Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
//===========================================================================//
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// File: EntityClassData.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/29/94 JMA Initial coding. //
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// 08/25/97 JMA Infrastructure changes //
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// 08/25/97 ECH Infrastructure changes //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-97, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "AdeptHeaders.hpp"
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#include "EntityClassData.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Entity__ClassData::Entity__ClassData(
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RegisteredClass::ClassID class_id,
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const char* class_name,
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Replicator::ClassData *parent_class,
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int message_count,
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const Receiver::MessageEntry *message_handlers,
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Entity::Factory entity_factory,
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Entity::CreateMessage::Factory message_factory,
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Entity::ExecutionStateEngine::ClassData *execution_class,
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Entity::GameModel::Factory model_factory,
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Entity::GameModel::Factory obb_factory,
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Entity::GameModel::ReadAndVerifier verifier,
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Entity::GameModel::ModelWrite model_write_to_text,
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Entity::GameModel::ModelSave model_save_to_text
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):
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Replicator__ClassData(
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class_id,
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class_name,
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parent_class,
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message_count,
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message_handlers,
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(Replicator::Factory)entity_factory,
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(Replicator::CreateMessage::Factory)message_factory
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),
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executionStateClass(execution_class),
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modelFactory(model_factory),
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obbFactory(obb_factory),
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modelVerifier(verifier),
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modelWriteToText(model_write_to_text),
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modelSaveToText(model_save_to_text),
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creationCount(0)
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{
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//
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//----------------------------
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// Look for our parent's tables
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//----------------------------
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//
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Entity__ClassData *inheritance;
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if (class_id != EntityClassID)
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{
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//
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// Copy the inherited entries
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//
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inheritance = Cast_Pointer(Entity__ClassData*, parent_class);
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Check_Object(inheritance);
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attributeTable.CopyFrom(&inheritance->attributeTable);
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gameModelAttributeTable.CopyFrom(&inheritance->gameModelAttributeTable);
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return;
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}
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Verify(parent_class->GetClassID() == ReplicatorClassID);
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//
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//----------------------
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// Create the null entry
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//----------------------
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//
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AttributeEntry *attribute_entry =
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new AttributeEntry(
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Entity::AnyAttributeID,
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"AnyAttributeID",
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NullClassID,
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NULL
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);
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Register_Object(attribute_entry);
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attributeTable.AddAttributeEntry(attribute_entry);
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//
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//----------------------
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// Create the null entry
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//----------------------
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//
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ModelAttributeEntry *model_attribute_entry =
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new ModelAttributeEntry(
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Entity__GameModel::AnyAttributeID,
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"AnyAttributeID",
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NullClassID,
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NULL
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);
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Register_Object(model_attribute_entry);
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gameModelAttributeTable.AddAttributeEntry(model_attribute_entry);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Entity__ClassData::~Entity__ClassData()
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{
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SPEW((
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GROUP_ADEPT_ENTITY,
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"Entity__ClassData::~Entity__ClassData - %s created %d objects",
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className,
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creationCount
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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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Entity__ClassData::TestInstance()
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{
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Verify(IsDerivedFrom(Entity::DefaultData));
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}
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