Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
#pragma once
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#include "namelist.h"
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#include "node.h"
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#include "chain.h"
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#include "network.h"
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class Entity;
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//##########################################################################
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//######################### EntityGroup ##############################
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//##########################################################################
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class EntityGroup : public Node
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{
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friend class EntityManager;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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protected:
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EntityGroup();
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~EntityGroup();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Naming functions
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//
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public:
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const char* GetGroupName()
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{
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Check(this);
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return groupName;
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}
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protected:
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const char *groupName;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Grouping functions
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//
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public:
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void Add(Entity *entity)
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{
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Check(this);
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groupMembers.Add(Cast_Object(Node*,entity));
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}
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void Add(EntityGroup *group)
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{
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Check(this);
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Check(group);
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groupMembers.Add(group);
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}
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ChainOf<Node*> groupMembers;
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};
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//##########################################################################
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//######################## EntityManager #############################
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//##########################################################################
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class EntityManager : public NetworkClient
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{
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friend class Entity;
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//##########################################################################
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// Shared Data support
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//
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protected:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//##########################################################################
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// Construction and destruction support
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//
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public:
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EntityManager();
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~EntityManager();
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void FryDeathRow();
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protected:
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EntityGroup *deathRow;
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//##########################################################################
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// Message packet receiving
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//
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public:
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void ReceiveNetworkPacket(NetworkPacket *packet, Receiver::Message *packet_message);
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//##########################################################################
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// Entity grouping
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//
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public:
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EntityGroup* UseGroup(const char *name);
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EntityGroup* FindGroup(const char *name)
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{
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Check_Pointer(name);
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return (EntityGroup*)groupList.FindObject(name);
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}
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void RemoveGroup(EntityGroup* group);
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Logical TestInstance() const;
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protected:
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ObjectNameList groupList;
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}; |