Files
TeslaRel410/CODE/RP/MUNGA/CONSOLE.CPP
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

104 lines
3.4 KiB
C++

//===========================================================================//
// File: cnslmsgs.cpp //
// Project: MUNGA Brick: //
// Contents: Console messages //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- -----------------------------------------------------------//
// 06/02/95 ECH Initial coding. //
// 06/03/95 GAH Added corresponding Macintosh message defintions. //
// 10/05/95 GAH Added ConsoleApplicationEndMissionMessage. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(CONSOLE_HPP)
# include <console.hpp>
#endif
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationReadyToRunMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationReadyToRunMessage::
ConsoleApplicationReadyToRunMessage(HostID ready_to_run_host_ID):
NetworkClient::Message(
ConsoleApplicationReadyToRunMessageID,
sizeof(ConsoleApplicationReadyToRunMessage)
)
{
readyToRunHostID = ready_to_run_host_ID;
}
//~~~~~~~~~~~~~~~~ ConsoleApplicationStateResponseMessage ~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationStateResponseMessage::ConsoleApplicationStateResponseMessage(
HostID responding_host_ID,
Enumeration application_state,
Enumeration application_type
):
NetworkClient::Message(
ConsoleApplicationStateResponseMessageID,
sizeof(ConsoleApplicationStateResponseMessage)
)
{
respondingHostID = responding_host_ID;
applicationState = application_state;
application = application_type;
}
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationEndMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationEndMissionMessage::
ConsoleApplicationEndMissionMessage(
HostID player_host_ID,
int final_score
):
NetworkClient::Message(
ConsoleApplicationEndMissionMessageID,
sizeof(ConsoleApplicationEndMissionMessage)
)
{
playerHostID = player_host_ID;
finalScore = final_score;
}
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationAbortMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationAbortMissionMessage::
ConsoleApplicationAbortMissionMessage(
HostID player_host_ID
):
NetworkClient::Message(
ConsoleApplicationAbortMissionMessageID,
sizeof(ConsoleApplicationAbortMissionMessage)
)
{
playerHostID = player_host_ID;
}
//~~~~~~~~~~~~~~~~ ConsoleApplicationTeamEndMissionMessage ~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationTeamEndMissionMessage::
ConsoleApplicationTeamEndMissionMessage(
HostID player_host_ID,
int player_score,
int team_ID,
int team_score
):
NetworkClient::Message(
ConsoleApplicationTeamEndMissionMessageID,
sizeof(ConsoleApplicationTeamEndMissionMessage)
)
{
playerHostID = player_host_ID;
playerScore = player_score;
teamID = team_ID;
teamScore = team_score;
}
//==============================================================================