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>
207 lines
5.9 KiB
C++
207 lines
5.9 KiB
C++
//===========================================================================//
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// File: collasst.hh //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#if !defined(COLLASST_HPP)
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# define COLLASST_HPP
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# if !defined(NODE_HPP)
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# include <node.hpp>
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# endif
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# if !defined(SLOT_HPP)
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# include <slot.hpp>
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# endif
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# if !defined(COLLORGN_HPP)
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# include <collorgn.hpp>
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# endif
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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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#endif
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