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.
111 lines
2.8 KiB
C++
111 lines
2.8 KiB
C++
#include "AdeptHeaders.hpp"
|
|
#include "Entity.hpp"
|
|
|
|
//#############################################################################
|
|
//################# Entity::ExecutionStateEngine #####################
|
|
//#############################################################################
|
|
|
|
const StateEngine::StateEntry
|
|
Entity__ExecutionStateEngine::StateEntries[]=
|
|
{
|
|
STATE_ENTRY(Entity__ExecutionStateEngine, NeverExecute),
|
|
STATE_ENTRY(Entity__ExecutionStateEngine, AlwaysExecute),
|
|
STATE_ENTRY(Entity__ExecutionStateEngine, ExecuteOnce)
|
|
};
|
|
|
|
Entity__ExecutionStateEngine::ClassData*
|
|
Entity__ExecutionStateEngine::DefaultData = NULL;
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Entity__ExecutionStateEngine::InitializeClass()
|
|
{
|
|
Check_Object(BaseClass::DefaultData);
|
|
Verify(!DefaultData);
|
|
DefaultData =
|
|
new ClassData(
|
|
Entity__ExecutionStateEngineClassID,
|
|
"Adept::EntityExecutionStateEngine",
|
|
BaseClass::DefaultData,
|
|
ELEMENTS(StateEntries), StateEntries,
|
|
Make,
|
|
&FactoryRequest::ConstructFactoryRequest
|
|
);
|
|
Register_Object(DefaultData);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Entity__ExecutionStateEngine::TerminateClass()
|
|
{
|
|
Unregister_Object(DefaultData);
|
|
delete DefaultData;
|
|
DefaultData = NULL;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Entity__ExecutionStateEngine*
|
|
Entity__ExecutionStateEngine::Make(
|
|
Entity *entity,
|
|
const FactoryRequest *request
|
|
)
|
|
{
|
|
Check_Object(entity);
|
|
Check_Object(request);
|
|
Entity__ExecutionStateEngine* engine =
|
|
new Entity__ExecutionStateEngine(DefaultData, entity, request);
|
|
return engine;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
int
|
|
Entity__ExecutionStateEngine::RequestState(
|
|
int new_state,
|
|
void* data
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
Check_Object(owningEntity);
|
|
|
|
//
|
|
//----------------------------------------------
|
|
// Now, switch the state and tickle the watchers
|
|
//----------------------------------------------
|
|
//
|
|
switch (BaseClass::RequestState(new_state, data))
|
|
{
|
|
case NeverExecuteState:
|
|
if (oldState != NeverExecuteState)
|
|
owningEntity->EnterNeverExecuteState();
|
|
break;
|
|
|
|
default:
|
|
if (oldState == NeverExecuteState)
|
|
owningEntity->LeaveNeverExecuteState();
|
|
break;
|
|
}
|
|
|
|
return currentState;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Entity__ExecutionStateEngine::TestInstance()
|
|
{
|
|
Verify(IsDerivedFrom(DefaultData));
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Entity__ExecutionStateEngine__ClassData::TestInstance()
|
|
{
|
|
Verify(IsDerivedFrom(Entity__ExecutionStateEngine::DefaultData));
|
|
}
|
|
|