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>
150 lines
3.8 KiB
C++
150 lines
3.8 KiB
C++
#if !defined(MECHTECH_HPP)
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# define MECHTECH_HPP
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# if !defined(MECHSUB_HPP)
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# include <mechsub.hpp>
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# endif
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//##########################################################################
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//###################### MechTech::StatusInfo ########################
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//##########################################################################
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struct MechTech__StatusInfo SIGNATURED
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{
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public:
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int
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currentStatus,
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wooHooed;
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Time
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startTime,
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wooHooEnd;
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};
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//##########################################################################
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//###############3### MechTech::SubsystemMonitor #####################
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//##########################################################################
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struct MechTech__SubsystemMonitor:
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public Plug
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{
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friend class MechTech;
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//##########################################################################
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// Memory Allocation Support
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//
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private:
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static MemoryBlock AllocatedMemory;
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void*
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operator new(size_t)
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{return AllocatedMemory.New();}
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void
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operator delete(void *where)
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{AllocatedMemory.Delete(where);}
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public:
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MechTech__StatusInfo statusArray[MechSubsystem::TechStatusTypeCount];
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MechSubsystem *monitoredSubsystem;
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MechTech__SubsystemMonitor(MechSubsystem *subsystem);
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~MechTech__SubsystemMonitor();
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};
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//##########################################################################
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//##################### MechTech::ModelResource ######################
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//##########################################################################
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struct MechTech__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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ResourceDescription::ResourceID
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alarmModel;
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Scalar
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wooHooMinimumDuration,
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wooHooDurationRange,
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wooHooChance;
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};
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//##########################################################################
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//############################ MechTech ##############################
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//##########################################################################
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class MechTech:
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public Subsystem
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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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typedef MechTech__StatusInfo StatusInfo;
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typedef MechTech__SubsystemMonitor SubsystemMonitor;
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typedef MechTech__SubsystemResource SubsystemResource;
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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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~MechTech();
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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 *resource_file
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);
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MechTech(
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Mech *entity,
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int subsystem_id,
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SubsystemResource *model,
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SharedData &shared_data = DefaultData
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);
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Logical
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TestInstance() const;
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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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(MechTech::*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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ChainOf<SubsystemMonitor*> subsystemMonitors;
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Scalar
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wooHooMinimumDuration,
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wooHooDurationRange,
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wooHooChance;
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ResourceDescription::ResourceID
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alarmModel;
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void
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TechnicalAssistance(Scalar time_slice);
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Mech*
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GetEntity()
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{return (Mech*)Subsystem::GetEntity();}
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};
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#endif
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