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>
237 lines
5.1 KiB
C++
237 lines
5.1 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "random.h"
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#include "eyecandy.h"
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#include "app.h"
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#include "notation.h"
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//#############################################################################
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// Shared Data Support
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//
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EyeCandy::SharedData
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EyeCandy::DefaultData(
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EyeCandy::GetClassDerivations(),
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EyeCandy::GetMessageHandlers(),
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EyeCandy::GetAttributeIndex(),
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EyeCandy::StateCount,
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(Entity::MakeHandler)EyeCandy::Make
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);
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Derivation* EyeCandy::GetClassDerivations()
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{
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static Derivation classDerivations(Entity::GetClassDerivations(), "EyeCandy");
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return &classDerivations;
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}
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//#############################################################################
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//############################### EyeCandy #################################
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//#############################################################################
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void
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EyeCandy::EyeCandySimulation(Scalar)
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{
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Check(application);
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if (simulationState.GetState() == effectOn)
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{
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simulationState.SetState(effectOff);
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}
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Scalar now = Now();
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if ((now - lastTrigger) >= waitTime)
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{
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simulationState.SetState(effectOn);
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lastTrigger = now;
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RandomGenerator random_number;
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waitTime = minWaitTime + (maxWaitTime - minWaitTime) * random_number;
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}
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}
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//#############################################################################
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// Construction and Destruction
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EyeCandy::EyeCandy(
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EyeCandy::MakeMessage *creation_message ,
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EyeCandy::SharedData &virtual_data
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):
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Entity(creation_message, virtual_data)
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{
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Check_Pointer(this);
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Check_Pointer(creation_message);
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SetPerformance(&EyeCandy::EyeCandySimulation);
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SetValidFlag();
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//
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//-------------------------------------------------
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// Find the EyeCandy in the resource
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//-------------------------------------------------
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//
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ResourceFile *res_file = application->GetResourceFile();
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Check(res_file);
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ResourceDescription *res =
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res_file->SearchList(
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resourceID,
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ResourceDescription::GameModelResourceType
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);
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Check(res);
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res->Lock();
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ModelResource *eyecandy_res = (ModelResource*)res->resourceAddress;
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maxWaitTime = eyecandy_res->maxWaitTime;
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minWaitTime = eyecandy_res->minWaitTime;
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res->Unlock();
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waitTime = minWaitTime + (maxWaitTime - minWaitTime) * Random;
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simulationState.SetState(effectOff);
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lastTrigger = Now();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EyeCandy*
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EyeCandy::Make(EyeCandy::MakeMessage *creation_message)
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{
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return new EyeCandy(creation_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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EyeCandy::CreateMakeMessage(
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MakeMessage *creation_message,
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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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Check(creation_message);
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Check(model_file);
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if (!Entity::CreateMakeMessage(creation_message, model_file, directories))
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{
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return False;
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}
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creation_message->classToCreate = RegisteredClass::EyeCandyClassID;
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creation_message->instanceFlags = HermitInstance|DynamicFlag|TrappedFlag;
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EyeCandy::~EyeCandy()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ResourceDescription::ResourceID
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EyeCandy::CreateModelResource(
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#if DEBUG_LEVEL>0
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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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ModelResource *model
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#else
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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 *,
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ModelResource *model
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#endif
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)
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{
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Check(resource_file);
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Check_Pointer(model_name);
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Check_Pointer(directories);
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//
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// If we were not provided a buffer to write the model data into, we must
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// create it ourselves. Then make sure that the model stuff is read in
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//
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ModelResource *local_model = model;
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if (!local_model)
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{
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local_model = new ModelResource;
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Register_Pointer(local_model);
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}
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//----------------------------------------
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// Read in the data from notation file
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//----------------------------------------
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//
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// Get PointValue assigned to this ScoreZone
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//
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if(
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!model_file->GetEntry(
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"gamedata",
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"MaxWaitTime",
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&local_model->maxWaitTime
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)
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)
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{
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std::cerr << model_name << "Missing MaxWaitTime" << std::endl;
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Dump_And_Die:
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if (!model)
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{
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Unregister_Pointer(local_model);
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delete local_model;
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}
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return -1;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"MinWaitTime",
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&local_model->minWaitTime
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)
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)
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{
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std::cerr << model_name << "Missing MinWaitTime" << std::endl;
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goto Dump_And_Die;
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}
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//
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//---------------------------
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// Write out the new resource
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//---------------------------
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//
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if (!model)
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{
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ResourceDescription *new_res =
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resource_file->AddResource(
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model_name,
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ResourceDescription::GameModelResourceType,
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1,
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ResourceDescription::Preload,
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local_model,
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sizeof(*local_model)
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);
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Unregister_Pointer(local_model);
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delete local_model;
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Check(new_res);
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return new_res->resourceID;
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}
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else
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{
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return 0;
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}
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}
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Logical
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EyeCandy::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations());
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}
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