Files
RP412/MUNGA/COLLORGN.h
T
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

51 lines
1.5 KiB
C++

#pragma once
#include "interest.h"
//##########################################################################
//###################### CollisionOrigin #############################
//##########################################################################
class CollisionOrigin : public InterestOrigin
{
friend class CollisionOrigin__MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Interest Manager support
//
public:
typedef CollisionOrigin__MovingEntityIterator MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
CollisionOrigin(InterestZoneID interest_zone_ID);
~CollisionOrigin();
Logical TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Interest Manager support
//
protected:
void AddInterestingEntity(Entity *interesting_entity);
void RemoveUninterestingEntity(Entity *uninteresting_entity);
void RemoveUninterestingEntities();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
SChainOf<Entity*> movingEntitySocket;
};
//~~~~~~~~~~~~~~~~~~~~ CollisionOrigin__MovingEntityIterator ~~~~~~~~~~~~~~~
class CollisionOrigin__MovingEntityIterator : public SChainIteratorOf<Entity*>
{
public:
CollisionOrigin__MovingEntityIterator(CollisionOrigin *collision_origin);
~CollisionOrigin__MovingEntityIterator();
};