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>
This commit is contained in:
Cyd
2026-06-30 07:59:51 -05:00
co-authored by Claude Opus 4.8
commit 4abbf8879f
551 changed files with 254956 additions and 0 deletions
+187
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#include "munga.h"
#pragma hdrstop
#include "rndorgn.h"
#include "renderer.h"
#include "app.h"
#include "entity.h"
//
//#############################################################################
// RendererOrigin
//#############################################################################
//
RendererOrigin::RendererOrigin(
Renderer *the_renderer,
Entity *entity,
InterestType interest_type,
InterestDepth depth_calibration
):
InterestOrigin(
entity->GetInterestZoneID(),
interest_type,
depth_calibration
),
interestingEntitySocket(NULL)
{
Check(the_renderer);
renderer = the_renderer;
}
//
//#############################################################################
// ~RendererOrigin
//#############################################################################
//
RendererOrigin::~RendererOrigin()
{
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
RendererOrigin::TestInstance() const
{
InterestOrigin::TestInstance();
Check_Signature(renderer);
Check(&interestingEntitySocket);
return True;
}
//
//#############################################################################
//#############################################################################
//
void
RendererOrigin::AddInterestingEntity(Entity *interesting_entity)
{
Check(this);
Check(interesting_entity);
//
// Add to the socket
//
#if DEBUG_LEVEL>0
{
SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
Check(&iterator);
Verify(iterator.IsPlugMember(interesting_entity) == False);
}
#endif
interestingEntitySocket.Add(interesting_entity);
//
// Notify the renderer
//
#if 0
Renderer::NotifyOfNewInterestingEntityMessage
message(interesting_entity);
Check(&message);
Check(application);
Check(renderer);
application->PostInterestEvent(renderer, &message);
#else
Renderer::NotifyOfNewInterestingEntityMessage
message(interesting_entity);
Check(&message);
Check(application);
Check(application->GetInterestManager());
application->GetInterestManager()->PostRendererEvent(
interesting_entity,
renderer,
&message
);
#endif
}
//
//#############################################################################
//#############################################################################
//
void
RendererOrigin::RemoveUninterestingEntity(Entity *uninteresting_entity)
{
Check(this);
Check(uninteresting_entity);
//
// Notify the renderer
//
#if 1
Check(renderer);
renderer->NotifyOfBecomingUninterestingEntity(uninteresting_entity);
#else
Renderer::NotifyOfBecomingUninterestingEntityMessage
message(uninteresting_entity);
Check(&message);
Check(application);
Check(renderer);
application->PostInterestEvent(renderer, &message);
#endif
//
// Remove from socket
//
#if DEBUG_LEVEL>0
{
SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
Verify(iterator.IsPlugMember(uninteresting_entity) == True);
}
#endif
PlugIterator remover(uninteresting_entity);
remover.RemoveSocket(&interestingEntitySocket);
}
//
//#############################################################################
//#############################################################################
//
void
RendererOrigin::RemoveUninterestingEntities()
{
Check(this);
//
// Notify the renderer of uninteresting entities
//
SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
Entity *uninteresting_entity;
Check(&iterator);
#if 0
while ((uninteresting_entity = iterator.GetCurrent()) != NULL)
{
Check(uninteresting_entity);
Check(renderer);
renderer->NotifyOfBecomingUninterestingEntity(uninteresting_entity);
iterator.Remove();
}
#else
while ((uninteresting_entity = iterator.GetCurrent()) != NULL)
{
Check(uninteresting_entity);
RemoveUninterestingEntity(uninteresting_entity);
}
#endif
}
//~~~~~~~~~~~~~~~~~ RendererOrigin__InterestingEntityIterator ~~~~~~~~~~~~~~~~~
RendererOrigin__InterestingEntityIterator::
RendererOrigin__InterestingEntityIterator(
RendererOrigin *renderer_origin
):
SChainIteratorOf<Entity*>(&renderer_origin->interestingEntitySocket)
{
}
RendererOrigin__InterestingEntityIterator::
~RendererOrigin__InterestingEntityIterator()
{
}