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>
243 lines
6.3 KiB
C++
243 lines
6.3 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "update.h"
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#include "app.h"
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#include "hostmgr.h"
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#include "interest.h"
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#include "entity.h"
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#if defined(TRACE_UPDATE_REPLICANTS)
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static BitTrace Update_Replicants("Update Replicants");
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#define SET_UPDATE_REPLICANTS() Update_Replicants.Set()
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#define CLEAR_UPDATE_REPLICANTS() Update_Replicants.Clear()
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#else
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#define SET_UPDATE_REPLICANTS()
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#define CLEAR_UPDATE_REPLICANTS()
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#endif
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#if defined(TRACE_UPDATE_MASTERS)
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static BitTrace Update_Masters("Update Masters");
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#define SET_UPDATE_MASTERS() Update_Masters.Set()
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#define CLEAR_UPDATE_MASTERS() Update_Masters.Clear()
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#else
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#define SET_UPDATE_MASTERS()
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#define CLEAR_UPDATE_MASTERS()
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#endif
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MemoryBlock *SimulationEncore::GetAllocatedMemory()
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{
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static MemoryBlock allocatedMemory(sizeof(SimulationEncore), 10, 10, "Simulation Encores");
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return &allocatedMemory;
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}
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SimulationEncore::SimulationEncore(
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Simulation *sim,
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Simulation::Encore callback
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)
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{
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encoreSimulation = sim;
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encoreCallback = callback;
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runWatchers = True;
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}
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SimulationEncore::~SimulationEncore()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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UpdateManager::UpdateManager():
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simulationEncores(NULL)
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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UpdateManager::~UpdateManager()
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{
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Unregister_Object(encore);
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delete encore;
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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UpdateManager::TestInstance() const
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{
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Node::TestInstance();
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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UpdateManager::Execute(Time target_render_time)
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{
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Check(this);
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//
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//--------------------------------------------------------------------------
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// Execute the replicants and masters that are interesting and dynamic
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//--------------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetHostManager());
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HostManager::DynamicReplicantEntityIterator
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replicant_entity_iterator(application->GetHostManager());
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HostManager::DynamicMasterEntityIterator
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master_entity_iterator(application->GetHostManager());
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//
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//--------------------------------------------------------------------------
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// Execute the replicants
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_REPLICANTS();
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Entity
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*replicant;
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while ((replicant = replicant_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(replicant);
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if (replicant->IsReplicantExecutable())
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{
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replicant->Execute(target_render_time);
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}
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}
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CLEAR_UPDATE_REPLICANTS();
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//
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//--------------------------------------------------------------------------
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// Execute the master entities, if they need to be updated then send
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// update messages, and notify the interest manager of moved entities
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_MASTERS();
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Entity
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*entity;
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Entity::UpdateMessage
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*update_message;
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while ((entity = master_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(entity);
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//
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//-----------------------------------------------------------------------
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// If the entity is not interesting then skip it
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//-----------------------------------------------------------------------
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//
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if (!entity->IsInteresting() || !entity->IsNonReplicantExecutable())
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{
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continue;
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}
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//
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//-----------------------------------------------------------------------
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// Run the execute method
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//-----------------------------------------------------------------------
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//
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update_message = entity->Execute(target_render_time);
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//
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//-----------------------------------------------------------------------
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// Update the interest zone id
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//-----------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetInterestManager());
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application->GetInterestManager()->EntityUpdateInterestZone(entity);
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//
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//-----------------------------------------------------------------------
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// If update message is not null then send the change
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//-----------------------------------------------------------------------
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//
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if (update_message != NULL)
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{
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Check(update_message);
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Check(application);
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application->GetInterestManager()->EntityUpdateReplicants(
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entity,
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update_message
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);
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}
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}
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//
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//--------------------------------------------------------------------------
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// Lastly, run through and do any requested encores
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//--------------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*>
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encores(simulationEncores);
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SimulationEncore
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*encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Check(encore);
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Check(encore->encoreSimulation);
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(encore->encoreSimulation->*encore->encoreCallback)();
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if (encore->runWatchers)
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{
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encore->encoreSimulation->ExecuteWatchers();
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encore->encoreSimulation->ClearWatcherDelay();
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}
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Unregister_Object(encore);
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delete encore;
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}
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CLEAR_UPDATE_MASTERS();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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UpdateManager::RequestEncore(
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Simulation *simulation,
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Simulation::Encore encore
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)
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{
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//
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//----------------------------------------------------------------------
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// Make sure that we only run the watcher on a given simulation once per
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// frame
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//----------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *i;
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while ((i = encores.ReadAndNext()) != NULL)
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{
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if (i->encoreSimulation == simulation && i->runWatchers)
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{
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i->runWatchers = False;
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break;
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}
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}
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SimulationEncore *request = new SimulationEncore(simulation, encore);
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Register_Object(request);
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simulationEncores.Add(request);
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}
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