Files
TeslaRel410/CODE/RP/MUNGA/SUBSYSTM.HPP
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

203 lines
4.9 KiB
C++

//===========================================================================//
// File: subsystm.hh //
// Project: MUNGA Brick: Entity Manager //
// Contents: Interface specification of entity subsystem class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/24/95 JMA Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#if !defined(SUBSYSTM_HPP)
# define SUBSYSTM_HPP
# if !defined(SIMULATE_HPP)
# include <simulate.hpp>
# endif
# if !defined(RESOURCE_HPP)
# include <resource.hpp>
# endif
# if !defined(DAMAGE_HPP)
# include <damage.hpp>
# endif
class Entity;
class NotationFile;
//##########################################################################
//#################### Subsystem::ModelResource ######################
//##########################################################################
struct Subsystem__SubsystemResource
{
char
subsystemName[32];
RegisteredClass::ClassID
classID;
size_t
subsystemModelSize;
int
segmentIndex;
LWord
subsystemFlags;
};
//##########################################################################
//######################## Subsystem #################################
//##########################################################################
class Subsystem:
public Simulation
{
//##########################################################################
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//##########################################################################
// Construction and Destruction Support
//
public:
typedef Subsystem__SubsystemResource SubsystemResource;
~Subsystem();
static ResourceDescription::ResourceID
CreateStreamedSubsystem(
NotationFile *model_file,
const char* model_name,
const char* subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories
);
protected:
Subsystem(
Entity *entity,
int subsystem_id,
SubsystemResource *model,
SharedData &shared_data
);
Subsystem(
Entity *entity,
int subsystem_id,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data
);
//##########################################################################
// Flag Support
//
public:
enum {
DontReplicateBit = Simulation::NextBit,
NextBit
};
enum {
DontReplicateFlag = 1<<DontReplicateBit
};
//##########################################################################
// Model support
//
public:
typedef void
(Subsystem::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
Entity*
GetEntity()
{Check(this); return owningEntity;}
int
GetSegmentIndex()
{Check(this); return segmentIndex;}
const char*
GetName()
{Check(this); return subsystemName;}
void
WriteUpdateRecord(
UpdateRecord *message,
int update_model
);
protected:
Entity*
owningEntity;
char*
subsystemName;
int
subsystemID;
int
segmentIndex;
//##########################################################################
// Test support
//
public:
Logical
TestInstance() const;
enum
{
nextFaultIndex = 0
};
virtual Logical
GenerateFault(int fault_index);
//##########################################################################
// Damage support
//
virtual void
TakeDamage(Damage &damage)
{
Check(this); Check_Pointer(&damage); Check(damageZone);
damageZone->TakeDamage(damage);
}
DamageZone *damageZone;
virtual void
DeathReset(int /*reset_command*/)
{}
virtual void
DeathShutdown(int /*shutdown_command*/)
{}
};
//##########################################################################
// Tool support
//
int
Get_Segment_Index(
NotationFile *model_file,
const char* model_name,
const ResourceDirectories *directories,
const char *desired_page
);
#endif