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

235 lines
5.6 KiB
C++

//===========================================================================//
// File: rp4lbe4.hh //
// Project: MUNGA Brick: Red Planet LBE Application //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(L4SPLR_HPP)
# define L4SPLR_HPP
# if !defined(L4NET_HPP)
# include <l4net.hpp>
# endif
# if !defined(L4APP_HPP)
# include <l4app.hpp>
# endif
# if !defined(SPOOLER_HPP)
# include <spooler.hpp>
# endif
# if !defined(INTEREST_HPP)
# include <interest.hpp>
# endif
# if !defined(APPTASK_HPP)
# include <apptask.hpp>
# endif
//##########################################################################
//#################### SpoolingInterestManager #########################
//##########################################################################
class SpoolingInterestManager:
public InterestManager
{
public:
SpoolingInterestManager();
~SpoolingInterestManager();
void
LoadInterestArenas(Mission *mission);
void
LoadMission(Mission *mission);
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
void
Shutdown();
};
//##########################################################################
//################### L4SpoolingNetworkManager #########################
//##########################################################################
class L4SpoolingNetworkManager:
public L4NetworkManager
{
public:
L4SpoolingNetworkManager();
~L4SpoolingNetworkManager();
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
void
StartConnecting(Mission *mission);
};
//##########################################################################
//################### L4PlaybackNetworkManager #########################
//##########################################################################
class L4PlaybackNetworkManager:
public NetworkManager
{
public:
L4PlaybackNetworkManager();
~L4PlaybackNetworkManager();
void
StartConnecting(Mission *mission);
Logical
Shutdown();
Logical
CheckBuffers(NetworkPacket*);
};
//##########################################################################
//################### L4SpoolingApplication ##########################
//##########################################################################
class L4SpoolingApplication:
public L4Application
{
public:
L4SpoolingApplication(
ResourceFile *resource,
ApplicationID application_ID
);
~L4SpoolingApplication();
SpoolingInterestManager*
GetInterestManager()
{
return
(SpoolingInterestManager*)Application::GetInterestManager();
}
L4SpoolingNetworkManager*
GetNetworkManager()
{
return
(L4SpoolingNetworkManager*)Application::GetNetworkManager();
}
MissionReviewApplicationManager*
GetApplicationManager()
{
return
(MissionReviewApplicationManager*)
Application::GetApplicationManager();
}
protected:
Registry*
MakeRegistry();
InterestManager*
MakeInterestManager();
NetworkManager*
MakeNetworkManager();
Mission*
MakeMission(
NotationFile *notation_file,
ResourceFile *resources
);
VideoRenderer*
MakeVideoRenderer();
AudioRenderer*
MakeAudioRenderer();
GaugeRenderer*
MakeGaugeRenderer();
Entity*
MakeViewpointEntity(Entity__MakeMessage *);
void
Initialize();
void
LoadBackgroundTasks();
Logical
Shutdown();
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
Logical
ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
);
void
ExecuteBackgroundTask();
protected:
Logical
missionSpooled;
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
void
LoadMissionMessageHandler(Message *message);
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
void
AbortMissionMessageHandler(AbortMissionMessage *message);
Logical
TestInstance() const;
};
extern L4SpoolingApplication * &l4_spooling_application;
//##########################################################################
//######################## SpoolerTask ###############################
//##########################################################################
class SpoolerTask:
public ApplicationTask
{
public:
SpoolerTask();
~SpoolerTask();
void
Execute();
virtual void
DispatchPacket(NetworkPacket *packet);
virtual long
GetTimeBias();
};
#endif