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

119 lines
4.6 KiB
C++

//===========================================================================//
// File: PCjoystk.hh //
// Project: MUNGA Brick: Platform-specific IO //
// Contents: PC joystick interface routines //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- -----------------------------------------------------------//
// ??/??/?? JMA Initial coding. //
// 01/04/95 CPB Made pretty. //
// 01/20/95 CPB Added PC_Joystick_Mask //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(L4JOYSTK_HPP)
# define L4JOYSTK_HPP
# if !defined(STYLE_HPP)
# include "c:\source\munga\style.hpp"
# endif
# define PCJ1_Button1 0x10
# define PCJ1_Button2 0x20
# define PCJ2_Button1 0x40
# define PCJ2_Button2 0x80
# define PC_All_Buttons 0xF0
// These are used to build "mask" values, below
# define PCJ_AnalogChannel1 0x01
# define PCJ_AnalogChannel2 0x02
# define PCJ_AnalogChannel3 0x04
# define PCJ_AnalogChannel4 0x08
# define PC_All_Analog 0x0F
// Definitions for standard old 2-axis joystick
# define PCJ_Standard_Button1 0x10
# define PCJ_Standard_Button2 0x20
# define PCJ_Standard_Mask PCJ_AnalogChannel1|PCJ_AnalogChannel2
// Definitions for Flightstick Pro (CH products)
//
// These states are mutually exclusive and ordered by decreasing
// priority (only the highest priority state is returned).
// Yes, this means that you cannot activate two states at a time:
// while you hold the "thumb joystick", you cannot fire.
# define PCJ_FSP_Up 0xF0 // "thumb joystick" up
# define PCJ_FSP_Down 0x70 // "thumb joystick" down
# define PCJ_FSP_Left 0x30 // "thumb joystick" left
# define PCJ_FSP_Right 0xB0 // "thumb joystick" right
# define PCJ_FSP_Trigger 0x10 // Trigger
# define PCJ_FSP_LButton 0x20 // Leftmost button
# define PCJ_FSP_RButton 0x40 // Rightmost button
# define PCJ_FSP_CButton 0x80 // Center button
# define PCJ_FSP_Mask PCJ_AnalogChannel1|PCJ_AnalogChannel2|\
PCJ_AnalogChannel4
// Handy equates for reading the analog values
# define PCJ_FSP_X PC_Joystick1_Raw_X;
# define PCJ_FSP_Y PC_Joystick1_Raw_Y;
# define PCJ_FSP_Dial PC_Joystick2_Raw_Y;
// Definitions for Thrustmaster
//
// The "hat" actually is connected to resistors on
// analog channel 3.
// Full value is open
// Up is low value
// Down is 1/2 value
// Left is 3/4 value
// Right is 1/4 value
//
# define PCJ_TM_Trigger 0x10 // Trigger
# define PCJ_TM_ThumbHigh 0x20 // Button next to "hat"
# define PCJ_TM_ThumbMid 0x40 // Button halfway down stick
# define PCJ_TM_ThumbLow 0x80 // Lowest thumb button
# define PCJ_TM_Mask PCJ_AnalogChannel1|PCJ_AnalogChannel2|\
PCJ_AnalogChannel4
// Handy equates for reading the analog values
# define PCJ_FSP_X PC_Joystick1_Raw_X;
# define PCJ_FSP_Y PC_Joystick1_Raw_Y;
# define PCJ_FSP_Dial PC_Joystick2_Raw_Y;
extern "C" Word PC_Joystick1_Raw_X, PC_Joystick1_Raw_Y;
extern "C" Word PC_Joystick2_Raw_X, PC_Joystick2_Raw_Y;
extern "C" Byte PC_Joystick_Buttons;
//
// The PC_Joystick_Mask defaults at power-up to all four channels.
// It should be set according to one of the PCJ_...Mask values from above.
// This will speed up joystick updates by ignoring unused analog channels.
//
extern "C" Byte PC_Joystick_Mask;
extern "C" void PC_Joystick_Update(void);
extern "C" void test1(void);
extern "C" void test2(Byte a, Word b, LWord l, char *p);
extern "C" void test3(void);
extern "C" void test4(Byte a, Word b, LWord l, char *p);
//
// In watcom, force stack-based addressing
//
# if defined(__WATCOMC__)
# pragma aux PC_Joystick_Update parm [];
# pragma aux test1 parm [];
# pragma aux test2 parm [];
# pragma aux test3 parm [];
# pragma aux test4 parm [];
# endif
#endif