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.
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
//===========================================================================//
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// File: watcher.hpp //
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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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// 3/02/97 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma once
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#include "Adept.hpp"
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#include "Channel.hpp"
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namespace Adept {
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class Entity;
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class Entity__ClassData;
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class StateEngine;
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//##########################################################################
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//############################ StateWatcher ##############################
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//##########################################################################
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class StateWatcher:
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public ChannelOf<int>
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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public:
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~StateWatcher();
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static StateWatcher*
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Make(
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MemoryStream *stream,
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ComponentWeb *owning_web,
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Entity *entity
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);
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protected:
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StateWatcher(
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ClassData *class_data,
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MemoryStream *stream,
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ComponentWeb *owning_web,
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Entity *entity
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Virtual data
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Data flow
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//
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public:
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void
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Execute();
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protected:
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StateEngine
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*stateEngine;
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int
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oldStateMatch,
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newStateMatch;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool Support
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//
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public:
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static ClassData*
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CreateFactoryRequest(
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FactoryRequestParameters *parameters,
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Entity__ClassData *class_data
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance();
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};
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}
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