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