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>
429 lines
9.6 KiB
C++
429 lines
9.6 KiB
C++
//===========================================================================//
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// File: damage.hpp //
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// Project: MUNGA Brick: Entity Manager //
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// Contents: Damage Definitions //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 05/01/95 JM Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(DAMAGE_HPP)
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# define DAMAGE_HPP
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# if !defined(POINT3D_HPP)
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# include <point3d.hpp>
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# endif
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# if !defined(NODE_HPP)
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# include <node.hpp>
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# endif
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# if !defined(NORMAL_HPP)
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# include <normal.hpp>
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# endif
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# if !defined(CSTR_HPP)
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# include <cstr.hpp>
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# endif
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# if !defined(TABLE_HPP)
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# include <table.hpp>
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# endif
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# if !defined(SCHAIN_HPP)
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# include <schain.hpp>
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# endif
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# if !defined(SIMULATE_HPP)
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# include <simulate.hpp>
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# endif
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class MaterialList;
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class EntitySegment;
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class ExplosionTable;
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class Simulation;
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class MemoryStream;
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class NotationFile;
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class ResourceDirectories;
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class Entity;
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//##########################################################################
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//########################### Damage #################################
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//##########################################################################
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class Damage
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{
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public:
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enum {
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CollisionDamageType,
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BallisticDamageType,
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ExplosiveDamageType,
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LaserDamageType,
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EnergyDamageType,
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DamageTypeCount
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};
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Enumeration
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damageType;
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Scalar
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damageAmount;
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Vector3D
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damageForce;
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Normal
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surfaceNormal;
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// impact point should be in the global coordinate space.
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Point3D
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impactPoint;
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//
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// burst count should be thought of as number of times
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// to apply the damage.
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//
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int
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burstCount;
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Damage();
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};
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//##########################################################################
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//######################### MaterialList #############################
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//##########################################################################
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class MaterialList :
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public Plug
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{
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public:
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typedef PlugOf<CString> CStringPlug;
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typedef SChainOf<CStringPlug*>
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CStringSocket;
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typedef SChainIteratorOf<CStringPlug*>
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CStringSocketIterator;
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protected:
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CStringSocketIterator*
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listIterator;
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CStringSocket
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materialList;
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public:
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MaterialList();
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~MaterialList();
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void
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DeletePlugs()
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{Check(this); listIterator->DeletePlugs();}
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void
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Add(CStringPlug *new_plug)
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{Check(this); materialList.Add(new_plug);}
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void
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First()
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{ Check(this);listIterator->First();}
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void
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Last()
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{Check(this); listIterator->Last(); }
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CString*
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ReadAndNext()
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{
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Check(this);
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if (!listIterator->GetCurrent())
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return NULL;
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else
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return listIterator->ReadAndNext()->GetPointer();
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}
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CString*
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GetCurrent()
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{
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Check(this);
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if (!listIterator->GetCurrent())
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return NULL;
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else
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return listIterator->GetCurrent()->GetPointer();
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}
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void
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Next()
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{Check(this); if(listIterator->GetCurrent()) listIterator->Next();}
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};
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//##########################################################################
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//################# DamageZone::UpdateRecord #########################
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//##########################################################################
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struct DamageZone__UpdateRecord
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{
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public:
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size_t recordLength;
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int damageZoneIndex;
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Scalar damageLevel;
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Enumeration damageZoneState;
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Enumeration damageZoneGraphicState;
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LWord changedFlags;
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};
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//##########################################################################
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//######################### DamageZone ###############################
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//##########################################################################
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class DamageZone:
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public Node
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{
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protected:
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Simulation*
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owningSimulation;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State Support
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//
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private:
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StateIndicator
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damageZoneState;
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StateIndicator
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damageZoneGraphicState;
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public:
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enum{
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ExistsGraphicState = 0,
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DestroyedGraphicState,
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GoneGraphicState,
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GraphicStateCount
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};
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enum{
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DefaultState = 0,
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BurningState,
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DamageStateCount
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};
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StateIndicator*
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GetGraphicStatePointer()
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{Check(this); return &damageZoneGraphicState;}
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Enumeration
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GetDamageZoneState()
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{Check(this); return damageZoneState.GetState();}
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void
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SetDamageZoneState(Enumeration new_state)
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{Check(this); damageZoneState.SetState(new_state); }
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Enumeration
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GetGraphicState()
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{Check(this); return damageZoneGraphicState.GetState();}
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virtual void
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SetGraphicState(Enumeration new_state)
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{
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Check(this);
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damageZoneGraphicState.SetState(new_state);
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SetGraphicStateChangedFlag();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Flag Support
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//
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public:
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enum {
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DamageLevelChangedBit = 2,
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GraphicStateChangedBit,
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NextBit
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};
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enum {
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DamageLevelChangedFlag = 1 << DamageLevelChangedBit,
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GraphicStateChangedFlag = 1 << GraphicStateChangedBit
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};
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Logical
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DamageLevelChanged() const
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{Check(this); return (changedFlags & DamageLevelChangedFlag); }
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Logical
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GraphicStateChanged() const
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{Check(this); return (changedFlags & GraphicStateChangedFlag); }
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void
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SetDamageLevelChangedFlag()
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{Check(this); changedFlags |= DamageLevelChangedFlag; }
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void
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SetGraphicStateChangedFlag()
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{Check(this); changedFlags |= GraphicStateChangedFlag; }
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void
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ResetChangedFlags()
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{Check(this); changedFlags = 0; }
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LWord
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changedFlags;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Update Support
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//
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public:
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typedef DamageZone__UpdateRecord UpdateRecord;
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virtual void
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ReadUpdateRecord(UpdateRecord *message);
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virtual void
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WriteUpdateRecord(UpdateRecord *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Material Support
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//
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public:
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typedef TableOf<MaterialList*, Enumeration>
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MaterialTable;
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typedef TableIteratorOf<MaterialList*, Enumeration>
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MaterialTableIterator;
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MaterialList*
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GetMaterialList(Enumeration skl_type)
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{
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Check(this);
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return materialTable.Find(skl_type);
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}
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protected:
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MaterialTable
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materialTable;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Explosion Support
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//
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protected:
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ExplosionTable
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*explosionTable;
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public:
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ExplosionTable*
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CreateExplosionTable(MemoryStream *explosion_stream);
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ExplosionTable*
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GetExplosionTable()
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{Check(this); return explosionTable; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Effect Support
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//
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public:
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SChainOf<EntitySegment*>
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defaultEffectSiteChain,
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internalVideoEffectSiteChain,
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externalVideoEffectSiteChain,
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internalAudioEffectSiteChain,
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externalAudioEffectSiteChain;
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enum {
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DefaultEffectSite,
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ExternalVideoEffectSite,
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InternalVideoEffectSite,
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ExternalAudioEffectSite,
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InternalAudioEffectSite,
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EffectSiteCount
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};
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EntitySegment*
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GetCurrentEffectSite(Enumeration effect_site_type = DefaultEffectSite);
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static
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WriteEffectSegmentIndicies(
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MemoryStream *damage_zone_stream,
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const char *damage_zone_name,
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NotationFile *dmg_file,
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NotationFile *skl_file,
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const char *effect_type
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Support
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//
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public:
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Simulation*
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GetOwningSimulation()
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{return owningSimulation;}
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int
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damageZoneIndex;
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Scalar
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defaultArmorPoints;
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Scalar
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damageScale[Damage::DamageTypeCount];
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Scalar
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damageLevel;
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CString damageZoneName;
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virtual void
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TakeDamage(Damage &damage);
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void
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Reset(Logical full_reset=True);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction / Destruction Support
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//
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DamageZone(
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Simulation *owner,
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int damage_zone_index,
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MemoryStream *dzone_res
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);
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DamageZone(Simulation *owner, int damage_zone_index);
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virtual ~DamageZone();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Resource Support
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//
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static Logical
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CreateStreamedDamageZone(
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NotationFile *model_file,
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const char *model_name,
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NotationFile *skl_file,
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CString damage_zone_name,
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MemoryStream *damage_zone_stream,
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NotationFile *dmg_file,
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const ResourceDirectories *directories
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);
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};
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#endif
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