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>
235 lines
5.6 KiB
C++
235 lines
5.6 KiB
C++
//===========================================================================//
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// File: rp4lbe4.hh //
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// Project: MUNGA Brick: Red Planet LBE Application //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(L4SPLR_HPP)
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# define L4SPLR_HPP
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# if !defined(L4NET_HPP)
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# include <l4net.hpp>
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# endif
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# if !defined(L4APP_HPP)
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# include <l4app.hpp>
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# endif
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# if !defined(SPOOLER_HPP)
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# include <spooler.hpp>
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# endif
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# if !defined(INTEREST_HPP)
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# include <interest.hpp>
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# endif
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# if !defined(APPTASK_HPP)
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# include <apptask.hpp>
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# endif
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//##########################################################################
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//#################### SpoolingInterestManager #########################
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//##########################################################################
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class SpoolingInterestManager:
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public InterestManager
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{
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public:
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SpoolingInterestManager();
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~SpoolingInterestManager();
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void
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LoadInterestArenas(Mission *mission);
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void
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LoadMission(Mission *mission);
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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void
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Shutdown();
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};
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//##########################################################################
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//################### L4SpoolingNetworkManager #########################
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//##########################################################################
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class L4SpoolingNetworkManager:
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public L4NetworkManager
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{
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public:
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L4SpoolingNetworkManager();
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~L4SpoolingNetworkManager();
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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void
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StartConnecting(Mission *mission);
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};
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//##########################################################################
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//################### L4PlaybackNetworkManager #########################
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//##########################################################################
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class L4PlaybackNetworkManager:
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public NetworkManager
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{
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public:
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L4PlaybackNetworkManager();
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~L4PlaybackNetworkManager();
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void
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StartConnecting(Mission *mission);
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Logical
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Shutdown();
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Logical
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CheckBuffers(NetworkPacket*);
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};
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//##########################################################################
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//################### L4SpoolingApplication ##########################
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//##########################################################################
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class L4SpoolingApplication:
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public L4Application
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{
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public:
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L4SpoolingApplication(
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ResourceFile *resource,
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ApplicationID application_ID
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);
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~L4SpoolingApplication();
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SpoolingInterestManager*
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GetInterestManager()
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{
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return
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(SpoolingInterestManager*)Application::GetInterestManager();
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}
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L4SpoolingNetworkManager*
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GetNetworkManager()
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{
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return
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(L4SpoolingNetworkManager*)Application::GetNetworkManager();
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}
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MissionReviewApplicationManager*
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GetApplicationManager()
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{
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return
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(MissionReviewApplicationManager*)
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Application::GetApplicationManager();
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}
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protected:
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Registry*
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MakeRegistry();
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InterestManager*
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MakeInterestManager();
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NetworkManager*
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MakeNetworkManager();
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Mission*
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MakeMission(
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NotationFile *notation_file,
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ResourceFile *resources
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);
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VideoRenderer*
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MakeVideoRenderer();
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AudioRenderer*
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MakeAudioRenderer();
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GaugeRenderer*
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MakeGaugeRenderer();
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Entity*
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MakeViewpointEntity(Entity__MakeMessage *);
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void
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Initialize();
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void
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LoadBackgroundTasks();
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Logical
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Shutdown();
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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Logical
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ExecuteForeground(
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Time start_of_frame,
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Scalar frame_duration
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);
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void
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ExecuteBackgroundTask();
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protected:
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Logical
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missionSpooled;
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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void
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LoadMissionMessageHandler(Message *message);
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void
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RunMissionMessageHandler(RunMissionMessage *message);
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void
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StopMissionMessageHandler(StopMissionMessage *message);
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void
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AbortMissionMessageHandler(AbortMissionMessage *message);
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Logical
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TestInstance() const;
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};
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extern L4SpoolingApplication * &l4_spooling_application;
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//##########################################################################
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//######################## SpoolerTask ###############################
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//##########################################################################
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class SpoolerTask:
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public ApplicationTask
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{
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public:
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SpoolerTask();
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~SpoolerTask();
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void
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Execute();
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virtual void
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DispatchPacket(NetworkPacket *packet);
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virtual long
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GetTimeBias();
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};
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#endif
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