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 "controls.h"
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#include "gaugrend.h"
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//#include "windows.h"
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#if defined(__BCPLUSPLUS__)
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//
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//#############################################################################
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//#############################################################################
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//
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#if DEBUG_LEVEL>0
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int _matherr(struct exception *a)
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{
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switch (a->type)
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{
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case DOMAIN:
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DEBUG_STREAM << "Domain" << std::flush;
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break;
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case SING:
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DEBUG_STREAM << "Singularity" << std::flush;
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break;
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case UNDERFLOW:
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DEBUG_STREAM << "Underflow" << std::flush;
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break;
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case OVERFLOW:
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DEBUG_STREAM << "Overflow" << std::flush;
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break;
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case TLOSS:
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DEBUG_STREAM << "Loss of Precision" << std::flush;
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break;
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}
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DEBUG_STREAM << " error occurred in " << a->name << endl << std::flush;
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DEBUG_STREAM << "arg1 = " << a->arg1 << endl << std::flush;
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DEBUG_STREAM << "arg2 = " << a->arg2 << endl << std::flush;
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DEBUG_STREAM << "retval = " << a->retval << endl << std::flush << std::flush;
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return 0;
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}
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#else
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int _matherr(struct exception *)
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{
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_fpreset();
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return 1;
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}
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#endif
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extern "C" void _pure_error_()
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{
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Fail("Pure virtual function called");
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}
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#endif
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//
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//#############################################################################
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// Fpu_Ok
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//
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// returns True if fpu has no errors, False if errors found
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//#############################################################################
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//
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int
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Fpu_Ok()
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{
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unsigned int s =
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_status87() &
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(
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SW_INVALID |
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// SW_DENORMAL |
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SW_ZERODIVIDE |
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SW_OVERFLOW
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// SW_UNDERFLOW |
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//VERIFY: SW_STACKFAULT
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);
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if (s)
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{
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DEBUG_STREAM << "ERROR: FPU status=" << std::flush;
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if (s & SW_INVALID)
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{
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DEBUG_STREAM << "invalid " << std::flush;
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}
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if (s & SW_DENORMAL)
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{
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DEBUG_STREAM << "denormalized " << std::flush;
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}
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if (s & SW_ZERODIVIDE)
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{
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DEBUG_STREAM << "zeroDivide " << std::flush;
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}
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if (s & SW_OVERFLOW)
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{
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DEBUG_STREAM << "overflow " << std::flush;
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}
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if (s & SW_UNDERFLOW)
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{
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DEBUG_STREAM << "underflow " << std::flush;
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}
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/*if (s & SW_STACKFAULT)
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{
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DEBUG_STREAM << "stackFault" << std::flush;
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}*/
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DEBUG_STREAM << "\n" << std::flush << std::flush;
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return False;
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}
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else
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{
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return True;
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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static Logical AlreadyFailed=False;
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void Verify_Failed(char *Message, char *File, int Line)
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{
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if (!AlreadyFailed)
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{
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AlreadyFailed = True;
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DEBUG_STREAM << File << "(" << Line << "): Failed " << Message << "\n" << std::flush;
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#if defined(USE_PROFILE_ANALYSIS)
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Analysis_Named_Status();
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#endif
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DEBUG_STREAM << "Failing to debugger\n" << std::flush << std::flush;
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SystemClock::timer.Shutdown();
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ControlsManager::Shutdown();
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GaugeRenderer::EmergencyShutdown();
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*(int*)(0xFFFFFFFF) = 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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//
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void
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Fail_To_Debugger(char *Message, char *File, int Line)
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{
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if (!AlreadyFailed)
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{
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AlreadyFailed = True;
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DEBUG_STREAM << File << "(" << Line << "): " << Message << "\n" << std::flush;
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#if defined(USE_PROFILE_ANALYSIS)
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Analysis_Named_Status();
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#endif
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DEBUG_STREAM << "Failing to debugger\n" << std::flush << std::flush;
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SystemClock::timer.Shutdown();
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ControlsManager::Shutdown();
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GaugeRenderer::EmergencyShutdown();
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*(int*)(0xFFFFFFFF) = 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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//
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#if defined(USE_SIGNATURE)
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Signature::Signature()
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{
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#if DEBUG_LEVEL>0
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mark = magic;
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#endif
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}
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Signature::~Signature()
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{
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#if DEBUG_LEVEL>0
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mark = noMagic;
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#endif
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}
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int
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Is_Signature_Bad(const volatile Signature *p)
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{
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#if DEBUG_LEVEL>0
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if (p->mark == Signature::magic)
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{
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return Signature::ok;
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}
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else if (p->mark == Signature::noMagic)
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{
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return Signature::destroyed;
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}
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else
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{
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return Signature::corrupted;
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}
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#else
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return False;
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#endif
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}
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#endif
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