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>
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
//===========================================================================//
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// File: set.cpp //
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// Project: MUNGA Brick: Connection Engine //
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// Contents: Implementation of Sets and useful set operations //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/29/94 GDU Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1996 Virtual World Entertainment, Inc. //
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// 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(SET_HPP)
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# include <set.hpp>
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Set ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// Set
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//#############################################################################
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//
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Set::Set(Node *node):
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Socket(node),
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contents(NULL)
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{
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}
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//
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//#############################################################################
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// ~Set
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//#############################################################################
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//
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Set::~Set()
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{
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SetReleaseNode(NULL);
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if (contents)
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{
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delete contents;
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}
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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Set::TestInstance() const
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{
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Socket::TestInstance();
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Check(contents);
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return True;
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}
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//
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//#############################################################################
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// Union
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//
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// Merge contents of this with rhs. Items that occur in either set are placed
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// in the resulting set, with no duplication. It is assumed that both operands
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// are proper sets, ie. they contain no duplicates.
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//#############################################################################
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//
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Set
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Set::Union(const Set &) const
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{
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Check(this);
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Set result(NULL);
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return result;
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}
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//
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//#############################################################################
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// Intersection
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//
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// Merge contents of this with rhs. Items that occur in both sets are placed
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// only once in the resulting set. It is assumed that both operands are proper
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// sets, ie. they contain no duplicates.
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//
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// This implementation of set intersection is dumb and slow.
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//#############################################################################
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//
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Set
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Set::Intersection(const Set &rhs) const
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{
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Check(this);
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Check(rhs);
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// Contents iterator is a SetIterator and not a ChainIterator in order to
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// have access to the ChainIterator::ReadAndNextImplentation.
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// We circumvent encapsulation protections by declaring Set a friend of SetIterator
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// (which derives from ChainIterator). Set is not a friend of ChainIterator.
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SetIterator contents_iterator(contents);
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// Casting away const is safe since our local iterator is not going to insert or
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// remove items from rhs.
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SetIterator rhs_iterator((Set *) &rhs);
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Plug *lhs_plug;
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Plug *rhs_plug;
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Set result(NULL);
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while ((lhs_plug = Cast_Object(Plug *, contents_iterator.ReadAndNextImplementation())) != NULL)
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{
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while ((rhs_plug = Cast_Object(Plug *,rhs_iterator.ReadAndNextImplementation())) != NULL)
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{
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if (lhs_plug == rhs_plug)
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{
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result.AddImplementation(lhs_plug);
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}
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}
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}
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SetIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// SetIterator
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//#############################################################################
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//
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SetIterator::SetIterator(Set *set):
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ChainIterator(set->contents)
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{
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Check(set);
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}
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SetIterator::SetIterator(const SetIterator &iterator):
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ChainIterator(Cast_Object(Chain*, (Cast_Object(Set *,iterator.socket)->contents)))
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{
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Check(&iterator);
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}
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SetIterator::SetIterator(Chain *chain):
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ChainIterator(chain)
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{
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Check(chain);
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}
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SetIterator::~SetIterator()
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{
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}
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