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>
100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4gauima.h"
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#include "..\munga\gaugalrm.h"
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#include "l4tool.h"
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ResourceDescription::ResourceID
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L4Tool::CreateModelGaugeImageStreamResource(
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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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return
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L4GaugeImage::CreateL4GaugeImageStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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ResourceDescription::ResourceID
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L4Tool::CreateModelGaugeMissionReviewStreamResource(
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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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Check(resource_file);
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Check_Pointer(model_name);
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Check(model_file);
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//Check_Pointer(directories);
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ResourceDescription::ResourceID
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res_id = ResourceDescription::NullResourceID;
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//----------------------------------------------------------------------
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// Check to see if the model has a mission review page
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//----------------------------------------------------------------------
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const char
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*pixelmap_name;
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if (
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model_file->GetEntry(
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"gaugeMissionReview",
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"pixelmap",
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&pixelmap_name
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)
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)
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{
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//-------------------------------------------------------------
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// Create a dynamic memory stream, write out the data
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//-------------------------------------------------------------
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DynamicMemoryStream
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*stream = new DynamicMemoryStream();
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Check(stream);
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Register_Object(stream);
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int
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length = strlen(pixelmap_name);
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MemoryStream_Write(stream, &length);
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for( ; length>0; --length, ++pixelmap_name)
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{
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MemoryStream_Write(stream, (char *) pixelmap_name);
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}
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//-------------------------------------------------------------
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// Create the resource description, assign an ID
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//-------------------------------------------------------------
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ResourceDescription
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*res_desc_stream =
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resource_file->ResourceFile::AddResourceMemoryStream(
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model_name,
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ResourceDescription::GaugeMissionReviewStreamResourceType,
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1,
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ResourceDescription::Preload,
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stream
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);
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Check(res_desc_stream);
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res_id = res_desc_stream->resourceID;
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Check(stream);
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Unregister_Object(stream);
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delete stream;
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std::cout << "GaugeMissionReview res_id = " << res_id << "\n";
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}
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//-------------------------------------------------------------
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// Return the new ResourceID
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//-------------------------------------------------------------
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Check_Fpu();
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return res_id;
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}
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