Files
RP411/RP/RIVET.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

179 lines
3.6 KiB
C++

#pragma once
#include "..\munga\mover.h"
#define RIVET_MAXIMUM_LIFETIME 5.0f
//###################### Rivet ModelResource ####################
struct Rivet__ModelResource :
public Mover::ModelResource
{
Damage
damageData;
ResourceDescription::ResourceID
explosionResourceID;
};
//##########################################################################
//##################### Mover::MakeMessage ##########################
//##########################################################################
class Rivet__MakeMessage:
public Mover::MakeMessage
{
public:
EntityID
shootingEntity;
Rivet__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const Motion &velocity,
const Motion &acceleration,
const EntityID &shooter
):
Mover::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
velocity,
acceleration
),
shootingEntity(shooter)
{}
Rivet__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &entity_ID,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const Motion &velocity,
const Motion &acceleration,
const EntityID &shooter
):
Mover::MakeMessage(
message_ID,
length,
entity_ID,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
velocity,
acceleration
),
shootingEntity(shooter)
{}
};
//##########################################################################
//############################# Rivet ################################
//##########################################################################
class Rivet :
public Mover
{
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
DamageDataAttributeID = Mover::NextAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
//
// public attribute declarations go here
//
public:
Damage
damageData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model support
//
public:
enum {
DefaultFlags =
Mover::DefaultFlags|NoCollisionVolumeFlag|NoCollisionTestFlag
};
typedef void (Rivet::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
MoveToTarget(Scalar time_slice);
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Rivet__ModelResource ModelResource;
typedef Rivet__MakeMessage MakeMessage;
static Rivet*
Make(MakeMessage *creation_message);
Rivet(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
~Rivet();
Logical
TestInstance() const;
static ResourceDescription::ResourceID
CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *notation_file,
const ResourceDirectories *directories,
ModelResource *model = NULL
);
protected:
ResourceDescription::ResourceID
explosionResourceID;
Entity
*shootingEntity;
};