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>
126 lines
4.1 KiB
C++
126 lines
4.1 KiB
C++
//===========================================================================//
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// File: envirnmt.cc //
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// Project: MUNGA Brick: Model Manager //
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// Contents: Interface specification for environment variables //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/13/95 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(ENVIRNMT_HPP)
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# include <envirnmt.hpp>
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#endif
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#if !defined(CSTR_HPP)
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#include <cstr.hpp>
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#endif
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//#############################################################################
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//########################### Environment ###############################
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//#############################################################################
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#if defined(USE_SIGNATURE)
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int
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Is_Signature_Bad(const Environment *)
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{
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return False;
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}
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Environment::TestInstance() const
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{
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ Environment functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Convert_From_Ascii(
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const char *str,
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Environment *environment
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)
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{
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Check_Pointer(str);
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Check_Signature(environment);
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CString parse_string(str);
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Check(&parse_string);
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Check_Pointer(parse_string.GetNthToken(0));
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environment->gravityConstant = atof(parse_string.GetNthToken(0));
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Check_Pointer(parse_string.GetNthToken(1));
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environment->airDensity = atof(parse_string.GetNthToken(1));
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Check_Pointer(parse_string.GetNthToken(2));
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environment->audioReverbTime = atof(parse_string.GetNthToken(2));
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Check_Pointer(parse_string.GetNthToken(3));
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environment->audioAverageSurfaceReflectivity = atof(parse_string.GetNthToken(3));
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Check_Pointer(parse_string.GetNthToken(4));
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environment->audioAirAbsorption = atof(parse_string.GetNthToken(4));
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Check_Pointer(parse_string.GetNthToken(5));
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environment->windVelocity.x = atof(parse_string.GetNthToken(5));
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Check_Pointer(parse_string.GetNthToken(6));
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environment->windVelocity.y = atof(parse_string.GetNthToken(6));
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Check_Pointer(parse_string.GetNthToken(7));
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environment->windVelocity.z = atof(parse_string.GetNthToken(7));
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Check_Pointer(parse_string.GetNthToken(8));
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environment->ambientTemperature = atof(parse_string.GetNthToken(8));
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Check(environment);
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}
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//#############################################################################
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//######################### EnvironmentList #############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EnvironmentList::EnvironmentList(int environments)
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{
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Verify(environments > 0);
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environmentCount = environments;
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environmentArray = new Environment[environments];
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Register_Pointer(environmentArray);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EnvironmentList::~EnvironmentList()
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{
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Unregister_Pointer(environmentArray);
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delete[] environmentArray;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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EnvironmentList::TestInstance() const
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{
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return True;
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}
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EnvironmentList *Environments;
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