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