Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
567 lines
14 KiB
C++
567 lines
14 KiB
C++
//===========================================================================//
|
|
// File: door.cc //
|
|
// Project: Red Planet //
|
|
// Contents: Door subsystem for managing door operation //
|
|
//---------------------------------------------------------------------------//
|
|
// Date Who Modification //
|
|
// -------- --- ---------------------------------------------------------- //
|
|
// //
|
|
//---------------------------------------------------------------------------//
|
|
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
|
|
// PROPRIETARY AND CONFIDENTIAL //
|
|
//===========================================================================//
|
|
|
|
#include <munga.hpp>
|
|
#pragma hdrstop
|
|
|
|
#if !defined(DOOR_HPP)
|
|
# include <door.hpp>
|
|
#endif
|
|
|
|
#if !defined(FILEUTIL_HPP)
|
|
# include <fileutil.hpp>
|
|
#endif
|
|
|
|
#if !defined(BOXSOLID_HPP)
|
|
# include <boxsolid.hpp>
|
|
#endif
|
|
|
|
#if !defined(DOORFRAM_HPP)
|
|
# include <doorfram.hpp>
|
|
#endif
|
|
|
|
#if !defined(APP_HPP)
|
|
#include <app.hpp>
|
|
#endif
|
|
|
|
#if !defined(NOTATION_HPP)
|
|
#include <notation.hpp>
|
|
#endif
|
|
|
|
//#############################################################################
|
|
// Shared Data Support
|
|
//
|
|
Door::SharedData
|
|
Door::DefaultData(
|
|
Door::ClassDerivations,
|
|
Door::MessageHandlers,
|
|
Door::AttributeIndex,
|
|
Door::StateCount
|
|
);
|
|
|
|
Derivation
|
|
Door::ClassDerivations(
|
|
Subsystem::ClassDerivations,
|
|
"Door"
|
|
);
|
|
|
|
|
|
//#############################################################################
|
|
// Messaging Support
|
|
//
|
|
|
|
|
|
//#############################################################################
|
|
// Attribute Support
|
|
//
|
|
|
|
const Door::IndexEntry
|
|
Door::AttributePointers[]=
|
|
{
|
|
{
|
|
Door::CurrentPositionAttributeID,
|
|
"CurrentPosition",
|
|
(Simulation::AttributePointer)&Door::currentPosition
|
|
},
|
|
{
|
|
Door::VideoResourceAttributeID,
|
|
"VideoResource",
|
|
(Simulation::AttributePointer)&Door::videoResource
|
|
},
|
|
{
|
|
Door::PercentOpenAttributeID,
|
|
"PercentOpen",
|
|
(Simulation::AttributePointer)&Door::percentOpen
|
|
},
|
|
{
|
|
Door::CurrentVelocityAttributeID,
|
|
"CurrentVelocity",
|
|
(Simulation::AttributePointer)&Door::currentVelocity
|
|
}
|
|
};
|
|
|
|
Door::AttributeIndexSet
|
|
Door::AttributeIndex(
|
|
ELEMENTS(Door::AttributePointers),
|
|
Door::AttributePointers,
|
|
Subsystem::AttributeIndex
|
|
);
|
|
|
|
//#############################################################################
|
|
// Model Support
|
|
//
|
|
void
|
|
Door::ReadUpdateRecord(Simulation::UpdateRecord *message)
|
|
{
|
|
Check(this);
|
|
Check_Pointer(message);
|
|
Subsystem::ReadUpdateRecord(message);
|
|
UpdateRecord* record = (UpdateRecord*) message;
|
|
|
|
percentOpen = record->percentOpen;
|
|
switch (GetSimulationState())
|
|
{
|
|
case Opening:
|
|
case Closing:
|
|
phaseTimeRemaining = travelTime;
|
|
break;
|
|
case Opened:
|
|
case Closed:
|
|
phaseTimeRemaining = deadTime;
|
|
break;
|
|
}
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door updated to state "
|
|
// << GetSimulationState() << " @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
MoveCollisionVolume(percentOpen);
|
|
Check_Fpu();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Door::WriteUpdateRecord(Simulation::UpdateRecord *record, int update_model)
|
|
{
|
|
Check(this);
|
|
Check_Pointer(record);
|
|
|
|
Subsystem::WriteUpdateRecord(record, update_model);
|
|
|
|
UpdateRecord *update = (UpdateRecord*)record;
|
|
update->percentOpen = percentOpen;
|
|
update->recordLength = sizeof(*update);
|
|
Check_Fpu();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Door::SlideDoor(Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
|
|
//
|
|
//------------------------------------------------------------
|
|
// Advance the clock, then branch based upon our current state
|
|
//------------------------------------------------------------
|
|
//
|
|
int new_state;
|
|
if (time_slice > 1.0f)
|
|
{
|
|
Check_Fpu();
|
|
return;
|
|
}
|
|
phaseTimeRemaining -= time_slice;
|
|
Scalar percent_open;
|
|
switch (GetSimulationState())
|
|
{
|
|
|
|
//
|
|
//------------------------------------------------------------------------
|
|
// If the door is not done opening, set its new position, otherwise branch
|
|
// to the opened state
|
|
//------------------------------------------------------------------------
|
|
//
|
|
case Opening:
|
|
Door_Opening:
|
|
new_state = Opening;
|
|
if (phaseTimeRemaining > 0.0f)
|
|
{
|
|
percent_open = 1.0f - phaseTimeRemaining/travelTime;
|
|
}
|
|
else
|
|
{
|
|
phaseTimeRemaining += deadTime;
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door opened @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
goto Door_Opened;
|
|
}
|
|
currentVelocity.Subtract(
|
|
worldExtent,
|
|
GetEntity()->localOrigin.linearPosition
|
|
);
|
|
currentVelocity /= travelTime;
|
|
Check_Fpu();
|
|
break;
|
|
|
|
//
|
|
//-------------------------------------------------------------
|
|
// If the door is ready to start closing, jump to closing state
|
|
//-------------------------------------------------------------
|
|
//
|
|
case Opened:
|
|
Door_Opened:
|
|
new_state = Opened;
|
|
if (phaseTimeRemaining <= 0.0f)
|
|
{
|
|
phaseTimeRemaining += travelTime;
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door closing @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
goto Door_Closing;
|
|
}
|
|
percent_open = 1.0f;
|
|
currentVelocity = Vector3D::Identity;
|
|
Check_Fpu();
|
|
break;
|
|
|
|
//
|
|
//------------------------------------------------------------------------
|
|
// If the door is not done closing, set its new position, otherwise branch
|
|
// to the closed state
|
|
//------------------------------------------------------------------------
|
|
//
|
|
case DefaultState:
|
|
phaseTimeRemaining = travelTime;
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door default @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
case Closing:
|
|
Door_Closing:
|
|
new_state = Closing;
|
|
if (phaseTimeRemaining > 0.0f)
|
|
{
|
|
percent_open = phaseTimeRemaining/travelTime;
|
|
}
|
|
else
|
|
{
|
|
phaseTimeRemaining += deadTime;
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door closed @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
goto Door_Closed;
|
|
}
|
|
currentVelocity.Subtract(
|
|
GetEntity()->localOrigin.linearPosition,
|
|
worldExtent
|
|
);
|
|
currentVelocity /= travelTime;
|
|
Check_Fpu();
|
|
break;
|
|
|
|
//
|
|
//-------------------------------------------------------------
|
|
// If the door is ready to start opening, jump to opening state
|
|
//-------------------------------------------------------------
|
|
//
|
|
case Closed:
|
|
Door_Closed:
|
|
new_state = Closed;
|
|
if (phaseTimeRemaining <= 0.0f)
|
|
{
|
|
phaseTimeRemaining += travelTime;
|
|
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door opening @ "
|
|
// << application->GetSecondsRemainingInGame() << endl;
|
|
goto Door_Opening;
|
|
}
|
|
percent_open = 0.0f;
|
|
currentVelocity = Vector3D::Identity;
|
|
Check_Fpu();
|
|
break;
|
|
|
|
}
|
|
|
|
//
|
|
//-------------------------------------------------
|
|
// Move the collision volumes and set the new state
|
|
//-------------------------------------------------
|
|
//
|
|
MoveCollisionVolume(percent_open);
|
|
SetSimulationState(new_state);
|
|
Check_Fpu();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Door::MoveCollisionVolume(Scalar percent_open)
|
|
{
|
|
Check(this);
|
|
|
|
//
|
|
//---------------------------------------------------------
|
|
// If the door hasn't moved, don't bother updating anything
|
|
//---------------------------------------------------------
|
|
//
|
|
Entity *entity = GetEntity();
|
|
Check(entity);
|
|
|
|
if (
|
|
GetSimulationState() != simulationState.GetOldState()
|
|
&& entity->GetInstance() == Entity::MasterInstance
|
|
&& entity->IsDynamic()
|
|
)
|
|
{
|
|
ForceUpdate();
|
|
}
|
|
if (percent_open == percentOpen)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
//-----------------------------------
|
|
// Otherwise, lerp the local position
|
|
//-----------------------------------
|
|
//
|
|
percentOpen = percent_open;
|
|
currentPosition.Lerp(Point3D::Identity, localExtent, percentOpen);
|
|
|
|
//
|
|
//-----------------------------------------------------------
|
|
// Now, lerp the world position and set the collision volumes
|
|
//-----------------------------------------------------------
|
|
//
|
|
Point3D world;
|
|
world.Lerp(
|
|
GetEntity()->localOrigin.linearPosition,
|
|
worldExtent,
|
|
percentOpen
|
|
);
|
|
|
|
BoxedSolid* temp = collisionTemplates;
|
|
BoxedSolid* vol = collisionVolumes;
|
|
while (temp)
|
|
{
|
|
Check(temp);
|
|
Check(vol);
|
|
|
|
vol->minX = temp->minX + world.x;
|
|
vol->maxX = temp->maxX + world.x;
|
|
vol->minY = temp->minY + world.y;
|
|
vol->maxY = temp->maxY + world.y;
|
|
vol->minZ = temp->minZ + world.z;
|
|
vol->maxZ = temp->maxZ + world.z;
|
|
|
|
vol = vol->GetNextSolid();
|
|
temp = temp->GetNextSolid();
|
|
}
|
|
Verify(!vol);
|
|
Check_Fpu();
|
|
}
|
|
|
|
//#############################################################################
|
|
// Constructer/Destructor Support
|
|
//
|
|
|
|
Door::Door(
|
|
DoorFrame *entity,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource
|
|
):
|
|
Subsystem(entity, subsystem_ID, subsystem_resource, DefaultData)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(entity);
|
|
Check_Pointer(subsystem_resource);
|
|
|
|
//
|
|
// GetStream data NOTE::This must be in the same order as below!!!
|
|
//
|
|
localExtent = subsystem_resource->motionExtent;
|
|
travelTime = subsystem_resource->travelTime;
|
|
deadTime = subsystem_resource->deadTime;
|
|
|
|
//
|
|
// Initialize variables
|
|
//
|
|
phaseTimeRemaining = 0.0f;
|
|
currentPosition = Point3D::Identity;
|
|
|
|
SetPerformance(&Door::SlideDoor);
|
|
SetSimulationState(DefaultState);
|
|
|
|
collisionVolumeCount = 0;
|
|
collisionTemplates = NULL;
|
|
collisionVolumes = NULL;
|
|
percentOpen = -1.0f;
|
|
|
|
//
|
|
//-------------------------------------
|
|
// Establish the worldspace coordinates
|
|
//-------------------------------------
|
|
//
|
|
worldExtent.Multiply(localExtent, entity->localToWorld);
|
|
Origin local_origin = entity->localOrigin;
|
|
local_origin.linearPosition = Point3D::Identity;
|
|
|
|
//
|
|
//------------------------------
|
|
// Read in the collision volumes
|
|
//------------------------------
|
|
//
|
|
Check(application);
|
|
ResourceFile *res_file = application->GetResourceFile();
|
|
Check(res_file);
|
|
ResourceDescription *res =
|
|
res_file->FindResourceDescription(subsystem_resource->collisionID);
|
|
Check(res);
|
|
res->Lock();
|
|
BoxedSolidResource* box =
|
|
(BoxedSolidResource*)res->resourceAddress;
|
|
Check_Pointer(box);
|
|
collisionVolumeCount = res->resourceSize / sizeof(BoxedSolidResource);
|
|
|
|
for (int i=0; i<collisionVolumeCount; ++i)
|
|
{
|
|
BoxedSolidResource world_box,local_box;
|
|
world_box.Instance(*box,entity->localOrigin);
|
|
local_box.Instance(*box,local_origin);
|
|
|
|
collisionTemplates =
|
|
BoxedSolid::MakeBoxedSolid(&local_box, this, collisionTemplates);
|
|
Register_Object(collisionTemplates);
|
|
|
|
collisionVolumes =
|
|
BoxedSolid::MakeBoxedSolid(&world_box, this, collisionVolumes);
|
|
Register_Object(collisionVolumes);
|
|
|
|
++box;
|
|
}
|
|
res->Unlock();
|
|
|
|
MoveCollisionVolume(0.0f);
|
|
Check(this);
|
|
}
|
|
|
|
Door::~Door()
|
|
{
|
|
BoxedSolid *box = collisionTemplates;
|
|
while (box)
|
|
{
|
|
BoxedSolid *next_box = box->GetNextSolid();
|
|
Unregister_Object(box);
|
|
delete box;
|
|
box = next_box;
|
|
}
|
|
box = collisionVolumes;
|
|
while (box)
|
|
{
|
|
BoxedSolid *next_box = box->GetNextSolid();
|
|
Unregister_Object(box);
|
|
delete box;
|
|
box = next_box;
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// CreateStreamedSubsystem
|
|
//
|
|
Logical
|
|
Door::CreateStreamedSubsystem(
|
|
NotationFile *model_file,
|
|
const char *model_name,
|
|
const char* subsystem_name,
|
|
SubsystemResource *subsystem_resource,
|
|
NotationFile *subsystem_file,
|
|
const ResourceDirectories *directories,
|
|
ResourceFile *res_file
|
|
)
|
|
{
|
|
if (
|
|
!Subsystem::CreateStreamedSubsystem(
|
|
model_file,
|
|
model_name,
|
|
subsystem_name,
|
|
subsystem_resource,
|
|
subsystem_file,
|
|
directories
|
|
)
|
|
)
|
|
{
|
|
return False;
|
|
}
|
|
|
|
subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource);
|
|
subsystem_resource->classID = RegisteredClass::DoorClassID;
|
|
|
|
//
|
|
// Get the motion Extent
|
|
//
|
|
const char *extent_data;
|
|
if(
|
|
!subsystem_file->GetEntry(
|
|
subsystem_name,
|
|
"MotionExtent",
|
|
&extent_data
|
|
)
|
|
)
|
|
{
|
|
cerr << subsystem_name << " missing MotionExtent!!\n";
|
|
return -1;
|
|
}
|
|
sscanf(
|
|
extent_data,
|
|
"%f %f %f",
|
|
&subsystem_resource->motionExtent.x,
|
|
&subsystem_resource->motionExtent.y,
|
|
&subsystem_resource->motionExtent.z
|
|
);
|
|
|
|
//
|
|
// Get the travelTime
|
|
//
|
|
|
|
if(
|
|
!subsystem_file->GetEntry(
|
|
subsystem_name,
|
|
"TravelTime",
|
|
&subsystem_resource->travelTime
|
|
)
|
|
)
|
|
{
|
|
cerr << subsystem_name << " missing TravelTime!\n";
|
|
return -1;
|
|
}
|
|
|
|
//
|
|
// Read in the Deadtime
|
|
//
|
|
if(
|
|
!subsystem_file->GetEntry(
|
|
subsystem_name,
|
|
"DeadTime",
|
|
&subsystem_resource->deadTime
|
|
)
|
|
)
|
|
{
|
|
cerr << subsystem_name << " missing DeadTime!\n";
|
|
return False;
|
|
}
|
|
|
|
const char* collision_file;
|
|
if (
|
|
!subsystem_file->GetEntry(
|
|
subsystem_name,
|
|
"Collision",
|
|
&collision_file
|
|
)
|
|
)
|
|
{
|
|
cerr << subsystem_name << " missing Collision!\n";
|
|
return False;
|
|
}
|
|
subsystem_resource->collisionID =
|
|
BoxedSolidResource::CreateBoxedSolidStream(
|
|
collision_file,
|
|
res_file,
|
|
directories
|
|
);
|
|
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
Door::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|