Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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#include "munga.h"
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#pragma hdrstop
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#include "collasst.h"
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#include "mover.h"
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#include "app.h"
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#include "interest.h"
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//
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//#############################################################################
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// Make
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//#############################################################################
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//
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CollisionAssistant*
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CollisionAssistant::Make(Mover *mover)
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{
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Check(mover);
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//
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// Create the collision assistant
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//
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CollisionAssistant *collision_assistant;
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collision_assistant = new CollisionAssistant(mover->GetInterestZoneID());
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Check(collision_assistant);
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return collision_assistant;
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}
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//
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//#############################################################################
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// CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::CollisionAssistant(InterestZoneID interest_zone_ID):
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collisionOriginSocket(NULL)
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{
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Verify(interest_zone_ID != NullInterestZoneID);
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currentInterestZoneID = interest_zone_ID;
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LinkToInterestZone(interest_zone_ID);
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}
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//
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//#############################################################################
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// ~CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::~CollisionAssistant()
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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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CollisionAssistant::TestInstance() const
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{
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Node::TestInstance();
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Verify(currentInterestZoneID != NullInterestZoneID);
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Check(&collisionOriginSocket);
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return True;
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}
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//
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//#############################################################################
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// Update
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//#############################################################################
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//
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void
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CollisionAssistant::Update(InterestZoneID interest_zone_ID)
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{
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Check(this);
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Verify(interest_zone_ID != NullInterestZoneID);
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if (interest_zone_ID == currentInterestZoneID)
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return;
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currentInterestZoneID = interest_zone_ID;
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//
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// Remove current collision origin and link to new one
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//
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if (collisionOriginSocket.GetCurrent() != NULL)
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{
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collisionOriginSocket.Remove();
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}
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LinkToInterestZone(interest_zone_ID);
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}
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//
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//#############################################################################
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// LinkToInterestZone
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//#############################################################################
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//
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void
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CollisionAssistant::LinkToInterestZone(InterestZoneID interest_zone_ID)
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{
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Check(this);
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Verify(interest_zone_ID != NullInterestZoneID);
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//
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//--------------------------------------------------------------------------
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// Does the interest zone have a collision origin?
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//--------------------------------------------------------------------------
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//
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InterestZone *interest_zone;
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CollisionOrigin *collision_origin;
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Check(application);
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Check(application->GetInterestManager());
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interest_zone =
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application->GetInterestManager()->GetInterestZone(interest_zone_ID);
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Check(interest_zone);
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collision_origin = interest_zone->GetCollisionOrigin();
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if (collision_origin == NULL)
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{
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//
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// It does not, so create one
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//
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collision_origin = new CollisionOrigin(interest_zone_ID);
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Register_Object(collision_origin);
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interest_zone->AdoptCollisionOrigin(collision_origin);
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application->GetInterestManager()->AdoptInterestOrigin(collision_origin);
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}
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Check(collision_origin);
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//
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// link to the collision origin
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//
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collisionOriginSocket.Add(collision_origin);
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}
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~
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CollisionAssistant__MovingEntityIterator::
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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):
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CollisionOrigin__MovingEntityIterator(
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collision_assistant->collisionOriginSocket.GetCurrent()
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)
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{
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}
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CollisionAssistant__MovingEntityIterator::
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~CollisionAssistant__MovingEntityIterator()
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{
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}
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#if 0
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//
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//#############################################################################
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// Make
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//#############################################################################
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//
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CollisionAssistant*
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CollisionAssistant::Make(Mover *mover)
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{
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Check(mover);
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//
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//-----------------------------------------------------------------------
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// Create the collision assistant
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//-----------------------------------------------------------------------
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//
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CollisionAssistant *collision_assistant;
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Check(application);
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collision_assistant = new CollisionAssistant(
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application->GetApplicationLoopFrameRate()
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);
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Check(collision_assistant);
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//
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//-----------------------------------------------------------------------
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// Prime the collision assistant
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//-----------------------------------------------------------------------
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//
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collision_assistant->LinkToMover(mover);
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collision_assistant->LoadMission(NULL); // JM - This should work...
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return collision_assistant;
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}
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//
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//#############################################################################
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// CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::CollisionAssistant(RendererRate render_rate):
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Renderer(
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render_rate,
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MaxRendererComplexity,
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DefaultRendererPriority,
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CollisionInterestType,
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DefaultInterestDepth,
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CollisionAssistantClassID
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),
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movingEntitySocket(NULL)
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{
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}
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//
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//#############################################################################
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// ~CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::~CollisionAssistant()
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{
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Suspend();
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UnlinkFromEntity();
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Shutdown();
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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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CollisionAssistant::TestInstance() const
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{
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Renderer::TestInstance();
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Check(&movingEntitySocket);
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return True;
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}
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//
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//#############################################################################
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// LinkToEntity
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//#############################################################################
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//
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void
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CollisionAssistant::LinkToMover(Mover *mover)
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{
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Check(this);
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Check(mover);
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//
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// Call inherited method
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//
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Renderer::LinkToEntity(mover);
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//
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//-----------------------------------------------------------------
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// Tell the entity that is collisionable here ...
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//-----------------------------------------------------------------
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//
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}
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//
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//#############################################################################
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// NotifyOfNewInterestingEntity
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//#############################################################################
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//
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void
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CollisionAssistant::NotifyOfNewInterestingEntity(
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Entity *interesting_entity
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)
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{
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Check(this);
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Check(interesting_entity);
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//
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//-------------------------------------------------------------------------
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// Make sure that we don't check against ourself our against something that
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// doesn't move
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//-------------------------------------------------------------------------
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//
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if (
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interesting_entity != GetLinkedEntity()
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&& interesting_entity->IsDynamic()
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)
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{
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//
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//-------------------------------------------------------------
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// If it is a mover and tangible, or a door, add it to our list
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//-------------------------------------------------------------
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//
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if (interesting_entity->IsDerivedFrom(Mover::GetClassDerivations()))
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{
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Mover *mover = Cast_Object(Mover*, interesting_entity);
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if (mover->IsTangible())
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{
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goto Add_Entity;
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}
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}
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else if (interesting_entity->IsDerivedFrom(DoorFrame::GetClassDerivations()))
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{
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Add_Entity:
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movingEntitySocket.Add(interesting_entity);
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}
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}
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}
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//
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//#############################################################################
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// NotifyOfBecomingUninterestingEntity
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//#############################################################################
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//
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void
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CollisionAssistant::NotifyOfBecomingUninterestingEntity(
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Entity *uninteresting_entity
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)
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{
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//
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// HACK - ECH The following may not be a legitimate assertion
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//
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#if DEBUG_LEVEL>0 && 0
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{
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SChainIteratorOf<Mover*> iterator(&movingEntitySocket);
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Verify(iterator.IsPlugMember(uninteresting_entity) == True);
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}
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#endif
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//
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// Remove from socket
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//
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PlugIterator iterator(uninteresting_entity);
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iterator.RemoveSocket(&movingEntitySocket);
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}
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//
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//#############################################################################
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// GetCollisionRoot
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//#############################################################################
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//
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BoxedSolidTree*
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CollisionAssistant::GetCollisionRoot()
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{
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Check(GetInterestOrigin());
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Check(GetInterestOrigin()->GetInterestArena());
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return GetInterestOrigin()->GetInterestArena()->GetCollisionRoot();
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}
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//
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//#############################################################################
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// ExecuteImplementation
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//#############################################################################
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//
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void
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CollisionAssistant::ExecuteImplementation(
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RendererComplexity,
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InterestOrigin::InterestingEntityIterator*
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)
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{
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}
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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CollisionAssistant__MovingEntityIterator::
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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):
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SChainIteratorOf<Entity*>(collision_assistant->movingEntitySocket)
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{
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}
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CollisionAssistant__MovingEntityIterator::
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~CollisionAssistant__MovingEntityIterator()
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{
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}
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#endif
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Block a user