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

84 lines
2.8 KiB
C++

//===========================================================================//
// File: rpl4vid.hh //
// Project: MUNGA Brick: Video Renderer Manager //
// Contents: Wrapper class for including rp scripts into video renderer //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 02/12/95 GAC Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(RPL4VID_HPP)
# define RPL4VID_HPP
# if !defined(L4VIDEO_HPP)
# include <l4video.hpp>
# endif
# include <dpl.h>
# include <dplutils.h>
//##########################################################################
//##########################################################################
class RPL4VideoRenderer:
public DPLRenderer
{
public:
RPL4VideoRenderer(
RendererRate calibration_rate,
RendererComplexity calibration_complexity,
RendererPriority calibration_priority,
InterestType interest_type,
InterestDepth depth_calibration
);
~RPL4VideoRenderer();
char
SetupMaterialSubstitutionList(
Entity* entity,
ViewFrom view_type); // The entity we will be substituting for.
void
TearDownMaterialSubstitutionList();
protected:
int
vtvsExpected,
vtvCount;
void
LoadMissionImplementation(Mission *mission);
void
MakeEntityRenderables(
Entity *this_entity, // The entity we are dealing with
ResourceDescription *model_resource, // Pointer to the video resource
ViewFrom type); // Type of reference (inside/outside...etc.)
dpl_DCS*
ReadSKLFile(
Entity *entity, // The entity we are dealing with
ResourceDescription *model_resource, // Pointer to the video resource
ViewFrom type, // type of reference to create
char skeleton_type // TEMPORARY!!!! to handle color substitutions
);
void
RecurseSKLFile(
Entity *entity,
dpl_DCS *parentDCS,
NotationFile *mech_skeleton,
const char *page_name,
int recursion_depth,
ViewFrom type, // type of reference to create !!! should be enum
int *joint_counter,
dpl_LOAD_MODE cache_mode
);
};
#endif