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>
145 lines
4.1 KiB
C++
145 lines
4.1 KiB
C++
//===========================================================================//
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// File: gauss.hh //
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// Project: BT Brick: Entity Manager //
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// Contents: Gauss Rifle class, derives from Projectile Weapon //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/13/95 JM Initial coding. //
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// 07/19/95 GDU Complied to new munga, added new electrical behavior //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#if !defined (GAUSS_HPP)
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#define GAUSS_HPP
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#if !defined(EMITTER_HPP)
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# include <emitter.hpp>
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#endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class Projectile;
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//###########################################################################
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//######################### GaussRifle Model Resource ########################
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//###########################################################################
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struct GaussRifle__SubsystemResource:
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public Emitter::SubsystemResource
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{
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Scalar dischargeVoltage;
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};
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//###########################################################################
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//######################### CLASS -- GaussRifle ##########################
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//###########################################################################
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class GaussRifle : public Emitter
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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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// Messageing Support
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//
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#if 0
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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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= Emitter::NextAttributeID,
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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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public:
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static AttributeIndexSet AttributeIndex;
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#endif
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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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(GaussRifle::*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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void
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GaussRifleSimulation(Scalar time_slice);
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//##########################################################################
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// TestClass Support
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//
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public:
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static Logical
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TestClass(Mech &);
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void
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ResetToInitialState();
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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 GaussRifle__SubsystemResource SubsystemResource;
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GaussRifle(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data=DefaultData
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);
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~GaussRifle();
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Logical
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TestInstance() const;
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static int
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CreateStreamedSubsystem(
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ResourceFile *resource_file,
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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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int passes =1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local data for the gun class
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//
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protected:
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void
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FireWeapon();
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Vector3D
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muzzleVelocity;
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};
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#endif
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