Files
CydandClaude Opus 4.8 4abbf8879f 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>
2026-06-30 07:59:51 -05:00

181 lines
4.5 KiB
C++

#pragma once
#include "node.h"
#include "slot.h"
#include "collorgn.h"
//##########################################################################
//####################### CollisionAssistant #########################
//##########################################################################
class Mover;
class CollisionAssistant:
public Node
{
friend class CollisionAssistant__MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public Types
//
public:
typedef CollisionAssistant__MovingEntityIterator
MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
CollisionAssistant(InterestZoneID interest_zone_ID);
~CollisionAssistant();
Logical
TestInstance() const;
static CollisionAssistant*
Make(Mover *mover);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update
//
public:
void
Update(InterestZoneID interest_zone_ID);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private
//
private:
void
LinkToInterestZone(InterestZoneID interest_zone_ID);
InterestZoneID
currentInterestZoneID;
SlotOf<CollisionOrigin*>
collisionOriginSocket;
};
//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~
class CollisionAssistant__MovingEntityIterator:
public CollisionOrigin__MovingEntityIterator
{
public:
CollisionAssistant__MovingEntityIterator(
CollisionAssistant *collision_assistant
);
~CollisionAssistant__MovingEntityIterator();
};
#if 0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CollisionAssistant ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class CollisionAssistant:
public Renderer
{
friend class CollisionAssistant__MovingEntityIterator;
public:
//
//--------------------------------------------------------------------
// Public Types
//--------------------------------------------------------------------
//
typedef CollisionAssistant__MovingEntityIterator
MovingEntityIterator;
//
//--------------------------------------------------------------------
// Construction, Destruction, Testing
//--------------------------------------------------------------------
//
CollisionAssistant(RendererRate render_rate);
~CollisionAssistant();
Logical
TestInstance() const;
static CollisionAssistant*
Make(Mover *mover);
//
//--------------------------------------------------------------------
// LinkToEntity
//--------------------------------------------------------------------
//
void
LinkToMover(Mover *mover);
//
//--------------------------------------------------------------------
// NotifyOfNewInterestingEntity
//--------------------------------------------------------------------
//
void
NotifyOfNewInterestingEntity(Entity *interesting_entity);
//
//--------------------------------------------------------------------
// NotifyOfBecomingUninterestingEntity
//--------------------------------------------------------------------
//
void
NotifyOfBecomingUninterestingEntity(Entity *uninteresting_entity);
//
//--------------------------------------------------------------------
// GetCollisionRoot
//--------------------------------------------------------------------
//
BoxedSolidTree*
GetCollisionRoot();
protected:
//
//--------------------------------------------------------------------
// ExecuteImplementation
//--------------------------------------------------------------------
//
void
ExecuteImplementation(
RendererComplexity complexity_update,
InterestOrigin::InterestingEntityIterator *iterator
);
private:
//
//--------------------------------------------------------------------
// Private methods
//--------------------------------------------------------------------
//
void
LoadMissionImplementation(Mission*) {}
void
ShutdownImplementation() {}
void
SuspendImplementation() {}
void
ResumeImplementation() {}
//
//--------------------------------------------------------------------
// Private data
//--------------------------------------------------------------------
//
SChainOf<Entity*>
movingEntitySocket;
};
//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class CollisionAssistant__MovingEntityIterator:
public SChainIteratorOf<Entity*>
{
public:
CollisionAssistant__MovingEntityIterator(
CollisionAssistant *collision_assistant
);
~CollisionAssistant__MovingEntityIterator();
};
#endif