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>
165 lines
3.0 KiB
C++
165 lines
3.0 KiB
C++
#pragma once
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class ObjectNameList;
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class ObjectNameList__Entry;
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class NameList;
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class AlphaNameList;
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class ObjectNameList SIGNATURED
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{
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public:
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typedef ObjectNameList__Entry Entry;
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protected:
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Entry *firstEntry, *lastEntry;
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public:
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ObjectNameList();
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virtual ~ObjectNameList();
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virtual const char* AddEntry(const char *name, void *data);
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void* FindObject(const char *name);
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void DeleteEntry(const char *name);
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int EntryCount() const;
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Logical IsEmpty() const
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{
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Check(this);
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return firstEntry == NULL && lastEntry == NULL;
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}
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Entry* GetFirstEntry()
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{
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Check(this);
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return firstEntry;
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}
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const Entry* GetFirstEntry() const
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{
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Check(this);
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return firstEntry;
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}
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Entry* GetLastEntry()
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{
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Check(this);
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return lastEntry;
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}
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const Entry* GetLastEntry() const
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{
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Check(this);
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return lastEntry;
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}
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int BuildSubList(const ObjectNameList &source_list, const char *prefix);
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Logical TestInstance() const;
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static Logical TestClass();
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};
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class ObjectNameList__Entry
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{
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friend class ObjectNameList;
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friend class NameList;
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friend class AlphaNameList;
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private:
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ObjectNameList::Entry *nextEntry;
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public:
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void *dataReference;
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protected:
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void SetName(const char *name);
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public:
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#if defined(USE_SIGNATURE)
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friend int Is_Signature_Bad(const volatile ObjectNameList__Entry *);
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#endif
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const char* GetName() const
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{
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Check(this);
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return &((const char *)this)[sizeof(ObjectNameList::Entry)];
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}
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Logical IsName(const char *name) const;
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/*
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* HACK SB 01/21/07 -- Windows uses this function name and macros it,
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and GetData seems to do the same thing, so don't
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use this.
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void* GetObject()
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{
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Check(this);
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return dataReference;
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}
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*/
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void* GetData()
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{
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Check(this);
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return dataReference;
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}
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const void* GetData() const
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{
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Check(this);
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return dataReference;
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}
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char* GetChar()
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{
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Check(this);
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return (char *)dataReference;
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}
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const char* GetChar() const
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{
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Check(this);
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return (const char *)dataReference;
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}
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int GetAtoi() const
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{
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Check(this);
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Check_Pointer(dataReference);
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return atoi((const char *)dataReference);
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}
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long GetAtol() const
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{
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Check(this);
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Check_Pointer(dataReference);
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return atol((const char *)dataReference);
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}
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double GetAtof() const
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{
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Check(this);
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Check_Pointer(dataReference);
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return atof((const char *)dataReference);
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}
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ObjectNameList::Entry* GetNextEntry()
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{
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Check(this);
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return nextEntry;
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}
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const ObjectNameList::Entry* GetNextEntry() const
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{
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Check(this);
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return nextEntry;
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}
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Logical TestInstance() const;
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};
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class NameList : public ObjectNameList
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{
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public:
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NameList();
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~NameList();
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void* FindData(const char *name) { return FindObject(name); }
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const char* FindName(void *data);
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Entry* FindEntry(const char *name);
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Entry* FindEntry(void *data);
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void DeleteEntry(const char *name); // this one is searches for name
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static Logical TestClass();
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};
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class AlphaNameList : public NameList
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{
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public:
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AlphaNameList();
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~AlphaNameList();
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const char* AddEntry(const char *name, void *data);
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static Logical TestClass();
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}; |