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>
238 lines
6.8 KiB
C++
238 lines
6.8 KiB
C++
//===========================================================================//
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// File: registry.hh //
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// Project: MUNGA Brick: Registry Manager //
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// Contents: Interface specification for Registry Manager //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/22/94 ECH Initial coding. //
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// 11/29/94 JMA Changed Identities to IDs //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(REGISTRY_HPP)
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# define REGISTRY_HPP
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# if !defined(HOST_HPP)
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# include <host.hpp>
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# endif
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# if !defined(OBJSTRM_HPP)
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# include <objstrm.hpp>
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# endif
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# if !defined(ENTITY_HPP) && 0
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# include <entity.hpp>
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# endif
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# if !defined(ENTITYID_HPP)
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# include <entityid.hpp>
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# endif
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# if !defined(RESOURCE_HPP)
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# include <resource.hpp>
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# endif
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//##########################################################################
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//############################ Registry ##############################
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//##########################################################################
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class Player;
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class Registry__MakeEntityMessage;
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class Entity;
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class Entity__MakeMessage;
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class Entity__SharedData;
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class Registry:
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public Receiver
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and Testing
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//
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public:
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Registry(
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ClassID class_ID,
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SharedData &shared_data
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);
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Registry();
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~Registry();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Entity creation
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//
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public:
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//
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//-----------------------------------------------------------------------
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// MakeEntity
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//-----------------------------------------------------------------------
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//
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Entity*
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MakeEntity(Entity__MakeMessage *message);
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//
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//-----------------------------------------------------------------------
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// MakeTransferedEntity
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//
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// The registry creates an entity on this machine which
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// represents the transfer of ownership from the old host to this
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// host.
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//-----------------------------------------------------------------------
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//
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Entity*
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MakeTransferedEntity(
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HostID old_entity_host,
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EntityID old_entity_ID,
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void *old_entity_state_data
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);
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//
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//-----------------------------------------------------------------------
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// MakeEntityReplacement
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//
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// If a host abnormally terminates there may be replicants
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// hanging unattended by updates. The host manager attempts
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// to create a replacement for the lost entity using the
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// replicant as a recipe for the replacement.
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//-----------------------------------------------------------------------
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//
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Entity*
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MakeEntityReplacement(
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HostID old_entity_host,
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EntityID replicant_entity_ID
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Entity data access
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//
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public:
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//
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//-----------------------------------------------------------------------
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// GetStaticData
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//
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// Provides an interface by which the static data for a class
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// may be accessed.
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//-----------------------------------------------------------------------
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//
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virtual Entity__SharedData*
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GetStaticData(ClassID entity_class);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Player creation
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//
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public:
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//
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//-----------------------------------------------------------------------
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// Create the player object
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//-----------------------------------------------------------------------
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//
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virtual Player*
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MakePlayer(Mission *mission);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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enum {
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MakeEntityMessageID = Receiver::NextMessageID,
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NextMessageID
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};
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typedef Registry__MakeEntityMessage
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MakeEntityMessage;
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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void
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MakeEntityMessageHandler(MakeEntityMessage *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static object methods
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//
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public:
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static ResourceDescription::ResourceID
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CreateStaticObjectStreamResource(
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NotationFile *notation_file,
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ResourceFile *resource_file
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);
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void
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LoadStaticObjectStreamResource();
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};
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//~~~~~~~~~~~~~~~~~~~~~ Registry__MakeEntityMessage ~~~~~~~~~~~~~~~~~~~~~~~~
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class Registry__MakeEntityMessage:
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public Receiver::Message
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{
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public:
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Registry__MakeEntityMessage(size_t total_length);
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static Registry__MakeEntityMessage*
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Make(Entity__MakeMessage *message);
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};
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//##########################################################################
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//##################### RegistryObjectStream #########################
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//##########################################################################
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class RegistryObjectStream:
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public PlugStream
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction and testing
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//
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public:
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RegistryObjectStream();
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RegistryObjectStream(ResourceDescription *resource_description);
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~RegistryObjectStream();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Implementations
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//
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private:
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RegisteredClass*
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MakeObjectImplementation(Enumeration class_ID);
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void
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CreatedObjectImplementation(
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RegisteredClass *object,
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ObjectID object_ID
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);
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void
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BuildFromPageImplementation(
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NameList *entry_list,
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Enumeration class_ID,
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ObjectID object_ID
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);
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void
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BuiltFromPageImplementation(
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Enumeration class_ID,
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ObjectID object_ID,
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const CString &object_name_string
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);
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};
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#endif
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