Files
TeslaRel410/CODE/RP/MUNGA/PLAYER.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

487 lines
11 KiB
C++

//===========================================================================//
// File: player.hh //
// Project: MUNGA Brick: Model Manager //
// Contents : Interface specification for Munga Player Class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/21/95 JMA Initial coding. //
// 06/19/95 CPB Added BitMap field for gauge support //
// 11/17/95 CPB Moved StatusMessage stuff here from RPPLAYER.HPP //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(PLAYER_HPP)
# define PLAYER_HPP
# if !defined(ENTITY_HPP)
# include <entity.hpp>
# endif
# if !defined(ICOM_HPP)
# include <icom.hpp>
# endif
# if !defined(SCNROLE_HPP)
# include <scnrole.hpp>
# endif
class Mission;
class DropZone__ReplyMessage;
//##########################################################################
//##################### Player::MakeMessage ##########################
//##########################################################################
class Player__MakeMessage:
public Entity::MakeMessage
{
public:
int
playerBitmapIndex;
Player__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index
):
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
playerBitmapIndex(player_bitmap_index)
{ }
Player__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &entity_ID,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index
):
Entity::MakeMessage(
message_ID,
length,
entity_ID,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
playerBitmapIndex(player_bitmap_index)
{ }
};
//##########################################################################
//################### Player::UpdateRecord ####################
//##########################################################################
struct Player__UpdateRecord :
public Entity::UpdateRecord
{
Scalar
currentScore;
Point3D
dropZoneLocation;
};
//##########################################################################
//################# ScoreZone::ReplyMessage ##########################
//##########################################################################
class Player__ScoreMessage :
public Entity::Message
{
public:
Scalar
scoreAward;
Player__ScoreMessage(
Receiver::MessageID message_ID,
size_t length,
Scalar score
):
Entity::Message(message_ID, length),
scoreAward(score)
{}
};
//##########################################################################
//################# ScoreZone::ReplyMessage ##########################
//##########################################################################
class Player__VehicleDeadMessage:
public Entity::Message
{
public:
int deathCount;
EntityID dropZoneID;
Player__VehicleDeadMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &dropzone_id=EntityID::Null
):
Entity::Message(message_ID, length),
deathCount(-1),
dropZoneID(dropzone_id)
{}
};
//##########################################################################
//###################### Player::StatusMessage #########################
//##########################################################################
class Player;
class Player__StatusMessage:
public Node
{
public:
Player__StatusMessage(
Player *player_involved,
int message_type,
Scalar display_time
);
enum {
NoMessage = -1,
NextMessageType = 0
};
int
messageType;
Player
*playerInvolved;
Scalar
displayTime;
};
//##########################################################################
//########################### Player ################################
//##########################################################################
class Player:
public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation
ClassDerivations;
static SharedData
DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
enum
{
CurrentScoreAttributeID = Entity::NextAttributeID,
DropZoneLocationAttributeID,
PlayerRankingAttributeID,
StatusMessagePointerAttributeID,
PlayerBitmapIndexAttributeID,
PlayerHighlightedAttributeID,
NextAttributeID
};
private:
static const IndexEntry
AttributePointers[];
protected:
static AttributeIndexSet
AttributeIndex;
virtual int
CalcRanking();
public:
Logical
playerHighlighted;
Scalar
currentScore;
int
playerRanking;
Point3D
dropZoneLocation;
Player__StatusMessage
*statusMessagePointer;
int
playerBitmapIndex;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Gauge Support
//
public:
typedef Player__StatusMessage
StatusMessage;
void
AddStatusMessage(StatusMessage *status_message);
void
StatusMessageUpdate(Scalar time_slice);
protected:
ChainOf<StatusMessage*>
statusMessageQueue;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum
{
DropZoneReplyMessageID = Entity::NextMessageID,
ScoreMessageID,
VehicleDeadMessageID,
MissionStartingMessageID,
MissionEndingMessageID,
NextMessageID
};
typedef Player__VehicleDeadMessage VehicleDeadMessage;
private:
static const HandlerEntry MessageHandlerEntries[];
protected:
static MessageHandlerSet MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game start/stop support
//
public:
typedef Message MissionStartingMessage;
typedef Message MissionEndingMessage;
protected:
void
MissionStartingMessageHandler(Message *message);
void
MissionEndingMessageHandler(Message *message);
Scalar
fadeTimeRemaining;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
DropZoneAcquiredState = Entity::StateCount,
VehicleTranslocatedState,
MissionStartingState,
MissionEndingState,
StateCount
};
typedef void
(Player::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
virtual void
PlayerSimulation(Scalar time_slice);
virtual void
CameraShipSimulation(Scalar time_slice);
void
GoToVehicle(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Vehicle creation
//
protected:
void
DropZoneReplyMessageHandler(DropZone__ReplyMessage *message);
void
VehicleDeadMessageHandler(VehicleDeadMessage *message);
void
HuntForDropZone(Scalar time_slice);
Mission*
playerMission;
Entity*
playerVehicle;
int
deathCount;
public:
Entity*
GetPlayerVehicle()
{Check(this); return playerVehicle;}
void
SetPlayerVehicle(Entity *player_vehicle)
{
Check(player_vehicle);
Check(this);
playerVehicle = player_vehicle;
}
Mission*
GetMission()
{
Check(this);
return playerMission;
}
int
GetDeathCount()
{Check(this); return deathCount;}
protected:
virtual void
CreatePlayerVehicle(Origin);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer Support
//
public:
Enumeration
GetAudioRepresentation(Entity *linked_entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Intercom Support
//
public:
Icom*
GetIntercom()
{
Check(this);
return intercomPointer;
}
protected:
Icom
*intercomPointer;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Scoring Support
//
public:
typedef Player__ScoreMessage ScoreMessage;
const ScenarioRole*
GetScenarioRole() const
{Check(this); return scenarioRole; }
protected:
void
ScoreMessageHandler(ScoreMessage *message);
ScenarioRole
*scenarioRole;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Flag Support
//
public:
enum {
NonScoringPlayerBit = Entity::NextBit,
CameraShipPlayerBit,
NextBit
};
enum {
NonScoringPlayerFlag = 1 << NonScoringPlayerBit,
CameraShipPlayerFlag = 1 << CameraShipPlayerBit,
DefaultFlags =
Entity::DefaultFlags
| NonScoringPlayerFlag
| PreRunFlag
};
void
SetNonScoringPlayerFlag()
{Check(this); simulationFlags |= NonScoringPlayerFlag;}
void
SetScoringPlayerFlag()
{Check(this); simulationFlags &= ~NonScoringPlayerFlag;}
Logical
IsScoringPlayer()
{Check(this); return (simulationFlags&NonScoringPlayerFlag) == 0;}
Logical
IsCameraShipPlayer()
{Check(this); return (simulationFlags&CameraShipPlayerFlag);}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update Support
//
typedef Player__UpdateRecord UpdateRecord;
protected:
void
WriteUpdateRecord(
Simulation::UpdateRecord *message,
int update_model
);
void
ReadUpdateRecord(Simulation::UpdateRecord *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Player__MakeMessage MakeMessage;
static Player*
Make(MakeMessage *creation_message);
Player(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~Player();
Logical
TestInstance() const;
protected:
void
ManageApplicationStatus(Scalar time_slice);
};
#endif