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>
274 lines
7.7 KiB
C++
274 lines
7.7 KiB
C++
//===========================================================================//
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// File: update.cc //
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// Project: MUNGA Brick: Update Manager //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/20/94 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(UPDATE_HPP)
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# include <update.hpp>
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#endif
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#if !defined(APP_HPP)
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#include <app.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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#include <hostmgr.hpp>
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#endif
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#if !defined(INTEREST_HPP)
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#include <interest.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(TRACE_UPDATE_REPLICANTS)
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static BitTrace Update_Replicants("Update Replicants");
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#define SET_UPDATE_REPLICANTS() Update_Replicants.Set()
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#define CLEAR_UPDATE_REPLICANTS() Update_Replicants.Clear()
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#else
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#define SET_UPDATE_REPLICANTS()
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#define CLEAR_UPDATE_REPLICANTS()
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#endif
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#if defined(TRACE_UPDATE_MASTERS)
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static BitTrace Update_Masters("Update Masters");
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#define SET_UPDATE_MASTERS() Update_Masters.Set()
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#define CLEAR_UPDATE_MASTERS() Update_Masters.Clear()
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#else
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#define SET_UPDATE_MASTERS()
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#define CLEAR_UPDATE_MASTERS()
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#endif
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MemoryBlock
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SimulationEncore::AllocatedMemory(
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sizeof(SimulationEncore),
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10,
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10,
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"Simulation Encores"
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);
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SimulationEncore::SimulationEncore(
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Simulation *sim,
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Simulation::Encore callback
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)
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{
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encoreSimulation = sim;
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encoreCallback = callback;
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runWatchers = True;
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}
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SimulationEncore::~SimulationEncore()
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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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UpdateManager::UpdateManager():
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simulationEncores(NULL)
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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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UpdateManager::~UpdateManager()
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{
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Unregister_Object(encore);
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delete encore;
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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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UpdateManager::TestInstance() const
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{
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Node::TestInstance();
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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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UpdateManager::Execute(Time target_render_time)
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{
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Check(this);
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//
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//--------------------------------------------------------------------------
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// Execute the replicants and masters that are interesting and dynamic
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//--------------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetHostManager());
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HostManager::DynamicReplicantEntityIterator
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replicant_entity_iterator(application->GetHostManager());
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HostManager::DynamicMasterEntityIterator
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master_entity_iterator(application->GetHostManager());
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//
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//--------------------------------------------------------------------------
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// Execute the replicants
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_REPLICANTS();
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Entity
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*replicant;
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while ((replicant = replicant_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(replicant);
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if (replicant->IsReplicantExecutable())
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{
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replicant->Execute(target_render_time);
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}
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}
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CLEAR_UPDATE_REPLICANTS();
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//
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//--------------------------------------------------------------------------
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// Execute the master entities, if they need to be updated then send
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// update messages, and notify the interest manager of moved entities
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_MASTERS();
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Entity
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*entity;
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Entity::UpdateMessage
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*update_message;
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while ((entity = master_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(entity);
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//
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//-----------------------------------------------------------------------
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// If the entity is not interesting then skip it
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//-----------------------------------------------------------------------
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//
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if (!entity->IsInteresting() || !entity->IsNonReplicantExecutable())
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{
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continue;
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}
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//
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//-----------------------------------------------------------------------
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// Run the execute method
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//-----------------------------------------------------------------------
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//
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update_message = entity->Execute(target_render_time);
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//
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//-----------------------------------------------------------------------
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// Update the interest zone id
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//-----------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetInterestManager());
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application->GetInterestManager()->EntityUpdateInterestZone(entity);
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//
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//-----------------------------------------------------------------------
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// If update message is not null then send the change
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//-----------------------------------------------------------------------
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//
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if (update_message != NULL)
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{
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Check(update_message);
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Check(application);
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application->GetInterestManager()->EntityUpdateReplicants(
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entity,
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update_message
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);
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}
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}
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//
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//--------------------------------------------------------------------------
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// Lastly, run through and do any requested encores
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//--------------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*>
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encores(simulationEncores);
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SimulationEncore
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*encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Check(encore);
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Check(encore->encoreSimulation);
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(encore->encoreSimulation->*encore->encoreCallback)();
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if (encore->runWatchers)
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{
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encore->encoreSimulation->ExecuteWatchers();
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encore->encoreSimulation->ClearWatcherDelay();
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}
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Unregister_Object(encore);
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delete encore;
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}
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CLEAR_UPDATE_MASTERS();
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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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UpdateManager::RequestEncore(
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Simulation *simulation,
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Simulation::Encore encore
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)
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{
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//
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//----------------------------------------------------------------------
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// Make sure that we only run the watcher on a given simulation once per
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// frame
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//----------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *i;
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while ((i = encores.ReadAndNext()) != NULL)
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{
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if (i->encoreSimulation == simulation && i->runWatchers)
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{
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i->runWatchers = False;
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break;
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}
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}
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SimulationEncore *request = new SimulationEncore(simulation, encore);
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Register_Object(request);
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simulationEncores.Add(request);
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}
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