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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#pragma once
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#include "notation.h"
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#include "resource.h"
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#include "controls.h"
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#include "gaugalrm.h"
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#include "audtools.h"
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#include "entity.h"
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struct ModelData
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{
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char pageName[100];
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char modelName[100];
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ResourceDescription::ResourceID videoResourceID;
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ResourceDescription::ResourceID skeletonResourceID;
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ResourceDescription::ResourceID audioResourceID;
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ResourceDescription::ResourceID collisionID;
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ResourceDescription::ResourceID gameResourceID;
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ResourceDescription::ResourceID subsystemResourceID;
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ResourceDescription::ResourceID controlsMappingsResourceID;
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ResourceDescription::ResourceID damageZoneResourceID;
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ResourceDescription::ResourceID gaugeImageResourceID;
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ResourceDescription::ResourceID gaugeAlarmResourceID;
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ResourceDescription::ResourceID gaugeMissionReviewResourceID;
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ResourceDescription::ResourceID explosionTableResourceID;
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RegisteredClass::ClassID classID;
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ResourceDescription::ResourceID resourceID;
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};
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struct
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InstanceData
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{
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char pageName[100];
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char modelName[100];
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ResourceDescription::ResourceID resourceID;
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};
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struct
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InstanceResource
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{
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Origin origin;
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ResourceDescription::ResourceID resourceID;
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};
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//##########################################################################
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//######################### PlatformTool #############################
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//##########################################################################
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class PlatformTool
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{
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public:
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PlatformTool()
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{
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gaugeAlarmManager = NULL;
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}
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virtual ResourceDescription::ResourceID
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CreateModelVideoStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelGaugeImageStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelGaugeMissionReviewStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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)=0;
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typedef Logical
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(*FindNameFunction)(
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const char *control_name,
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ControlsMapping *mapping
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);
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virtual FindNameFunction
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GetControlMappingFunction()=0;
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virtual Logical
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ConvertStringToModeMask(
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const char *string,
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ModeMask *returned_value_ptr
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);
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virtual Logical
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ConvertStringToTechStatus(
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const char *string,
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int *returned_value_ptr
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);
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GaugeAlarmManager
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*gaugeAlarmManager; // should be set at the topmost level
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};
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//##########################################################################
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//######################## ApplicationTool ###########################
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//##########################################################################
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class ApplicationTool
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{
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protected:
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PlatformTool*
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platformTool;
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virtual Logical
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CreateMakeMessage(
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const char* class_name,
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Entity::MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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virtual void
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CreateModelResource(
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ModelData &model_resources,
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const char *model_class,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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virtual ResourceDescription::ResourceID
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CreateControlMappingStream(
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const char *model_class,
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const char *mapping_name,
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NotationFile *mapping_file,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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PlatformTool *current_tool
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)=0;
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virtual void
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ListResource(ResourceDescription *resource);
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Logical
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WriteMaps(
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char *map_name,
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NotationFile *notation_file,
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const ResourceDirectories *resource_directories,
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int resource_id = -1
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);
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Logical
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WriteModels(
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NotationFile *notation_file,
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const char *model_name,
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const ResourceDirectories *resource_directories,
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int resource_id = -1
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);
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void
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WriteOpsFile(
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const ResourceDirectories *resource_directories
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);
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Logical
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WriteAnimationCycle(
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NotationFile *animation_file,
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StreamableResourceFile *file,
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const char *animation_name
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);
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Logical
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WriteAnimationTransition(
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NotationFile *animation_file,
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StreamableResourceFile *file,
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const char *animation_name
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);
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public:
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Logical
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labOnly,
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verboseMode;
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ApplicationTool(PlatformTool *platform)
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{platformTool = platform;}
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int
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BuildResources(
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int argc,
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char **argv,
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AudioCreateSymbols &create_symbols,
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Byte minor_version
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);
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int
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ListResources(
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int argc,
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char **argv
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);
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};
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