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

211 lines
6.0 KiB
C++

//===========================================================================//
// File: l4audwtr.cpp //
// Project: MUNGA Brick: Audio Renderer //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- -----------------------------------------------------------//
// 04/17/95 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <mungal4.hpp>
#pragma hdrstop
#if !defined(L4AUDWTR_HPP)
# include <l4audwtr.hpp>
#endif
#if !defined(OBJSTRM_HPP)
# include <objstrm.hpp>
#endif
#if !defined(NAMELIST_HPP)
# include <namelist.hpp>
#endif
//#############################################################################
//######################## L4AudioCollisionTrigger ######################
//#############################################################################
#if 0
L4AudioCollisionTrigger::L4AudioCollisionTrigger(
StateIndicator *state_attribute_ptr,
Normal *normal_attribute_ptr,
Static3DPatchSource *audio_source,
Enumeration trigger_state,
AudioControlID control_ID,
AudioControlValue control_value,
Logical dump_value
):
AudioStateWatcher(
state_attribute_ptr,
audio_source,
L4AudioCollisionTriggerClassID,
dump_value
)
{
Check(normal_attribute_ptr);
normalAttributePtr = normal_attribute_ptr;
triggerState = trigger_state;
controlID = control_ID;
controlValue = control_value;
PrimeWatcher();
}
#endif
//
//#############################################################################
//#############################################################################
//
L4AudioCollisionTrigger::~L4AudioCollisionTrigger()
{
}
//
//#############################################################################
//#############################################################################
//
L4AudioCollisionTrigger::L4AudioCollisionTrigger(
PlugStream *stream,
Entity *entity
):
AudioStateWatcher(stream, entity)
{
//
// HACK - Get "normal" attribute pointer with names
//
CString attribute_name;
void *attribute_ptr;
MemoryStream_Read(stream, &attribute_name);
Check(entity);
attribute_ptr = entity->GetAttributePointer(attribute_name);
normalAttributePtr = Cast_Object(Normal*, attribute_ptr);
//
// Get other fields
//
MemoryStream_Read(stream, &triggerState);
MemoryStream_Read(stream, &controlID);
MemoryStream_Read(stream, &controlValue);
PrimeWatcher();
}
//
//#############################################################################
//#############################################################################
//
void
L4AudioCollisionTrigger::BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
)
{
AudioStateWatcher::BuildFromPage(stream, name_list, class_ID, object_ID);
//
// HACK - Store "normal" attribute pointer with names
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, normal_attribute);
//
// Store fields
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, trigger_state);
MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, control_ID);
MEM_STRM_WRITE_ENTRY(*stream, name_list, AudioControlValue, control_value);
}
//
//#############################################################################
//#############################################################################
//
Logical
L4AudioCollisionTrigger::TestInstance() const
{
AudioStateWatcher::TestInstance();
Check(normalAttributePtr);
return True;
}
//
//#############################################################################
//#############################################################################
//
void
L4AudioCollisionTrigger::StateChanged(
Enumeration,
Enumeration new_state
)
{
if (new_state == triggerState)
{
//
// Get static 3D source
//
AudioComponent *audio_component;
Static3DPatchSource *audio_source;
Check(&audioComponentSocket);
audio_component = audioComponentSocket.GetCurrent();
Check(audio_component);
audio_source = Cast_Object(Static3DPatchSource*, audio_component);
Check(audio_source);
//
// Get collision direction
//
Vector3D collision_direction(0.0f, 0.0f, 0.0f);
Check(normalAttributePtr);
collision_direction -= *normalAttributePtr;
Check(&collision_direction);
audio_source->SetPosition(collision_direction);
//
// Send control value
//
#if 1
audio_component->ReceiveControl(controlID, controlValue);
#else
audio_component->PostReceiveControl(controlID, controlValue);
#endif
}
}
//
//#############################################################################
//#############################################################################
//
#if DEBUG_LEVEL>0
void
L4AudioCollisionTrigger::DumpValue(const StateIndicator *state_attribute_ptr)
#else
void
L4AudioCollisionTrigger::DumpValue(const StateIndicator*)
#endif
{
//
// Get collision direction
//
Vector3D collision_direction(0.0f, 0.0f, 0.0f);
Check(normalAttributePtr);
collision_direction -= *normalAttributePtr;
Check(&collision_direction);
Tell(
"*state_attribute_ptr = " << *state_attribute_ptr << " : " <<
"collision_direction = " << collision_direction << "\n"
);
}