Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
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>
2026-07-02 13:21:58 -05:00

217 lines
5.7 KiB
C++

//===========================================================================//
// File: mover.hh //
// Project: MUNGA Brick: Model Manager //
// Contents: Interface specification for moving entity class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/21/95 JMA Initial coding. //
// 12/27/95 GDU Splash Damage //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(EXPLODE_HPP)
# define EXPLODE_HPP
# if !defined(ENTITY_HPP)
# include <entity.hpp>
# endif
# if !defined(BOXSOLID_HPP)
# include <boxsolid.hpp>
# endif
# if !defined(TABLE_HPP)
# include <table.hpp>
# endif
//##########################################################################
//##################### Explosion::ModelResource #####################
//##########################################################################
struct Explosion__ModelResource
{
ObjectID
resourceTableObjectID;
Scalar
explosionDuration;
};
//##########################################################################
//########################### Explosion ##############################
//##########################################################################
class Explosion__MakeMessage;
class Damage;
class Mover;
class Explosion:
public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef Explosion__ModelResource
ModelResource;
typedef void
(Explosion::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ExplosionSimulation(Scalar time_slice);
static ResourceDescription::ResourceID
Explosion::CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
typedef ChainIteratorOf<Entity*> EntityIterator;
void
SplashDamage(
EntityID inflicting,
Damage &damage,
Scalar collisionRadius,
Vector3D offset = Vector3D::Identity,
Entity *exludedEntities = NULL
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Explosion__MakeMessage
MakeMessage;
static Explosion*
Make(MakeMessage *creation_message);
Explosion(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
~Explosion();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
Enumeration
GetInterestPriority(Entity *linked_entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Protected Data
//
protected:
Scalar
explosionDuration;
Entity
*entityHit;
Entity
*creatingEntity;
Point3D
localHitPosition;
};
//##########################################################################
//##################### Explosion::MakeMessage #######################
//##########################################################################
class Explosion__MakeMessage:
public Entity::MakeMessage
{
public:
EntityID
entityHitID;
EntityID
creatingEntityID;
Explosion__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID
):
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
entityHitID(entity_hit_ID),
creatingEntityID(creating_entity_ID)
{}
};
//##########################################################################
//###################### ExplosionResourceTable ######################
//##########################################################################
class ExplosionResourceTable:
public Plug
{
public:
typedef PlugOf<ResourceDescription::ResourceID>
ResourceIDPlug;
ExplosionResourceTable(PlugStream *stream);
~ExplosionResourceTable();
static void
BuildFromPage(
ObjectStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
Logical
TestInstance() const;
ResourceDescription::ResourceID
FindResourceID(Enumeration material_type);
ResourceDescription::ResourceID
FindResourceID(Entity *entity_hit);
private:
TableOf<ResourceIDPlug*, Enumeration>
resourceIDSocket;
};
#endif