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>
488 lines
12 KiB
C++
488 lines
12 KiB
C++
#include "rp.h"
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#pragma hdrstop
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#include "booster.h"
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#include "..\munga\controls.h"
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#include "rpcnsl.h"
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#include "vtv.h"
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#include "vtvmppr.h"
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#include "..\munga\app.h"
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#include "..\munga\hostmgr.h"
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//#############################################################################
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// Shared Data Support
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//
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Booster::SharedData
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Booster::DefaultData(
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Booster::GetClassDerivations(),
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Booster::MessageHandlers,
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Booster::GetAttributeIndex(),
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Booster::StateCount
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);
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Derivation* Booster::GetClassDerivations()
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{
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static Derivation classDerivations(VTVSubsystem::GetClassDerivations(), "Booster");
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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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Booster::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(Booster, Activate),
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MESSAGE_ENTRY(Booster, ConfigureMappables),
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MESSAGE_ENTRY(Booster, ChooseButton)
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};
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Receiver::MessageHandlerSet
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Booster::MessageHandlers(
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ELEMENTS(Booster::MessageHandlerEntries),
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Booster::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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Booster::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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Booster::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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//
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void
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Booster::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 (
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GetSimulationState() != BoosterBurning
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&& message->dataContents > 0
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&& boostersRemaining > 0
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)
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{
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SetSimulationState(BoosterBurning);
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AlwaysExecute();
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lastPerformance = Now();
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burnTimeRemaining = burnTimeMax;
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boostersRemaining -= 1;
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ForceUpdate();
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vtv->ForceUpdate();
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//
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//---------------------------------------------------------------
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// Tell the console (if there is one) that we turned on a booster
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//---------------------------------------------------------------
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//
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Check(application);
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Host *console_host = host_manager->GetConsoleHost();
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if (console_host)
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{
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Check(console_host);
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ConsolePlayerVTVBoosterMessage booster_message(vtv->ownerID, 1);
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application->SendMessage(
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console_host->GetHostID(),
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NetworkClient::ConsoleClientID,
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&booster_message
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);
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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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// Attribute Support
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//
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const Booster::IndexEntry
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Booster::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(Booster, BurnTimeRemaining, burnTimeRemaining),
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ATTRIBUTE_ENTRY(Booster, BoostersRemaining, boostersRemaining),
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ATTRIBUTE_ENTRY(Booster, ScaleFactor, scaleFactor),
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ATTRIBUTE_ENTRY(Booster, SmokeDensity, smokeDensity),
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ATTRIBUTE_ENTRY(Booster, PercentDone, percentDone)
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};
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Booster::AttributeIndexSet& Booster::GetAttributeIndex()
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{
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static Booster::AttributeIndexSet attributeIndex(ELEMENTS(Booster::AttributePointers), Booster::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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Booster::BoosterSimulation(Scalar time_slice)
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{
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Check(this);
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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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Check(vtv);
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//
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//-------------------------
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// Apply the Booster
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//-------------------------
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//
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percentDone = (burnTimeMax - burnTimeRemaining) / burnTimeMax;
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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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switch (GetSimulationState())
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{
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case BoosterBurning:
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if (burnTimeRemaining > 0.0)
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{
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scaleFactor = Vector3D(1.0f, 1.0f, 1.0f);
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Scalar phase = burnTimeMax - burnTimeRemaining;
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if (phase < 0.2f)
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{
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scaleFactor *= phase/0.2f;
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}
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else if (burnTimeRemaining < 0.2f)
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{
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scaleFactor *= burnTimeRemaining;
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}
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smokeDensity = 1.0f;
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burnTimeRemaining -= time_slice;
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vtv->localAcceleration.linearMotion.z += acceleration;
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vtv->boosterOn = True;
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vtv->boosterScale = scaleFactor;
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vtv->boosterSmokeDensity = smokeDensity;
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}
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else
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{
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SetSimulationState(DefaultState);
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ForceUpdate();
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vtv->ForceUpdate();
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scaleFactor = Vector3D::Identity;
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smokeDensity = 0.0f;
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NeverExecute();
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//
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//----------------------------------------------------------------
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// Tell the console (if there is one) that we turned off a booster
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//----------------------------------------------------------------
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//
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Check(application);
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Host *console_host = host_manager->GetConsoleHost();
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if (console_host)
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{
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Check(console_host);
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ConsolePlayerVTVBoosterMessage booster_message(vtv->ownerID, 0);
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application->SendMessage(
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console_host->GetHostID(),
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NetworkClient::ConsoleClientID,
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&booster_message
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);
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}
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}
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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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// Damage Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Booster::DeathReset(int reset_command)
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{
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Check(this);
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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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Check(vtv);
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if (GetSimulationState() == BoosterBurning)
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{
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//
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//----------------------------------------------------------------
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// Tell the console (if there is one) that we turned off a booster
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//----------------------------------------------------------------
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//
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Check(application);
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Host *console_host = host_manager->GetConsoleHost();
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if (console_host)
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{
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Check(console_host);
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ConsolePlayerVTVBoosterMessage booster_message(vtv->ownerID, 0);
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application->SendMessage(
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console_host->GetHostID(),
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NetworkClient::ConsoleClientID,
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&booster_message
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);
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}
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}
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burnTimeRemaining = 0.0f;
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scaleFactor = Vector3D::Identity;
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SetSimulationState(DefaultState);
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if (reset_command == VTV::FootballReset)
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{
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boostersRemaining = maxBoosters;
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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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Booster::DeathShutdown(int)
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{
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//
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//---------------------------------------------------
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// Don't shutdown anything until we are reincarnated
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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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// Constructor and Destructor
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Booster::Booster(
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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, // not 'direct-mapped'
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Booster::ActivateMessageID // message ID to trigger booster
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)
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{
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//-------------------------------------------
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// Set values
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//-------------------------------------------
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maxBoosters = subsystem_resource->boosterCount;
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boostersRemaining = maxBoosters;
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burnTimeMax = subsystem_resource->burnTime;
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acceleration = -subsystem_resource->boosterAcceleration;
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burnTimeRemaining = 0.0f; // In Seconds
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scaleFactor = Vector3D::Identity;
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smokeDensity = 0.0f;
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percentDone = 1.0f;
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NeverExecute();
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if (entity->GetInstance() != VTV::ReplicantInstance)
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{
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SetPerformance(&Booster::BoosterSimulation);
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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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Booster::~Booster()
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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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Booster::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_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::BoosterClassID;
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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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"BoosterCount",
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&subsystem_resource->boosterCount
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)
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)
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{
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DEBUG_STREAM << subsystem_name << " missing BoosterCount!\n" << std::flush;
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Check_Fpu();
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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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"BurnTime",
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&subsystem_resource->burnTime
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)
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)
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{
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DEBUG_STREAM << subsystem_name << " missing BurnTime!\n" << std::flush;
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Check_Fpu();
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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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"BoosterAcceleration",
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&subsystem_resource->boosterAcceleration
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)
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)
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{
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DEBUG_STREAM << subsystem_name << " missing BoosterAcceleration!\n" << std::flush;
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Check_Fpu();
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return False;
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}
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if (subsystem_resource->boosterAcceleration < 0.0f)
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{
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DEBUG_STREAM << subsystem_name<<" must have a positive acceleration!\n" << std::flush;
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Check_Fpu();
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return False;
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}
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Check_Fpu();
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Booster::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations());
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}
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