Files
RP411/RP/CHUTE.h
T
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

230 lines
4.5 KiB
C++

#pragma once
#include "vtvsub.h"
#include "..\munga\rotation.h"
//##########################################################################
//##################### Chute::UpdateRecord #####################
//##########################################################################
struct Chute__UpdateRecord :
public VTVSubsystem::UpdateRecord
{
Quaternion
chuteDirection;
Vector3D
scaleFactor;
int
chuteOn;
};
//##########################################################################
//##################### Chute::SubsystemResource #####################
//##########################################################################
struct Chute__SubsystemResource:
public VTVSubsystem::SubsystemResource
{
int chuteCount;
Scalar
reloadTime,
dragForce,
minVelocity;
Scalar
deployTime;
Scalar
zDeviation;
};
//##########################################################################
//############################ Chute ###############################
//##########################################################################
class Chute:
public VTVSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messageing Support
//
public:
enum {
ActivateMessageID = VTVSubsystem::NextMessageID,
ConfigureMappablesMessageID,
ChooseButtonMessageID,
NextMessageID
};
void
ActivateMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
void
ConfigureMappablesMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
void
ChooseButtonMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
protected:
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
TimeToReadyAttributeID = VTVSubsystem::NextAttributeID,
ChutesRemainingAttributeID,
ChuteDirectionAttributeID,
ScaleFactorAttributeID,
ChuteOnAttributeID,
PercentDoneAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
//
// public attribute declarations go here
//
public:
Scalar
timeToReady;
Scalar
chutesRemaining;
Quaternion
chuteDirection;
Vector3D
scaleFactor;
int
chuteOn;
Scalar
percentDone;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Released = VTVSubsystem::StateCount,
Deploy,
Loading,
Ready,
Dragging,
StateCount
};
typedef Chute__UpdateRecord UpdateRecord;
typedef void
(Chute::*Performance)(Scalar time_slice);
void
ChuteSimulation(Scalar time_slice);
void
PointChute(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
VTV*
GetEntity()
{Check(this); return Cast_Object(VTV*, Subsystem::GetEntity());}
protected:
void
WriteUpdateRecord(Simulation::UpdateRecord *message, int update_model);
void
ReadUpdateRecord(Simulation::UpdateRecord *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage Support
//
void
DeathReset(int reset_command);
void
DeathShutdown(int shutdown_command);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Chute__SubsystemResource SubsystemResource;
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories
);
Chute(
VTV *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~Chute();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data for the Chute class
//
private:
int chuteCount;
Scalar reloadTime;
Scalar dragForce;
Scalar minVelocity;
Point3D
chuteOffset;
Scalar
deployTime,
deployTimeUsed;
Scalar
zDeviation;
void
ApplyDrag(Scalar time_slice);
int
DeviantChute();
void
ReleaseChute();
Scalar
ScaleZ();
Scalar
ScaleXY();
};