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>
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
#pragma once
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#include "..\munga\objstrm.h"
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#include "..\munga\entity.h"
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#include "..\munga\audio.h"
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#include "openal/al.h"
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ALuint AL_getBuffer(int index);
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extern ALuint *g_buffers;
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extern int g_numBuffers;
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//class AudioHardware;
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//##########################################################################
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//###################### AudioObjectStream ###########################
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//##########################################################################
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class AudioObjectStream:
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public PlugStream
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction and testing
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//
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public:
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AudioObjectStream();
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AudioObjectStream(
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ResourceDescription *resource_description,
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Entity *entity
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);
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~AudioObjectStream();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Implementations
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//
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private:
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RegisteredClass*
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MakeObjectImplementation(Enumeration class_ID);
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void
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CreatedObjectImplementation(
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RegisteredClass *object,
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ObjectID object_ID
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);
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void
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BuildFromPageImplementation(
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NameList *entry_list,
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Enumeration class_ID,
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ObjectID object_ID
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);
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void
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BuiltFromPageImplementation(
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Enumeration class_ID,
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ObjectID object_ID,
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const CString &object_name_string
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private data
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//
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private:
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Entity *entity;
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};
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//##########################################################################
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//#################### L4AudioResourceManager ########################
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//##########################################################################
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class L4AudioResourceManager:
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public Node
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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L4AudioResourceManager();
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~L4AudioResourceManager();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// PreloadResources
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//--------------------------------------------------------------------
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//
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void
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PreloadResources(
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NotationFile *notation_file
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);
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//
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//--------------------------------------------------------------------
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// UnloadResources
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//--------------------------------------------------------------------
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//
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void
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UnloadResources(
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateStaticAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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CreateEntityAudioObjects(
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Entity *entity,
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AudioRepresentation audio_representation
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);
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//
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//--------------------------------------------------------------------
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// DestroyEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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DestroyEntityAudioObjects(Entity *entity);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateModelAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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};
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