Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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#include "munga.h"
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#pragma hdrstop
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#include "motion.h"
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const Motion Motion::Identity(Vector3D::Identity, Vector3D::Identity);
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#if defined(USE_SIGNATURE)
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int Is_Signature_Bad(const volatile Motion *)
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{
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return False;
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}
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#endif
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Motion::Motion(const Motion& motion)
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{
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Check_Pointer(this);
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Check(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion& Motion::operator=(const Motion &motion)
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{
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Check_Pointer(this);
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Check(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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return *this;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical Motion::operator==(const Motion &motion) const
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{
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Check(this);
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return (memcmp(this, &motion, sizeof(Motion)) == 0);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion& Motion::AddScaled(const Motion& source, const Motion& delta, Scalar t)
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{
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Check_Pointer(this);
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Check(&source);
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Check(&delta);
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Verify(t >= 0.0f);
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linearMotion.AddScaled(source.linearMotion, delta.linearMotion, t);
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angularMotion.AddScaled(source.angularMotion, delta.angularMotion, t);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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std::ostream& operator<<(std::ostream& stream, const Motion& p)
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{
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return stream << '{' << p.linearMotion << ',' << p.angularMotion << '}';
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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 Motion::TestInstance() const
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{
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return angularMotion.TestInstance();
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}
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