Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
150 lines
3.8 KiB
C++
150 lines
3.8 KiB
C++
//===========================================================================//
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// File: entity2.hh //
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// Project: MUNGA Brick: Entity Manager //
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// Contents: Interface specification for entity class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/29/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(NTTMGR_HPP)
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#define NTTMGR_HPP
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#if !defined(NAMELIST_HPP)
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#include <namelist.hpp>
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#endif
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#if !defined(NODE_HPP)
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#include <node.hpp>
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#endif
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#if !defined(CHAIN_HPP)
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#include <chain.hpp>
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#endif
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#if !defined(NETWORK_HPP)
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#include <network.hpp>
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#endif
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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:
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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*
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GetGroupName()
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{Check(this); return groupName;}
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protected:
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const char
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*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
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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
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Add(EntityGroup *group)
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{Check(this); Check(group); groupMembers.Add(group);}
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ChainOf<Node*>
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groupMembers;
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};
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//##########################################################################
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//######################## EntityManager #############################
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//##########################################################################
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class EntityManager:
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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
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ClassDerivations;
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static SharedData
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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
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FryDeathRow();
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protected:
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EntityGroup
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*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
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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//##########################################################################
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// Entity grouping
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//
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public:
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EntityGroup*
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UseGroup(const char *name);
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EntityGroup*
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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
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RemoveGroup(EntityGroup* group);
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Logical
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TestInstance() const;
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protected:
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ObjectNameList
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groupList;
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};
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#endif
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