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>
170 lines
4.0 KiB
C++
170 lines
4.0 KiB
C++
#pragma once
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#include "..\munga\icom.h"
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#include "l4ctrl.h"
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#include "..\munga\time.h"
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//##########################################################################
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//############################ L4Icom ################################
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//##########################################################################
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class L4Icom:
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public Icom
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{
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friend class L4IcomManager;
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public:
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L4Icom(HostID host_id, int channel_offset);
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~L4Icom(); // base destructor is virtual
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Logical
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TestInstance() const;
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//--------------------------------------------------
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// Channel offset accessor
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//--------------------------------------------------
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int
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GetChannelOffset()
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{
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Check(this);
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return channelOffset;
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}
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//--------------------------------------------------
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// public data
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//--------------------------------------------------
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ControlsButton
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pttButton;
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enum
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{
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numberOfChannels=7
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};
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protected:
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//--------------------------------------------------
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// These methods are used to locally set the value
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// for the channel, PTT, and PA status.
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//
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// The difference between these methods and the
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// public methods defined in the base class is that
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// these methods are called by both the base class
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// public routines and the event receiver to actually
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// set the values involved. Making them virtual
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// allows derived classes to be notified of changes
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// (but also requires that all derived classes
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// explicitly call the overridden methods!)
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//--------------------------------------------------
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void
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SetChannelValue(int new_channel); // base method is virtual
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void
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SetPTTStatusValue(Logical new_ptt); // base method is virtual
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void
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SetPACaptiveValue(Logical new_pa); // base method is virtual
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//--------------------------------------------------
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// Recalibrate hardware
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//--------------------------------------------------
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void
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Recalibrate();
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//--------------------------------------------------
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// Hardware control method
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//--------------------------------------------------
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void
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Update(Scalar delta_t);
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private:
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Logical
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WaitedLongEnough(Scalar how_long);
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void
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IncrementChannel();
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void
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DecrementChannel();
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void
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ChannelStatusUpdate();
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void
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ChannelSelectState(Logical state);
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//--------------------------------------------------
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// Protected data
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//--------------------------------------------------
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protected:
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LBE4ControlsManager
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*controlsManager;
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ControlsButton
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homeSensor,
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channelButton;
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Scalar
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timeAccumulator;
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int
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hardwareChannel,
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previousChannel,
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channelOffset,
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seekCount;
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int
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previousPTTStatus;
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Logical
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channelSelectEnabled,
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seekRequired;
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enum
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{
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disabled = -2,
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failed = -1,
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seek40,
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offChannel,
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reachedChannel,
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onChannel,
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}
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state;
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};
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//##########################################################################
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//######################## L4IcomManager #############################
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//##########################################################################
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class L4IcomManager:
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public IcomManager
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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
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//
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public:
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L4IcomManager(
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SharedData &shared_data=DefaultData
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);
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~L4IcomManager(); // base destructor is virtual
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Logical
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TestInstance() const;
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L4Icom *
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MakeIcom(HostID host_id, int unit_number=0);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// LoadMission, Shutdown methods
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// ...these are declared virtual in ICOM.HPP and must chain back to
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// the previous methods.
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//
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public:
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void
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LoadMission(Mission *mission);
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void
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Shutdown();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Periodic update function
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//
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void
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Execute();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// protected data
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//
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protected:
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Time
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previousUpdateTime;
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SlotOf<L4Icom*>
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localIcom;
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};
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