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>
181 lines
4.5 KiB
C++
181 lines
4.5 KiB
C++
#pragma once
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#include "node.h"
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#include "slot.h"
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#include "collorgn.h"
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//##########################################################################
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//####################### CollisionAssistant #########################
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//##########################################################################
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class Mover;
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class CollisionAssistant:
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public Node
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{
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friend class CollisionAssistant__MovingEntityIterator;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Types
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//
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public:
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typedef CollisionAssistant__MovingEntityIterator
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MovingEntityIterator;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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CollisionAssistant(InterestZoneID interest_zone_ID);
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~CollisionAssistant();
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Logical
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TestInstance() const;
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static CollisionAssistant*
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Make(Mover *mover);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Update
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//
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public:
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void
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Update(InterestZoneID interest_zone_ID);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private
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//
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private:
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void
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LinkToInterestZone(InterestZoneID interest_zone_ID);
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InterestZoneID
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currentInterestZoneID;
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SlotOf<CollisionOrigin*>
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collisionOriginSocket;
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};
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~
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class CollisionAssistant__MovingEntityIterator:
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public CollisionOrigin__MovingEntityIterator
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{
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public:
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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);
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~CollisionAssistant__MovingEntityIterator();
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};
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#if 0
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CollisionAssistant ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class CollisionAssistant:
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public Renderer
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{
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friend class CollisionAssistant__MovingEntityIterator;
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public:
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//
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//--------------------------------------------------------------------
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// Public Types
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//--------------------------------------------------------------------
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//
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typedef CollisionAssistant__MovingEntityIterator
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MovingEntityIterator;
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//
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//--------------------------------------------------------------------
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// Construction, Destruction, Testing
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//--------------------------------------------------------------------
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//
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CollisionAssistant(RendererRate render_rate);
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~CollisionAssistant();
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Logical
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TestInstance() const;
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static CollisionAssistant*
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Make(Mover *mover);
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//
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//--------------------------------------------------------------------
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// LinkToEntity
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//--------------------------------------------------------------------
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//
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void
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LinkToMover(Mover *mover);
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//
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//--------------------------------------------------------------------
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// NotifyOfNewInterestingEntity
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//--------------------------------------------------------------------
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//
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void
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NotifyOfNewInterestingEntity(Entity *interesting_entity);
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//
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//--------------------------------------------------------------------
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// NotifyOfBecomingUninterestingEntity
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//--------------------------------------------------------------------
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//
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void
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NotifyOfBecomingUninterestingEntity(Entity *uninteresting_entity);
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//
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//--------------------------------------------------------------------
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// GetCollisionRoot
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//--------------------------------------------------------------------
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//
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BoxedSolidTree*
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GetCollisionRoot();
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protected:
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//
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//--------------------------------------------------------------------
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// ExecuteImplementation
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//--------------------------------------------------------------------
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//
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void
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ExecuteImplementation(
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RendererComplexity complexity_update,
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InterestOrigin::InterestingEntityIterator *iterator
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);
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private:
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//
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//--------------------------------------------------------------------
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// Private methods
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//--------------------------------------------------------------------
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//
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void
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LoadMissionImplementation(Mission*) {}
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void
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ShutdownImplementation() {}
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void
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SuspendImplementation() {}
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void
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ResumeImplementation() {}
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//
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//--------------------------------------------------------------------
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// Private data
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//--------------------------------------------------------------------
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//
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SChainOf<Entity*>
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movingEntitySocket;
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};
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class CollisionAssistant__MovingEntityIterator:
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public SChainIteratorOf<Entity*>
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{
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public:
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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);
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~CollisionAssistant__MovingEntityIterator();
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};
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#endif
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