);
|
|
char *MW4log_playerIdentifier(unsigned char *, int);
|
|
void MW4log_writeAllStats(void);
|
|
void MW4log_checkCurrentStats(void);
|
|
void MW4log_writePlayerStats(int, int);
|
|
void MW4log_writeBotStats(int, int);
|
|
|
|
void MW4log_ngWS_update(void);
|
|
void MW4log_setStatusString( const char *);
|
|
|
|
void MW4log_msgDump(int, char *, ...);
|
|
char *MW4log_timeDump(void);
|
|
void MW4log_writeBuf(void);
|
|
char *va(char *, ...);
|
|
char *MW4log_hostAddr(void);
|
|
|
|
// Access for logging tweaks from game app.
|
|
extern int z_style;
|
|
extern int z_flush;
|
|
extern int z_buffer;
|
|
extern int z_id;
|
|
extern int zS_exec;
|
|
extern int zWS_enable; // Server setting if ngWS is to be enabled.
|
|
extern char z_path[1024];
|
|
extern char z_logname[1024];
|
|
extern char zS_cfg[1024];
|
|
extern char zS_logdir[1024];
|
|
|
|
#endif // !defined(NO_LOG)
|
|
|
|
#endif // !defined(__NGLOG_MW4__)
|