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>
225 lines
5.7 KiB
C++
225 lines
5.7 KiB
C++
//===========================================================================//
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// File: watcher.cc //
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// Project: MUNGA Brick: Watcher //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/14/94 ECH Initial coding. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(WATCHER_HPP)
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# include <watcher.hpp>
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#endif
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#if !defined(ENTITY_HPP)
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#include <entity.hpp>
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#endif
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#if !defined(CSTR_HPP)
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#include <cstr.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(NAMELIST_HPP)
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#include <namelist.hpp>
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#endif
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#if !defined(SUBSYSTM_HPP)
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#include <subsystm.hpp>
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#endif
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//#############################################################################
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//########################## AttributeWatcher ###########################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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AttributeWatcher::~AttributeWatcher()
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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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AttributeWatcher::AttributeWatcher(
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PlugStream *stream,
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Entity *entity
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):
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Component(stream)
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{
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Check(stream);
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Check(entity);
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#if 0
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//
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// Get attribute ptr
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//
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int subsystem_ID;
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DynamicMemoryStream_Read(stream, &subsystem_ID);
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Simulation *simulation;
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if ((simulation = entity->GetSubsystem(subsystem_ID)) == NULL)
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{
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simulation = entity;
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}
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Check(simulation);
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Simulation::AttributeID attribute_ID;
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DynamicMemoryStream_Read(stream, &attribute_ID);
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attributePointer = simulation->GetAttributePointer(attribute_ID);
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Check_Pointer(attributePointer);
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#else
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//
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// HACK - Get attribute pointer using names
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//
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CString subsystem_name;
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*stream >> subsystem_name;
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if ((simulation = entity->FindSubsystem(subsystem_name)) == NULL)
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{
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#if DEBUG_LEVEL>0
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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Dump(subsystem_name);
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}
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Verify(subsystem_name == entity_name);
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}
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#else
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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DEBUG_STREAM <<
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"AttributeWatcher::AttributeWatcher - subsystem " <<
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subsystem_name <<
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"\n";
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Fail("AttributeWatcher::AttributeWatcher - subsystem not found\n");
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}
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}
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#endif
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simulation = entity;
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}
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Check(simulation);
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CString attribute_name;
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*stream >> attribute_name;
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#if DEBUG_LEVEL>2
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Tell("AttributeWatcher::AttributeWatcher - " << attribute_name << "\n");
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#endif
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attributePointer = simulation->GetAttributePointer(attribute_name);
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#if DEBUG_LEVEL>0
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if (attributePointer == NULL)
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{
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Dump(attribute_name);
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}
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#else
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if (attributePointer == NULL)
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{
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DEBUG_STREAM <<
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"AttributeWatcher::AttributeWatcher - attribute " <<
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attribute_name <<
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"\n";
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Fail("AttributeWatcher::AttributeWatcher - attribute not found\n");
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}
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#endif
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Check_Pointer(attributePointer);
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#endif
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//
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// Get other fields
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//
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*stream >> sendNotificationOnChange;
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attributeChanged = False;
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}
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//
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//#############################################################################
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// BuildFromPage
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//#############################################################################
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//
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void
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AttributeWatcher::BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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)
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{
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Component::BuildFromPage(stream, name_list, class_ID, object_ID);
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//
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// HACK - Store attribute pointer using names
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//
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, subsystem);
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, attribute);
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//
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// Store other fields
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//
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Logical send_notification_on_change = True;
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*stream << send_notification_on_change;
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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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AttributeWatcher::TestInstance() const
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{
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Component::TestInstance();
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Check(simulation);
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Check_Pointer(attributePointer);
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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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Logical
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AttributeWatcher::DidAttributeChange()
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{
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if (attributeChanged)
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{
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attributeChanged = False;
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return True;
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}
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return False;
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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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AttributeWatcher::SendNotificationOfChange()
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{
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Fail("AttributeWatcher::SendNotificationOfChange - Should never reach here");
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}
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#ifdef TEST_CLASS
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# include "watcher.tcp"
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#endif
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