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>
This commit is contained in:
Cyd
2026-06-30 07:59:51 -05:00
co-authored by Claude Opus 4.8
commit 4abbf8879f
551 changed files with 254956 additions and 0 deletions
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#include "munga.h"
#pragma hdrstop
#include "vdata.h"
#include "objstrm.h"
//#############################################################################
//####################### RegisteredClass ###############################
//#############################################################################
RegisteredClass::RegisteredClass(ClassID class_id)
{
classID = class_id;
}
RegisteredClass::~RegisteredClass()
{
}
RegisteredClass::RegisteredClass(ObjectStream *stream)
{
ObjectID object_ID;
MemoryStream_Read(stream, &classID);
Verify(classID != NullClassID);
MemoryStream_Read(stream, &object_ID);
}
void RegisteredClass::BuildFromPage(ObjectStream *stream, NameList*, ClassID class_ID, ObjectID object_ID)
{
*stream << class_ID << object_ID;
}
Logical RegisteredClass::TestInstance() const
{
return true;
}
//
//#############################################################################
// GetClassID
//#############################################################################
//
RegisteredClass::ClassID RegisteredClass::GetClassID(const CString &class_name_string)
{
//
//--------------------------------------------------------------------------
// HACK - Class name lookup could be perfromed via registration, for now,
// use if statements
//--------------------------------------------------------------------------
//
#define COMPARE_AND_RETURN(class_name) if (!strcmp(class_name_string, #class_name)) return class_name##ClassID;
COMPARE_AND_RETURN(AudioStateTrigger);
COMPARE_AND_RETURN(AudioMotionScale);
COMPARE_AND_RETURN(AudioRenderer);
COMPARE_AND_RETURN(AudioLocation);
COMPARE_AND_RETURN(AudioMotionTrigger);
COMPARE_AND_RETURN(AudioControlMixer);
COMPARE_AND_RETURN(AudioHingeScale);
COMPARE_AND_RETURN(AudioControlSmoother);
COMPARE_AND_RETURN(AudioResourceSelector);
COMPARE_AND_RETURN(L4AudioCollisionTrigger);
COMPARE_AND_RETURN(AudioResourceIndex);
COMPARE_AND_RETURN(AudioScalarScale);
COMPARE_AND_RETURN(AudioControlSend);
COMPARE_AND_RETURN(L4AudioLocation);
COMPARE_AND_RETURN(DirectPatchSource);
COMPARE_AND_RETURN(Dynamic3DPatchSource);
COMPARE_AND_RETURN(PatchResource);
COMPARE_AND_RETURN(Static3DPatchSource);
COMPARE_AND_RETURN(AudioControlMultiplier);
COMPARE_AND_RETURN(AudioSampleAndHold);
COMPARE_AND_RETURN(AudioScalarTrigger);
COMPARE_AND_RETURN(AudioEnumerationTrigger);
COMPARE_AND_RETURN(AudioIntegerTrigger);
COMPARE_AND_RETURN(AudioLogicalTrigger);
COMPARE_AND_RETURN(AudioControlsButtonTrigger);
COMPARE_AND_RETURN(ExplosionResourceTable);
COMPARE_AND_RETURN(AudioIdleWatcher);
COMPARE_AND_RETURN(AudioControlEvent);
COMPARE_AND_RETURN(AudioControlSequence);
COMPARE_AND_RETURN(AudioControlSplitter);
COMPARE_AND_RETURN(AudioLFO);
COMPARE_AND_RETURN(AudioEnumerationDeltaTrigger);
COMPARE_AND_RETURN(AudioScalarDeltaTrigger);
COMPARE_AND_RETURN(AudioLevelOfDetail);
COMPARE_AND_RETURN(PatchLevelOfDetail);
COMPARE_AND_RETURN(AudioMessageWatcher);
COMPARE_AND_RETURN(AudioControlsButtonMessageWatcher);
//
// Etc...
//
return NullClassID;
}