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>
639 lines
14 KiB
C++
639 lines
14 KiB
C++
#include "rp.h"
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#pragma hdrstop
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#include "chute.h"
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#include "..\munga\fileutil.h"
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#include "vtv.h"
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#include "..\munga\app.h"
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#include "vtvmppr.h"
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//#############################################################################
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// Shared Data Support
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//
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Chute::SharedData
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Chute::DefaultData(
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Chute::GetClassDerivations(),
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Chute::MessageHandlers,
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Chute::GetAttributeIndex(),
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Chute::StateCount
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);
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Derivation* Chute::GetClassDerivations()
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{ static Derivation classDerivations(VTVSubsystem::GetClassDerivations(), "Chute");
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return &classDerivations;
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}
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//#############################################################################
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// Messaging Support
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//
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const Receiver::HandlerEntry
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Chute::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(Chute, Activate),
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MESSAGE_ENTRY(Chute, ConfigureMappables),
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MESSAGE_ENTRY(Chute, ChooseButton)
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};
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Receiver::MessageHandlerSet
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Chute::MessageHandlers(
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ELEMENTS(Chute::MessageHandlerEntries),
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Chute::MessageHandlerEntries,
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VTVSubsystem::GetMessageHandlers()
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::ConfigureMappablesMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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)
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{
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Check(this);
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Check(message);
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//---------------------------------------------------------------------
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// If the hardwired button was pressed, process presses of the mappable
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// buttons, otherwise it was released, so erase any temporary mappings
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//---------------------------------------------------------------------
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if (message->dataContents > 0)
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{
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EnterConfiguration(
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NULL, // direct target (none here)
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this, // receiver
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ActivateMessageID, // activation message ID
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ChooseButtonMessageID // configuration message ID
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);
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}
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else
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{
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ExitConfiguration();
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::ActivateMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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)
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{
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Check(this);
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Check(message);
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VTV* vtv = GetEntity();
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Check(vtv);
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Check(application);
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if (
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vtv->GetSimulationState() == VTV::BurningState
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|| application->GetApplicationState() != Application::RunningMission
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)
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{
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Check_Fpu();
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return;
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}
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if (message->dataContents > 0)
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{
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switch (GetSimulationState())
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{
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case Ready:
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if (vtv->BoosterOn() || DeviantChute())
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{
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Check_Fpu();
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return;
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}
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if (chutesRemaining > 0)
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{
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SetSimulationState(Deploy);
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deployTimeUsed = 0.0f;
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chuteOn = 1;
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--chutesRemaining;
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ForceUpdate();
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lastPerformance = Now();
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AlwaysExecute();
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Check_Fpu();
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}
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break;
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case Dragging:
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ReleaseChute();
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Check_Fpu();
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break;
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}
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::ChooseButtonMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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)
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{
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if (message->dataContents > 0)
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{
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//
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//---------------------------------------------------------------------
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// Find the control manager of the vehicle, and have it turn off an
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// existing mapping of a given type if it is there, otherwise it should
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// create a new one
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//---------------------------------------------------------------------
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//
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VTV* vtv = GetEntity();
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Check(vtv);
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VTVControlsMapper* controls =
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Cast_Object(
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VTVControlsMapper*,
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vtv->GetSubsystem(VTV::ControlsMapperSubsystem)
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);
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Check(controls);
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controls->AddOrErase(message->dataContents, this, ActivateMessageID);
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}
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Check_Fpu();
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}
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//#############################################################################
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// Attribute Support
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//
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const Chute::IndexEntry
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Chute::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(Chute, TimeToReady, timeToReady),
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ATTRIBUTE_ENTRY(Chute, ChutesRemaining, chutesRemaining),
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ATTRIBUTE_ENTRY(Chute, ChuteDirection, chuteDirection),
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ATTRIBUTE_ENTRY(Chute, ScaleFactor, scaleFactor),
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ATTRIBUTE_ENTRY(Chute, ChuteOn, chuteOn),
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ATTRIBUTE_ENTRY(Chute, PercentDone, percentDone)
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};
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Chute::AttributeIndexSet& Chute::GetAttributeIndex()
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{
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static Chute::AttributeIndexSet attributeIndex(ELEMENTS(Chute::AttributePointers), Chute::AttributePointers, VTVSubsystem::GetAttributeIndex());
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return attributeIndex;
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}
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//#############################################################################
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// Model Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::ReadUpdateRecord(Simulation::UpdateRecord *message)
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{
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Check(this);
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Check_Pointer(message);
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VTVSubsystem::ReadUpdateRecord(message);
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UpdateRecord* record = (UpdateRecord*) message;
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chuteDirection = record->chuteDirection;
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chuteOn = record->chuteOn;
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scaleFactor = record->scaleFactor;
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lastPerformance = lastUpdate;
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::WriteUpdateRecord(Simulation::UpdateRecord *record, int update_model)
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{
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Check(this);
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Check_Pointer(record);
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VTVSubsystem::WriteUpdateRecord(record, update_model);
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UpdateRecord* update = (UpdateRecord*) record;
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update->recordLength = sizeof(*update);
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update->chuteDirection = chuteDirection;
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update->chuteOn = chuteOn;
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update->scaleFactor = scaleFactor;
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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static Vector3D forward(0.0f,0.0f,-1.0f);
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void
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Chute::ChuteSimulation(Scalar time_slice)
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{
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//
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//-------------------------
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// Apply the Chute
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//-------------------------
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//
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percentDone = percentDone = (reloadTime - timeToReady)/reloadTime;
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Check_Fpu();
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if(percentDone > 1.0f)
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{
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percentDone = 1.0f;
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}
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if(percentDone < 0.0f)
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{
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percentDone = 0.0f;
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}
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Verify(percentDone >= 0.0f);
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Verify(percentDone <= 1.0f);
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int sim_state = GetSimulationState();
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VTV *vtv = GetEntity();
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Check(vtv);
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switch(sim_state)
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{
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case Loading:
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timeToReady -= time_slice;
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if (timeToReady <=0.0f)
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{
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SetSimulationState(Ready);
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NeverExecute();
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}
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break;
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case Dragging:
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if (DeviantChute() || vtv->BoosterOn())
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{
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ReleaseChute();
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}
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else
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{
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ApplyDrag(time_slice);
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}
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break;
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case Deploy:
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if (DeviantChute() || vtv->BoosterOn())
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{
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ReleaseChute();
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}
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else
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{
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deployTimeUsed += time_slice;
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if (deployTimeUsed >= deployTime)
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{
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scaleFactor.x = 1.0f;
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scaleFactor.y = 1.0f;
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scaleFactor.z = 1.0f;
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SetSimulationState(Dragging);
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ForceUpdate();
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}
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else
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{
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deployTimeUsed += time_slice;
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scaleFactor.y = scaleFactor.x = ScaleXY();
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scaleFactor.z = ScaleZ();
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deployTimeUsed += time_slice;
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}
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AlwaysExecute();
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}
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ApplyDrag(time_slice);
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break;
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case Released:
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SetSimulationState(Loading);
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break;
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::PointChute(Scalar)
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{
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if (GetSimulationState() != Dragging || GetSimulationState() != Deploy)
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{
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Check_Fpu();
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return;
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}
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VTV* vtv = GetEntity();
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Check(vtv);
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if (!Small_Enough(vtv->localVelocity.linearMotion.LengthSquared()))
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{
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chuteDirection.Subtract(vtv->localVelocity.linearMotion, forward);
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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Chute::ScaleZ()
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{
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Scalar
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top_half = 2*(deployTimeUsed) -1 / (deployTimeUsed) + 1;
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Scalar
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bottom_half = 2*(deployTime) -1 / (deployTime) + 1;
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Scalar result = top_half/bottom_half;
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Check_Fpu();
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar Chute::ScaleXY()
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{
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Scalar
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top_half = (deployTimeUsed)*(deployTimeUsed)*(deployTimeUsed);
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Check_Fpu();
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Scalar
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bottom_half = (deployTime)*(deployTime)*(deployTime);
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Check_Fpu();
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Scalar result = top_half/bottom_half;
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Check_Fpu();
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::ReleaseChute()
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{
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SetSimulationState(Released);
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chuteOn = 0;
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ForceUpdate();
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if (GetEntity()->GetInstance() == VTV::ReplicantInstance)
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{
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NeverExecute();
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Chute::ApplyDrag(Scalar)
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{
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//
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//--------------------------------------------------------------------------
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// Get pointers to the other subsystems we will have to deal with inside the
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// VTV
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//--------------------------------------------------------------------------
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//
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VTV* vtv = GetEntity();
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//
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// If slow enough automatically release the chute
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//
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Scalar vel2 = vtv->localVelocity.linearMotion.LengthSquared();
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if(vel2 < minVelocity)
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{
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ReleaseChute();
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Check_Fpu();
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return;
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}
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//
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// Calculate the direction to point the chute in
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//
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chuteDirection.Subtract(vtv->localVelocity.linearMotion, forward);
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//
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// Calculate the dragForce to Apply to the VTV
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//
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Vector3D force;
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force.Negate(vtv->localVelocity.linearMotion);
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force *= dragForce;
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vtv->ApplyLocalAcceleration(force, chuteOffset);
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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int
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Chute::DeviantChute()
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{
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Check(this);
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VTV *vtv = GetEntity();
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Check(vtv);
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Check_Fpu();
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return vtv->localVelocity.linearMotion.z > zDeviation;
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}
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//#############################################################################
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// Damage Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::DeathReset(int reset_command)
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{
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Check(this);
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if (reset_command == VTV::FootballReset)
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{
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chutesRemaining = chuteCount;
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}
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if (reset_command != VTV::MissionReviewReset)
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{
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SetSimulationState(Ready);
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timeToReady = 0.0f;
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}
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NeverExecute();
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Chute::DeathShutdown(int)
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{
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chuteOn = False;
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chuteDirection = Quaternion::Identity;
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NeverExecute();
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Check_Fpu();
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}
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//#############################################################################
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// Contructor and Destructor
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Chute::Chute(
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VTV *entity,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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):
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VTVSubsystem(
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entity,
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subsystem_ID,
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subsystem_resource,
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DefaultData,
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NULL, // assumes no direct controls mapping
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Chute::ActivateMessageID // message ID used for activation
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),
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scaleFactor(0.0f,0.0f,0.0f)
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{
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//-------------------------------------------
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// Set values
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//-------------------------------------------
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chuteOn = 0;
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chuteCount = subsystem_resource->chuteCount;
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chutesRemaining = chuteCount;
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reloadTime = subsystem_resource->reloadTime;
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dragForce = subsystem_resource->dragForce;
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deployTime = subsystem_resource->deployTime;
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deployTimeUsed = 0.0f;
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EntitySegment *site_front_segment =
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entity->GetSegment(subsystem_resource->segmentIndex);
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chuteOffset = site_front_segment->GetSegmentToEntity();
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minVelocity =
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subsystem_resource->minVelocity * subsystem_resource->minVelocity;
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zDeviation = subsystem_resource->zDeviation;
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timeToReady = 0.0f;
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chuteDirection = Quaternion::Identity;
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percentDone = 1.0f;
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SetSimulationState(Ready);
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SetPerformance(&Chute::ChuteSimulation);
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NeverExecute();
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Chute::~Chute()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Chute::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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{
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Check(model_file);
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Check_Pointer(subsystem_name);
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Check_Pointer(subsystem_resource);
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Check(subsystem_file);
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if (
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!Subsystem::CreateStreamedSubsystem(
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model_file,
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model_name,
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subsystem_name,
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subsystem_resource,
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subsystem_file,
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directories
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)
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)
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{
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return False;
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}
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subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource);
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subsystem_resource->classID = RegisteredClass::ChuteClassID;
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//
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// Figure out who our voltage source is
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//
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"ChuteCount",
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&subsystem_resource->chuteCount
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)
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)
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{
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std::cerr << subsystem_name << " missing ChuteCount!\n";
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return False;
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}
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"ReloadTime",
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&subsystem_resource->reloadTime
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)
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)
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{
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std::cerr << subsystem_name << " missing ReloadTime!\n";
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return False;
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}
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"DragForce",
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&subsystem_resource->dragForce
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)
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)
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{
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std::cerr << subsystem_name << " missing DragForce!\n";
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return False;
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}
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"MinVelocity",
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&subsystem_resource->minVelocity
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)
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)
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{
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std::cerr << subsystem_name << " missing MinVelocity!\n";
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return False;
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}
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"DeployTime",
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&subsystem_resource->deployTime
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)
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)
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{
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std::cerr << subsystem_name << " missing DeployTime!\n";
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return False;
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}
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Scalar degree;
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if (
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!subsystem_file->GetEntry(
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subsystem_name,
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"MaxRotation",
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°ree
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)
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)
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{
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std::cerr << subsystem_name << " missing MaxRotation!\n";
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return False;
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}
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else
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{
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Radian rad(degree);
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subsystem_resource->zDeviation = cos(rad);
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}
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if (subsystem_resource->dragForce < 0.0f)
|
|
{
|
|
std::cerr << subsystem_name << " must have a positive dragForce!\n";
|
|
return False;
|
|
}
|
|
return True;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
Chute::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(*GetClassDerivations());
|
|
}
|