Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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#include "munga.h"
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#pragma hdrstop
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#include "lamp.h"
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//#########################################################################
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//############################# LampManager ###############################
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//#########################################################################
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LampManager::LampManager():
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lampList(NULL),
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activeLampList(NULL),
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inactiveLampList(NULL)
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{
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previousModeMask = (ModeMask) 0;
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Check_Fpu();
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}
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LampManager::~LampManager()
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{
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Check(this);
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RemoveAllLamps();
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Check_Fpu();
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}
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Logical
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LampManager::TestInstance() const
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{
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return True;
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}
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void
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LampManager::Update(ModeMask current_mode_mask)
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{
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Check(this);
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//---------------------------------------------------------------
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// If the modeMask has changed, update the active/inactive lists.
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//---------------------------------------------------------------
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if (previousModeMask != current_mode_mask)
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{
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previousModeMask = current_mode_mask;
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ActivateLamps(current_mode_mask);
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DeactivateLamps(current_mode_mask);
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}
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//-----------------------------------------------------------------
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// Process all active lamps
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//-----------------------------------------------------------------
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ChainIteratorOf<Lamp*>
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i(activeLampList);
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Lamp
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*lamp_pointer;
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while ((lamp_pointer=i.ReadAndNext()) != NULL)
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{
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Check(lamp_pointer);
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lamp_pointer->Update();
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}
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Check_Fpu();
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}
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void
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LampManager::ActivateLamps(ModeMask current_mode_mask)
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{
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Check(this);
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//-----------------------------------------------------------
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// Test the lamps in the 'inactive' list. If any of them
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// have bits in their modeMask corresponding to the
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// new mode mask, move them to the 'active' list.
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//-----------------------------------------------------------
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ChainIteratorOf<Lamp*>
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i(inactiveLampList);
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Lamp
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*lamp_pointer;
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while ((lamp_pointer=i.GetCurrent()) != NULL)
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{
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Check(lamp_pointer);
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//-----------------------------------
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// Became active?
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//-----------------------------------
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if (lamp_pointer->modeMask & current_mode_mask)
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{
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//-----------------------------------
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// Yes, move to 'active' list
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//-----------------------------------
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i.Remove();
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activeLampList.Add(lamp_pointer);
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//-----------------------------------
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// Cause lamp to update itself
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//-----------------------------------
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lamp_pointer->Update(True); // force notification of state change
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}
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else
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{
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//-----------------------------------
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// No, try the next one
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//-----------------------------------
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i.Next();
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}
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}
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Check_Fpu();
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}
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void
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LampManager::DeactivateLamps(ModeMask current_mode_mask)
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{
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Check(this);
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//---------------------------------------------------------------
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// Test the lamps in the 'active' list. If any of them do NOT
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// have bits in their modeMask corresponding to the new mode
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// mask, move them to the 'inactive' list.
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//---------------------------------------------------------------
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ChainIteratorOf<Lamp*>
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i(activeLampList);
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Lamp
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*lamp_pointer;
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while ((lamp_pointer=i.GetCurrent()) != NULL)
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{
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Check(lamp_pointer);
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//-----------------------------------
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// Became inactive?
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//-----------------------------------
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if (!(lamp_pointer->modeMask & current_mode_mask))
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{
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//-----------------------------------
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// Yes, move to 'inactive' list
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//-----------------------------------
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i.Remove();
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inactiveLampList.Add(lamp_pointer);
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}
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else
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{
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//-----------------------------------
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// No, try the next one
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//-----------------------------------
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i.Next();
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}
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}
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Check_Fpu();
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}
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Lamp*
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LampManager::FindLamp(LampID lamp_id, ModeMask mode_mask)
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{
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Check(this);
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//---------------------------------------------------------------
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// Search for lamp with both proper ID and modeMask
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//---------------------------------------------------------------
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ChainIteratorOf<Lamp*>
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i(lampList);
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Lamp
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*lamp_pointer;
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while ((lamp_pointer=i.ReadAndNext()) != NULL)
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{
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Check(lamp_pointer);
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if (lamp_pointer->lampID == lamp_id)
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{
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if (lamp_pointer->modeMask == mode_mask)
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{
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Check_Fpu();
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return lamp_pointer;
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}
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}
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}
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Check_Fpu();
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return NULL;
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}
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void
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LampManager::AddLamp(Lamp *new_lamp)
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{
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Check(this);
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//
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// Don't call Check(new_lamp) here!
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// The Lamp creator calls AddLamp before the lamp is fully built!
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//
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Check_Pointer(new_lamp);
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lampList.Add(new_lamp);
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if (new_lamp->modeMask & previousModeMask)
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{
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activeLampList.Add(new_lamp);
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}
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else
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{
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inactiveLampList.Add(new_lamp);
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}
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Check_Fpu();
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}
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void
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LampManager::RemoveLamp(LampID lamp_id, ModeMask mode_mask)
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{
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Check(this);
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Lamp
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*lamp_pointer = FindLamp(lamp_id, mode_mask);
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if (lamp_id != NULL)
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{
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Unregister_Object(lamp_pointer);
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delete lamp_pointer;
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}
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Check_Fpu();
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}
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void
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LampManager::RemoveAllLamps()
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{
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Check(this);
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//-------------------------------------------
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// Delete all lamps
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//-------------------------------------------
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ChainIteratorOf<Lamp*>
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i(lampList);
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Lamp
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*lamp_pointer;
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while ((lamp_pointer=i.ReadAndNext()) != NULL)
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{
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Check(lamp_pointer);
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Unregister_Object(lamp_pointer);
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delete lamp_pointer;
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}
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Check_Fpu();
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}
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//#########################################################################
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//################################# Lamp ##################################
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//#########################################################################
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Lamp::Lamp(
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LampID lamp_id,
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ModeMask mode_mask,
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LampManager *lamp_manager
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):
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Node(Gauge::GaugeClassID)
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{
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Check(lamp_manager);
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Verify(mode_mask != (ModeMask) 0); // if zero, it would NEVER execute
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lampID = lamp_id;
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modeMask = mode_mask;
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previousState = LampStateUndefined;
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manager = lamp_manager;
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alertActive = 0;
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manager->AddLamp(this);
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Check_Fpu();
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}
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Lamp::~Lamp()
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{
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Check(this);
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Check_Fpu();
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}
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Logical
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Lamp::TestInstance() const
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{
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return True;
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}
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void
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Lamp::SetState(LampState new_state)
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{
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Check(this);
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if (new_state != previousState)
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{
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previousState = new_state;
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//---------------------------------------------
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// Update if mode is currently allowed
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//---------------------------------------------
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Check(manager);
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if (modeMask & manager->previousModeMask)
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{
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NotifyOfStateChange();
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}
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}
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Check_Fpu();
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}
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void
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Lamp::SetAlertState(Logical alert_state)
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{
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Check(this);
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if (alert_state)
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{
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++alertActive;
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}
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else
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{
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--alertActive;
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if (alertActive < 0)
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{
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alertActive = 0;
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}
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}
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//---------------------------------------------
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// Update if mode is currently allowed
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//---------------------------------------------
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Check(manager);
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if (modeMask & manager->GetPreviousModeMask())
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{
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NotifyOfStateChange();
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}
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Check_Fpu();
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}
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void
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Lamp::Update(Logical /*force_notification*/)
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{
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Fail("Lamp::Update method not overridden!");
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}
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void
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Lamp::NotifyOfStateChange()
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{
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Check(this);
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Check_Fpu();
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}
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//#########################################################################
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//############################## GraphicLamp ##############################
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//#########################################################################
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GraphicLamp::GraphicLamp(
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LampID lamp_id,
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ModeMask mode_mask,
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LampManager *lamp_manager,
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GaugeRenderer *the_renderer,
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int graphics_port_number
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):
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Lamp(lamp_id, mode_mask, lamp_manager),
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renderer(the_renderer),
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localView(
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the_renderer == NULL ?
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NULL :
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the_renderer->GetGraphicsPort(graphics_port_number)
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)
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{
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Check_Fpu();
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}
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GraphicLamp::~GraphicLamp()
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{
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Check(this);
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Check_Fpu();
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}
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Logical
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GraphicLamp::TestInstance() const
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{
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Check(&localView);
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Check_Fpu();
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return Lamp::TestInstance();
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}
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