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

166 lines
3.7 KiB
C++

//===========================================================================//
// File: gaugmap.hpp //
// Project: MUNGA Brick: Gauge Renderer //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/17/95 CPB Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(GAUGMAP_HPP)
# define GAUGMAP_HPP
# if !defined(RESOURCE_HPP)
# include <resource.hpp>
# endif
# if !defined(NODE_HPP)
# include <node.hpp>
# endif
# if !defined(SCALAR_HPP)
# include <scalar.hpp>
# endif
# if !defined(CHAIN_HPP)
# include <chain.hpp>
# endif
class Entity;
class GaugeEntityList;
class GaugeEntityArray;
class Derivation;
class Point3D;
//#######################################################################
// GaugeEntityList
//#######################################################################
class GaugeEntityList :
public Node
{
public:
GaugeEntityList();
~GaugeEntityList();
Logical
TestInstance() const;
void
Add(Entity *entity);
void
Remove(Entity *entity);
void
Clear();
int
NumberOfItems();
int
CopyEntities(
GaugeEntityList *destination,
Derivation *derivation_type = NULL
);
int
CopyEntitiesWithinBounds(
GaugeEntityList *destination,
Scalar min_x,
Scalar min_y,
Scalar min_z,
Scalar max_x,
Scalar max_y,
Scalar max_z,
Derivation *derivation_type = NULL
);
int
CopyEntitiesWithinBounds(
GaugeEntityList *destination,
Point3D *center,
Scalar radius,
Derivation *derivation_type = NULL
);
ChainOf<Entity*> * const
GetInstanceList()
{
return &instanceList;
}
protected:
ChainOf<Entity*>
instanceList;
};
//#######################################################################
// GaugeEntityArray
//#######################################################################
class GaugeEntityArray SIGNATURED
{
public:
GaugeEntityArray();
~GaugeEntityArray();
Logical
TestInstance() const;
void
Add(Entity *entity);
void
Remove(Entity *entity);
void
Clear();
void
PrintStatistics();
int
CopyEntities(
GaugeEntityList *destination,
Derivation *derivation_type = NULL
);
int
CopyEntitiesWithinBounds(
GaugeEntityList *destination,
Scalar min_x,
Scalar min_y,
Scalar min_z,
Scalar max_x,
Scalar max_y,
Scalar max_z,
Derivation *derivation_type = NULL
);
int
CopyEntitiesWithinBounds(
GaugeEntityList *destination,
Point3D *center,
Scalar radius,
Derivation *derivation_type = NULL
);
void
GetBounds(
Scalar *min_x,
Scalar *min_y,
Scalar *min_z,
Scalar *max_x,
Scalar *max_y,
Scalar *max_z
);
protected:
enum
{
gaugeMapArraySize=64
};
int
ArrayOffset(Scalar n);
Scalar
minimumX,
minimumY,
minimumZ,
maximumX,
maximumY,
maximumZ;
GaugeEntityList
grid[gaugeMapArraySize][gaugeMapArraySize];
};
#endif