Files
RP412/MUNGA_L4/L4AUDWTR.cpp
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

188 lines
4.8 KiB
C++

#include "mungal4.h"
#pragma hdrstop
#include "l4audwtr.h"
#include "..\munga\objstrm.h"
#include "..\munga\namelist.h"
//#############################################################################
//######################## L4AudioCollisionTrigger ######################
//#############################################################################
#if 0
L4AudioCollisionTrigger::L4AudioCollisionTrigger(
StateIndicator *state_attribute_ptr,
Normal *normal_attribute_ptr,
Static3DPatchSource *audio_source,
Enumeration trigger_state,
AudioControlID control_ID,
AudioControlValue control_value,
Logical dump_value
):
AudioStateWatcher(
state_attribute_ptr,
audio_source,
L4AudioCollisionTriggerClassID,
dump_value
)
{
Check(normal_attribute_ptr);
normalAttributePtr = normal_attribute_ptr;
triggerState = trigger_state;
controlID = control_ID;
controlValue = control_value;
PrimeWatcher();
}
#endif
//
//#############################################################################
//#############################################################################
//
L4AudioCollisionTrigger::~L4AudioCollisionTrigger()
{
}
//
//#############################################################################
//#############################################################################
//
L4AudioCollisionTrigger::L4AudioCollisionTrigger(
PlugStream *stream,
Entity *entity
):
AudioStateWatcher(stream, entity)
{
//
// HACK - Get "normal" attribute pointer with names
//
CString attribute_name;
void *attribute_ptr;
MemoryStream_Read(stream, &attribute_name);
Check(entity);
attribute_ptr = entity->GetAttributePointer(attribute_name);
normalAttributePtr = Cast_Object(Normal*, attribute_ptr);
//
// Get other fields
//
MemoryStream_Read(stream, &triggerState);
MemoryStream_Read(stream, &controlID);
MemoryStream_Read(stream, &controlValue);
PrimeWatcher();
}
//
//#############################################################################
//#############################################################################
//
void
L4AudioCollisionTrigger::BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
)
{
AudioStateWatcher::BuildFromPage(stream, name_list, class_ID, object_ID);
//
// HACK - Store "normal" attribute pointer with names
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, normal_attribute);
//
// Store fields
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, trigger_state);
MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, control_ID);
MEM_STRM_WRITE_ENTRY(*stream, name_list, AudioControlValue, control_value);
}
//
//#############################################################################
//#############################################################################
//
Logical
L4AudioCollisionTrigger::TestInstance() const
{
AudioStateWatcher::TestInstance();
Check(normalAttributePtr);
return True;
}
//
//#############################################################################
//#############################################################################
//
void
L4AudioCollisionTrigger::StateChanged(
Enumeration,
Enumeration new_state
)
{
if (new_state == triggerState)
{
//
// Get static 3D source
//
AudioComponent *audio_component;
Static3DPatchSource *audio_source;
Check(&audioComponentSocket);
audio_component = audioComponentSocket.GetCurrent();
Check(audio_component);
audio_source = Cast_Object(Static3DPatchSource*, audio_component);
Check(audio_source);
//
// Get collision direction
//
Vector3D collision_direction(0.0f, 0.0f, 0.0f);
Check(normalAttributePtr);
collision_direction -= *normalAttributePtr;
Check(&collision_direction);
audio_source->SetPosition(collision_direction);
//
// Send control value
//
#if 1
audio_component->ReceiveControl(controlID, controlValue);
#else
audio_component->PostReceiveControl(controlID, controlValue);
#endif
}
}
//
//#############################################################################
//#############################################################################
//
#if DEBUG_LEVEL>0
void
L4AudioCollisionTrigger::DumpValue(const StateIndicator *state_attribute_ptr)
#else
void
L4AudioCollisionTrigger::DumpValue(const StateIndicator*)
#endif
{
//
// Get collision direction
//
Vector3D collision_direction(0.0f, 0.0f, 0.0f);
Check(normalAttributePtr);
collision_direction -= *normalAttributePtr;
Check(&collision_direction);
Tell(
"*state_attribute_ptr = " << *state_attribute_ptr << " : " <<
"collision_direction = " << collision_direction << "\n"
);
}