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.
183 lines
3.8 KiB
C++
183 lines
3.8 KiB
C++
#include "MW4Headers.hpp"
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#include "Engine.hpp"
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#include "MWTool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Engine__CreateMessage::ConstructCreateMessage(Script *script)
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{
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Check_Object(script);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *message_stream = script->messageStream;
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Check_Object(message_stream);
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message_stream->AllocateBytes(sizeof(Engine__CreateMessage));
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Subsystem__CreateMessage::ConstructCreateMessage(script);
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Engine__CreateMessage *message =
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Cast_Pointer(
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Engine__CreateMessage*,
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message_stream->GetPointer()
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);
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message->messageLength = sizeof(*message);
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//
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//---------------------------
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// Point at the notation file
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//---------------------------
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//
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Page *page = script->instancePage;
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Check_Object(page);
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Check_Object(Tool::Instance);
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message->m_engineUpgrades = 0;
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page->GetEntry("EngineUpgrades", &message->m_engineUpgrades);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Engine__GameModel::ConstructGameModel(Script *script)
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{
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Check_Object(script);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *model_stream = script->modelStream;
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Check_Object(model_stream);
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model_stream->AllocateBytes(sizeof(Engine__GameModel));
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Subsystem__GameModel::ConstructGameModel(script);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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Engine__GameModel::ReadAndVerify(
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Engine__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
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)
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{
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Check_Object(attribute_entry);
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bool result = false;
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bool valid_data = (*data != '\0');
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//
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//----------------------------------------
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//Read in the values from the data entered
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//----------------------------------------
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//
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result =
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BaseClass::ReadAndVerify(
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model,
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attribute_entry,
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data,
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error,
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error_buffer
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);
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//
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//---------------------------
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//Verify all the model values
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//---------------------------
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//
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switch(attribute_entry->attributeID)
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{
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case TonsPerUpgradeAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 1.0;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->m_tonsPerUpgrade <= 0.0f)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]TonsPerUpgrade=%f}: value must be > 0!",
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model->m_tonsPerUpgrade
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);
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result = false;
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}
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break;
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}
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case MPSPerUpgradeAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 5.0f;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->m_mpsPerUpgrade <= 0.0f)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]MPSPerUpgrade=%f}: value must be > 0!",
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model->m_mpsPerUpgrade
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);
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result = false;
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}
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break;
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}
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case NumHeatSinksAttributeID:
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{
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if(!valid_data)
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{
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int value = 10;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->m_numHeatSinks < 0)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]NumHeatSinks=%f}: value must be >= 0!",
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model->m_numHeatSinks
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);
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result = false;
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}
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break;
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}
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case HeatSinkEfficiencyAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 1.0f;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->m_heatSinkEfficiency < 0)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]HeatSinkEfficiency=%f}: value must be >= 0.0!",
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model->m_heatSinkEfficiency
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);
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result = false;
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}
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break;
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}
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}
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return result;
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}
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