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>
160 lines
4.5 KiB
C++
160 lines
4.5 KiB
C++
//===========================================================================//
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// File: host.cc //
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// Project: MUNGA Brick: Connection Library //
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// Contents: Interface specification for base Host class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 10/28/94 ECH Initial coding. //
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// 11/03/94 ECH Develop to munga spec //
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// 11/29/94 JMA Moved EntityID to entity.cc //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(HOST_HPP)
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#include <host.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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//#############################################################################
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//################################ Host #################################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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Host::Host(
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HostID host_ID,
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HostType host_type,
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NetworkAddress network_address
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):
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hostType(host_type),
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allEntitySocket(NULL),
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dynamicMasterEntitySocket(NULL),
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dynamicReplicantEntitySocket(NULL)
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{
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Verify(host_ID >= FirstLegalHostID);
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hostID = host_ID;
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networkAddress = network_address;
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currentConnectStatus = NoNetworkConnectionStatus;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Host::~Host()
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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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Host::TestInstance() const
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{
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Node::TestInstance();
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Verify(hostID >= FirstLegalHostID);
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Verify(
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hostType == GameMachineHostType ||
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hostType == MissionReviewHostType ||
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hostType == ConsoleHostType
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);
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Check(&allEntitySocket);
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Check(&dynamicMasterEntitySocket);
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Check(&dynamicReplicantEntitySocket);
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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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Host::AddEntity(Entity *entity)
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{
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Check(this);
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Check(entity);
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//
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// Add entity to all socket
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//
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allEntitySocket.Add(entity);
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//
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// Conditionally add entity to aux sockets
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//
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switch (entity->GetInstance())
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{
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case Entity::MasterInstance:
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case Entity::IndependantInstance:
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case Entity::HermitInstance:
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if (entity->IsDynamic())
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{
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dynamicMasterEntitySocket.Add(entity);
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}
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break;
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case Entity::ReplicantInstance:
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if (entity->IsDynamic())
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{
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dynamicReplicantEntitySocket.Add(entity);
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}
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break;
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default:
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Fail("Host::AddEntity - Should never reach here");
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break;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~ Host__AllEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Host__AllEntityIterator::Host__AllEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->allEntitySocket)
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{
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}
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Host__AllEntityIterator::~Host__AllEntityIterator()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~ Host__DynamicMasterEntityIterator ~~~~~~~~~~~~~~~~~~~~~
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Host__DynamicMasterEntityIterator::
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Host__DynamicMasterEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->dynamicMasterEntitySocket)
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{
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}
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Host__DynamicMasterEntityIterator::~Host__DynamicMasterEntityIterator()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~ Host__DynamicReplicantEntityIterator ~~~~~~~~~~~~~~~~~~~
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Host__DynamicReplicantEntityIterator::
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Host__DynamicReplicantEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->dynamicReplicantEntitySocket)
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{
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}
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Host__DynamicReplicantEntityIterator::~Host__DynamicReplicantEntityIterator()
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{
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}
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