Files
TeslaRel410/CODE/RP/MUNGA/MODE.CPP
T
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

76 lines
2.1 KiB
C++

//==========================================================================//
// File: mode.cpp //
// Project: MUNGA Brick: Controls Manager //
// Contents: Interface specification for Controls/Gauges //
//--------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ----------------------------------------------------------//
// 02/13/96 CPB First created //
//--------------------------------------------------------------------------//
// Copyright (C) 1996, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//==========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(MODE_HPP)
# include <mode.hpp>
#endif
#if defined(DEBUG)
# define Test_Tell(n) DEBUG_STREAM << n
#else
# define Test_Tell(n)
#endif
//############################################################################
//############################ ModeManager #############################
//############################################################################
ModeManager::ModeManager(ModeMask initial_mask)
{
Check_Pointer(this);
modeMask = initial_mask;
Check_Fpu();
}
ModeManager::~ModeManager()
{
Check(this);
Check_Fpu();
}
Logical
ModeManager::TestInstance() const
{
Check_Fpu();
return True;
}
Logical
ModeManager::ModeStringLookup(
const char *name,
ModeMask *returned_value
)
{
Check(this);
// There's only one mode value available at this level.
if (stricmp(name, "ModeAlwaysActive") == 0)
{
*returned_value = ModeManager::ModeAlwaysActive;
Check_Fpu();
return True;
}
else
{
*returned_value = (ModeMask) 0;
}
Check_Fpu();
return False;
}