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>
99 lines
3.1 KiB
C++
99 lines
3.1 KiB
C++
//===========================================================================//
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// File: rpl4mode.hpp //
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// Project: Battletech //
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// Contents: RPL4 controls //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/08/96 CPB Created from BRL4MODE.HPP //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1996, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(RPL4MODE_HPP)
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# define RPL4MODE_HPP
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# if !defined(MODE_HPP)
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# include <mode.hpp>
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# endif
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//#########################################################################
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//########################## RPL4ControlsManager ##########################
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//#########################################################################
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class RPL4ModeManager:
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public ModeManager
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{
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public:
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enum
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{
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};
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//-------------------------------------------------------------------
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// Construction/destruction/verification
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//-------------------------------------------------------------------
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public:
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RPL4ModeManager(ModeMask initial_mask):
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ModeManager(initial_mask)
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{}
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//-------------------------------------------------------------------
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// Mode control
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//-------------------------------------------------------------------
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enum
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{
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ModeNonConfigBit = ModeManager::nextModeBit,
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ModeConfigReadyBit,
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ModeConfigOnBit,
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ModePreset1Bit,
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ModePreset2Bit,
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ModePreset3Bit,
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ModePreset4Bit,
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ModePreset5Bit,
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ModePreset6Bit,
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ModeBasicBit,
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ModeStandardBit,
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ModeIntercomBit
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};
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enum
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{
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ModePreset1 = 1L<<ModePreset1Bit,
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ModePreset2 = 1L<<ModePreset2Bit,
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ModePreset3 = 1L<<ModePreset3Bit,
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ModePreset4 = 1L<<ModePreset4Bit,
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ModePreset5 = 1L<<ModePreset5Bit,
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ModePreset6 = 1L<<ModePreset6Bit,
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ModeNonConfig = 1L<<ModeNonConfigBit,
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ModeConfigReady = 1L<<ModeConfigReadyBit,
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ModeConfigOn = 1L<<ModeConfigOnBit,
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ModeBasic = 1L<<ModeBasicBit,
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ModeStandard = 1L<<ModeStandardBit,
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ModeIntercom = 1L<<ModeIntercomBit
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};
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// Handy combinations
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enum
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{
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ModeConfiguring =
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ModeConfigReady | ModeConfigOn,
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ModeAllNonConfig =
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ModePreset1 | ModePreset2 | ModePreset3 |
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ModePreset4 | ModePreset5 | ModePreset6 |
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ModeNonConfig,
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ModeInitial = ModeNonConfig | ModeBasic
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};
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Logical // defined as virtual in MODE.HPP
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ModeStringLookup(const char *name, ModeMask *returned_value);
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};
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#endif
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