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>
186 lines
4.9 KiB
C++
186 lines
4.9 KiB
C++
//===========================================================================//
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// File: door.hh //
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// Project: RP //
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// Contents: A terrain subsystem for management of door operation //
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// //
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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) 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 (DOOR_HPP)
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# define DOOR_HPP
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# if !defined(SUBSYSTM_HPP)
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# include <subsystm.hpp>
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# endif
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# if !defined(BOXSOLID_HPP)
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# include <boxsolid.hpp>
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# endif
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class DoorFrame;
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//##########################################################################
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//##################### Door::SubsystemResource ###################
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//##########################################################################
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struct Door__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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Vector3D motionExtent;
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Scalar
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travelTime,
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deadTime;
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ResourceDescription::ResourceID
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collisionID;
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};
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//##########################################################################
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//##################### Chute::UpdateRecord #####################
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//##########################################################################
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struct Door__UpdateRecord :
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public Subsystem::UpdateRecord
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{
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Scalar
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percentOpen;
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};
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//##########################################################################
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//######################### CLASS Door ########################
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//##########################################################################
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class Door :
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public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support
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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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// Attribute Support
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//
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public:
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enum {
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PercentOpenAttributeID = Subsystem::NextAttributeID,
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CurrentPositionAttributeID,
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VideoResourceAttributeID,
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CurrentVelocityAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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static AttributeIndexSet AttributeIndex;
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public:
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Scalar percentOpen;
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ResourceDescription::ResourceID videoResource;
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Point3D currentPosition;
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Vector3D currentVelocity;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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Opening = Subsystem::StateCount,
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Opened,
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Closing,
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Closed,
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StateCount
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};
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typedef void
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(Door::*Performance)(Scalar time_slice);
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typedef Door__UpdateRecord UpdateRecord;
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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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void
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SlideDoor(Scalar time_slice);
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void
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MoveCollisionVolume(Scalar open_percent);
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BoxedSolid*
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GetFirstBoxedSolid()
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{Check(this); return collisionVolumes;}
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protected:
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void
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WriteUpdateRecord(Simulation::UpdateRecord *message, int update_model);
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void
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ReadUpdateRecord(Simulation::UpdateRecord *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Door__SubsystemResource SubsystemResource;
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Door(
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DoorFrame *entity,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~Door();
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Logical
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TestInstance() const;
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static Logical
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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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ResourceFile *res_file
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Support
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//
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private:
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Point3D
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localExtent,
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worldExtent;
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Scalar
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phaseTimeRemaining,
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travelTime,
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deadTime;
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int collisionVolumeCount;
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BoxedSolid
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*collisionTemplates,
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*collisionVolumes;
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};
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#endif
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