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firestorm/Gameleap/code/mw4/Libraries/elementrenderer/SwitchElement.hpp
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186 lines
4.2 KiB
C++

#pragma once
#include "ElementRenderer.hpp"
#include "ListElement.hpp"
//#########################################################################
//######################### SwitchElement ###############################
//#########################################################################
namespace ElementRenderer {
class SwitchElement:
public ListElement
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Initialization
//
public:
static void InitializeClass();
static void TerminateClass();
static ClassData *DefaultData;
typedef ListElement BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
protected:
SwitchElement(
ClassData *class_data,
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
);
public:
SwitchElement(ClassData *class_data=DefaultData);
~SwitchElement();
static SwitchElement* Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes=NULL
);
void Save(Stuff::MemoryStream *stream);
static HGOSHEAP s_Heap;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void TestInstance();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy
//
public:
void SetSwitch(WORD index)
{
Check_Object(this); if (m_switch != index)
{
m_switch = index;
if (m_switch < m_list.GetLength())
{
m_list[m_switch]->Sync();
}
else if (m_switch & 0xf0) // special case
{
Element *element = GetFirstSwitchElement();
if (element)
{
Check_Object(element);
element->Sync();
}
element = GetSecondSwitchElement();
if (element)
{
Check_Object(element);
element->Sync();
}
}
}
}
WORD GetSwitch()
{Check_Object(this); return m_switch;}
void SetSize(WORD max_size);
Element* GetFirstSwitchElement()
{
int nSwitch = m_switch & 0x0f;
if (nSwitch < m_list.GetLength())
return m_list[nSwitch];
return NULL;
}
Element* GetSecondSwitchElement()
{
int nSwitch = (m_switch & 0xf0) >> 4;
if (nSwitch < m_list.GetLength())
return m_list[nSwitch];
return NULL;
}
protected:
WORD m_switch;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Sync support
//
protected:
void SetSyncState();
static SyncMethod SyncMethods[SyncStateCount];
void CleanRootSyncMethod();
void DirtyRootSyncMethod();
void CleanSyncMethod();
void DirtySyncMethod();
void CleanSphereSyncMethod();
void MatrixDirtySphereSyncMethod();
void BoundsWrongSphereSyncMethod();
void FullSphereSyncMethod();
void CleanOBBSyncMethod();
void MatrixDirtyOBBSyncMethod();
void BoundsWrongOBBSyncMethod();
void FullOBBSyncMethod();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Collision
//
protected:
bool CastCulledRay(CollisionQuery *query);
Element* FindSmallestElementContainingCulled(SphereTest *test);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Drawing
//
protected:
void SetDrawState();
static DrawMethod DrawMethods[DrawStateCount];
void InheritDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
void OverrideDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
public:
void CleanDamage();
void ApplyDamage(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius
);
void ApplyDamageDecal(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *texture
);
void CastShadow(
const Stuff::LinearMatrix4D &shadow_to_world,
const Stuff::UnitVector3D &sun_in_world,
Stuff::Scalar radius
);
void MakeFootStep(
MidLevelRenderer::MLRShape *shape,
const Stuff::LinearMatrix4D &foot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *tex
);
};
}