SC Copyright (c) 2000 Microprose/HASBRO
SC Copyright (C) 2001 INFOGRAMES
Disclaimer: Access is after profreading the NDA by Eric Snako G2i (tm) herafter only granted to members of the F4Superpack Group of Falcon Developers. Else this documentation is made available to the Director of the Central Intelligence Section of my pilot organisation VSHAPE, with respect to incorporation of real lfe data on entities. This document should not be made available to the general public.
This documentation is under continously development.
This document only
reflects the state of the simulator before modifications where applied!
The Legend Used | Most of the following walkthroug can
as easily be done by use of the VC++ debugger and ClassInspector. As an
optional target fro webReferencing it is nevertheless very valuable and
also for the socalled database fixers it might be of use as we also intend
to show the format of file formats used. The color codeing of the selected
header files enables a different visualisation technique than traditional
source code color coding tries to achieve in editors. Most valuable are the VISIO diagrams that are under constant refinement. These are only delivered on request direct to the author. Although |
Currently we cover the following topics:
The Source File Tree | These links only work as intended when
the HTML-SC-DOC-TREE resides together with the source file tree. We can't supply you with the SC files! Those accessing the information through my internal server will find full functional links. The only way you achieve this for your self is with a copy of the "sc-doc-tree". Until I can grant access to my internal server, you can request this file by mail.
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GlobalMemory | One important part in the search for fixes
& enhancements is among the global variabels. These are accessible
from everywhere but since the program is heavy threaded and even takes the
number of CPU's into considderation, the applicability is "from
anywhere in the same thread". We are far from covering all variables yet! This will grow with the rest of the walk trough. |
The Brains | Here and in the taskmanagers resides a good deal of the game play AI. |
The Theater-terrain construct | The proliferation of the theater
construction groups and individuals is sheer breathtakeing. If all goes
well every part of the planet soon wil be covered:) Well there are a couple of really annoying holes of knowledge that have to be filled in before the most evolved will deliver a new scenario for their terrain. There is stil alot to do and it will later be completed. |
The Entity-campaign-simulation-construct | The jewel in Crown! |
The Classtrees involved | Well it's done in C++ which means Classes
Object Methodes inheritance & abstraction. They made no use of the
more advanced features like templates neither is the MFC by M$oft beeing used. There are is made some use of static members and one thing thats strikes is the frequent use of inline funktions and virtual inline functions. Even some inline constructors |
The Cockpit Organisation | This area is under current excavation |
SEPTEMBER 2000. | Lately I also have started to look at the Win32
Integrative Issues. Since my idea of a portableversion of Falcon had been
concieved. I've been mainly interessted in the Win32 dependent issues. There are other obstacles to porting the code that have to do with binary only available libraries for the Win32 environment. These can for stated reasons not be used in a portable version. Here som new developments are required |
start up sequences | |
win32 message-handlers |
mpr- THE
MICROPROSE RENDERER ( REPLACED
IN ERAZOR PATCH - SC NOT AVAILABLE! ) tw80-
sTREAMTALK - H&L Although a part of these externally controlled systems the Microsoft Direct Play and Input Systems with respect to Multiplayer stability deserves some serious analysis and considderations.
comms
- WINDOWS SOCKETS and DIRECT PLAY The functions in this lower level of the Event and Messaging transport (layer) interface to various parts of the underlying OS. (98/XP/W2K). in capi.h this explicit statments lists what is required to make the integration into the underlying Microsoft Architecture work! #define LOAD_DLLS W2_32.dll, DPLAYX.dll and OLE32.dll So you dont have to use statically bound W2_32.LIB DPLAYX.LIB and OLE32.LIB!
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