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>
180 lines
3.4 KiB
C++
180 lines
3.4 KiB
C++
#pragma once
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#include "simulate.h"
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#include "resource.h"
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#include "damage.h"
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class Entity;
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class NotationFile;
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//##########################################################################
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//#################### Subsystem::ModelResource ######################
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//##########################################################################
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struct Subsystem__SubsystemResource
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{
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char
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subsystemName[32];
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RegisteredClass::ClassID
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classID;
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size_t
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subsystemModelSize;
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int
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segmentIndex;
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LWord
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subsystemFlags;
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};
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//##########################################################################
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//######################## Subsystem #################################
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//##########################################################################
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class Subsystem:
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public Simulation
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{
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//##########################################################################
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// Shared Data Support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//##########################################################################
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// Construction and Destruction Support
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//
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public:
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typedef Subsystem__SubsystemResource SubsystemResource;
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~Subsystem();
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static ResourceDescription::ResourceID
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char* model_name,
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const char* subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories
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);
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protected:
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Subsystem(
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Entity *entity,
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int subsystem_id,
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SubsystemResource *model,
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SharedData &shared_data
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);
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Subsystem(
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Entity *entity,
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int subsystem_id,
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const char *subsystem_name,
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RegisteredClass::ClassID class_id,
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SharedData &shared_data
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);
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//##########################################################################
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// Flag Support
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//
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public:
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enum {
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DontReplicateBit = Simulation::NextBit,
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NextBit
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};
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enum {
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DontReplicateFlag = 1<<DontReplicateBit
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};
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//##########################################################################
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// Model support
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//
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public:
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typedef void
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(Subsystem::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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Entity*
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GetEntity()
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{Check(this); return owningEntity;}
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int
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GetSegmentIndex()
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{Check(this); return segmentIndex;}
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const char*
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GetName()
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{Check(this); return subsystemName;}
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void
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WriteUpdateRecord(
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UpdateRecord *message,
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int update_model
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);
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protected:
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Entity*
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owningEntity;
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char*
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subsystemName;
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int
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subsystemID;
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int
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segmentIndex;
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//##########################################################################
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// Test support
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//
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public:
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Logical
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TestInstance() const;
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enum
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{
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nextFaultIndex = 0
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};
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virtual Logical
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GenerateFault(int fault_index);
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//##########################################################################
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// Damage support
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//
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virtual void
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TakeDamage(Damage &damage)
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{
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Check(this); Check_Pointer(&damage); Check(damageZone);
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damageZone->TakeDamage(damage);
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}
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DamageZone *damageZone;
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virtual void
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DeathReset(int /*reset_command*/)
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{}
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virtual void
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DeathShutdown(int /*shutdown_command*/)
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{}
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};
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//##########################################################################
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// Tool support
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//
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int
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Get_Segment_Index(
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NotationFile *model_file,
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const char* model_name,
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const ResourceDirectories *directories,
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const char *desired_page
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);
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