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>
393 lines
11 KiB
C++
393 lines
11 KiB
C++
//===========================================================================//
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// File: collasst.cc //
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// Project: MUNGA Brick: Collision //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/17/95 ECH Initial coding //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(COLLASST_HPP)
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# include <collasst.hpp>
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#endif
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#if !defined(MOVER_HPP)
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# include <mover.hpp>
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#endif
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#if !defined(APP_HPP)
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#include <app.hpp>
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#endif
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#if !defined(INTEREST_HPP)
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#include <interest.hpp>
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#endif
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//
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//#############################################################################
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// Make
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//#############################################################################
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//
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CollisionAssistant*
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CollisionAssistant::Make(Mover *mover)
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{
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Check(mover);
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//
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// Create the collision assistant
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//
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CollisionAssistant *collision_assistant;
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collision_assistant = new CollisionAssistant(mover->GetInterestZoneID());
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Check(collision_assistant);
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return collision_assistant;
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}
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//
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//#############################################################################
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// CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::CollisionAssistant(InterestZoneID interest_zone_ID):
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collisionOriginSocket(NULL)
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{
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Verify(interest_zone_ID != NullInterestZoneID);
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currentInterestZoneID = interest_zone_ID;
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LinkToInterestZone(interest_zone_ID);
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}
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//
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//#############################################################################
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// ~CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::~CollisionAssistant()
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{
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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CollisionAssistant::TestInstance() const
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{
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Node::TestInstance();
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Verify(currentInterestZoneID != NullInterestZoneID);
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Check(&collisionOriginSocket);
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return True;
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}
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//
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//#############################################################################
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// Update
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//#############################################################################
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//
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void
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CollisionAssistant::Update(InterestZoneID interest_zone_ID)
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{
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Check(this);
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Verify(interest_zone_ID != NullInterestZoneID);
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if (interest_zone_ID == currentInterestZoneID)
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return;
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currentInterestZoneID = interest_zone_ID;
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//
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// Remove current collision origin and link to new one
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//
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if (collisionOriginSocket.GetCurrent() != NULL)
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{
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collisionOriginSocket.Remove();
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}
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LinkToInterestZone(interest_zone_ID);
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}
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//
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//#############################################################################
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// LinkToInterestZone
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//#############################################################################
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//
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void
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CollisionAssistant::LinkToInterestZone(InterestZoneID interest_zone_ID)
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{
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Check(this);
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Verify(interest_zone_ID != NullInterestZoneID);
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//
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//--------------------------------------------------------------------------
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// Does the interest zone have a collision origin?
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//--------------------------------------------------------------------------
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//
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InterestZone *interest_zone;
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CollisionOrigin *collision_origin;
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Check(application);
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Check(application->GetInterestManager());
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interest_zone =
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application->GetInterestManager()->GetInterestZone(interest_zone_ID);
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Check(interest_zone);
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collision_origin = interest_zone->GetCollisionOrigin();
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if (collision_origin == NULL)
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{
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//
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// It does not, so create one
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//
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collision_origin = new CollisionOrigin(interest_zone_ID);
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Register_Object(collision_origin);
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interest_zone->AdoptCollisionOrigin(collision_origin);
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application->GetInterestManager()->AdoptInterestOrigin(collision_origin);
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}
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Check(collision_origin);
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//
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// link to the collision origin
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//
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collisionOriginSocket.Add(collision_origin);
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}
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~
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CollisionAssistant__MovingEntityIterator::
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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):
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CollisionOrigin__MovingEntityIterator(
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collision_assistant->collisionOriginSocket.GetCurrent()
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)
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{
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}
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CollisionAssistant__MovingEntityIterator::
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~CollisionAssistant__MovingEntityIterator()
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{
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}
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#if 0
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//
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//#############################################################################
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// Make
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//#############################################################################
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//
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CollisionAssistant*
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CollisionAssistant::Make(Mover *mover)
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{
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Check(mover);
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//
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//-----------------------------------------------------------------------
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// Create the collision assistant
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//-----------------------------------------------------------------------
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//
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CollisionAssistant *collision_assistant;
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Check(application);
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collision_assistant = new CollisionAssistant(
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application->GetApplicationLoopFrameRate()
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);
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Check(collision_assistant);
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//
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//-----------------------------------------------------------------------
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// Prime the collision assistant
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//-----------------------------------------------------------------------
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//
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collision_assistant->LinkToMover(mover);
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collision_assistant->LoadMission(NULL); // JM - This should work...
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return collision_assistant;
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}
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//
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//#############################################################################
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// CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::CollisionAssistant(RendererRate render_rate):
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Renderer(
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render_rate,
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MaxRendererComplexity,
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DefaultRendererPriority,
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CollisionInterestType,
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DefaultInterestDepth,
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CollisionAssistantClassID
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),
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movingEntitySocket(NULL)
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{
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}
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//
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//#############################################################################
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// ~CollisionAssistant
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//#############################################################################
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//
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CollisionAssistant::~CollisionAssistant()
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{
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Suspend();
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UnlinkFromEntity();
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Shutdown();
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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CollisionAssistant::TestInstance() const
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{
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Renderer::TestInstance();
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Check(&movingEntitySocket);
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return True;
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}
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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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CollisionAssistant::LinkToMover(Mover *mover)
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{
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Check(this);
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Check(mover);
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//
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// Call inherited method
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//
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Renderer::LinkToEntity(mover);
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//
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//-----------------------------------------------------------------
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// Tell the entity that is collisionable here ...
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//-----------------------------------------------------------------
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//
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}
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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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CollisionAssistant::NotifyOfNewInterestingEntity(
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Entity *interesting_entity
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)
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{
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Check(this);
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Check(interesting_entity);
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//
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//-------------------------------------------------------------------------
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// Make sure that we don't check against ourself our against something that
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// doesn't move
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//-------------------------------------------------------------------------
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//
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if (
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interesting_entity != GetLinkedEntity()
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&& interesting_entity->IsDynamic()
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)
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{
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//
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//-------------------------------------------------------------
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// If it is a mover and tangible, or a door, add it to our list
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//-------------------------------------------------------------
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//
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if (interesting_entity->IsDerivedFrom(Mover::ClassDerivations))
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{
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Mover *mover = Cast_Object(Mover*, interesting_entity);
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if (mover->IsTangible())
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{
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goto Add_Entity;
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}
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}
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else if (interesting_entity->IsDerivedFrom(DoorFrame::ClassDerivations))
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{
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Add_Entity:
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movingEntitySocket.Add(interesting_entity);
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}
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}
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}
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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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CollisionAssistant::NotifyOfBecomingUninterestingEntity(
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Entity *uninteresting_entity
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)
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{
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//
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// HACK - ECH The following may not be a legitimate assertion
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//
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#if DEBUG_LEVEL>0 && 0
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{
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SChainIteratorOf<Mover*> iterator(&movingEntitySocket);
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Verify(iterator.IsPlugMember(uninteresting_entity) == True);
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}
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#endif
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//
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// Remove from socket
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//
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PlugIterator iterator(uninteresting_entity);
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iterator.RemoveSocket(&movingEntitySocket);
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}
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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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CollisionAssistant::GetCollisionRoot()
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{
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Check(GetInterestOrigin());
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Check(GetInterestOrigin()->GetInterestArena());
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return GetInterestOrigin()->GetInterestArena()->GetCollisionRoot();
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}
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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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CollisionAssistant::ExecuteImplementation(
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RendererComplexity,
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InterestOrigin::InterestingEntityIterator*
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)
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{
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}
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//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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CollisionAssistant__MovingEntityIterator::
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CollisionAssistant__MovingEntityIterator(
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CollisionAssistant *collision_assistant
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):
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SChainIteratorOf<Entity*>(collision_assistant->movingEntitySocket)
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{
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}
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CollisionAssistant__MovingEntityIterator::
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~CollisionAssistant__MovingEntityIterator()
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{
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}
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#endif
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