Files
TeslaRel410/CODE/RP/MUNGA/EXPTBL.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

237 lines
5.8 KiB
C++

//===========================================================================//
// File: exptbl.hpp //
// Title: Declaration of ExplosionTable, ExplosionTableEntry //
// Project: BattleTech //
// Purpose: A Structure To hold Explosion Information for An entity //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 11/23/95 JM Initial Coding //
//===========================================================================//
#if !defined (EXPTBL_HPP)
# define EXPTBL_HPP
# if !defined (PLUG_HPP)
# include <plug.hpp>
# endif
# if !defined (TABLE_HPP)
# include <table.hpp>
# endif
# if !defined (RESOURCE_HPP)
# include <resource.hpp>
# endif
# if !defined(ENTITYID_HPP)
# include <entityid.hpp>
# endif
# if !defined(CMPNNT_HPP)
# include <cmpnnt.hpp>
# endif
class Entity;
class NotationFile;
class Point3D;
//##############################################################################
//###################### Class ExplosionTableEntry ########################
//##############################################################################
class ExplosionTableEntry : public Plug
{
protected:
Scalar
damageLevel;
Enumeration
graphicState;
ResourceDescription::ResourceID
explosionResourceID;
Scalar
timeDelay;
public:
ExplosionTableEntry(MemoryStream *exp_stream);
~ExplosionTableEntry();
static Logical
CreateStreamedExplosion(
ResourceFile *resource_file,
CString exp_file_name,
NotationFile *exp_file,
CString exp_page_name,
MemoryStream *explosion_stream
);
ResourceDescription::ResourceID
GetExplosionResourceID() const
{Check(this); return explosionResourceID;}
Scalar
GetDamageLevel() const
{Check(this); return damageLevel;}
Enumeration
GetGraphicState() const
{Check(this); return graphicState;}
Scalar
GetTimeDelay() const
{Check(this); return timeDelay;}
void
CreateExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
const Point3D &explode_position
);
};
//##############################################################################
//######################## Class ExplosionTable ###########################
//##############################################################################
// (Although sharing instance not fully implemented yet!)
// Note: Explosion tables specifically do not hold any references to any
// specific damage Zone as you will most likely be sharing instances of
// explosion tables across entity's, subsystem's, etc..
//
class ExplosionTable : public TableOf<ExplosionTableEntry*, int>
{
protected:
typedef
TableIteratorOf<ExplosionTableEntry*, int>
ExplosionTableIterator;
public:
ExplosionTable(MemoryStream *exp_stream);
~ExplosionTable();
ExplosionTableEntry*
SelectDamageLevelEntry(Scalar damage_level);
ExplosionTableEntry*
SelectGraphicStateEntry(Enumeration graphic_state);
void
DamageExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
Scalar damage_level,
const Point3D &explode_position
)
{
Check(this);
ExplosionTableEntry *exp_entry = SelectDamageLevelEntry(damage_level);
if (exp_entry)
{
CreateExplosion(
exp_entry,
entity_hit_ID,
creating_entity_ID,
explode_position
);
}
#if DEBUG_LEVEL>0
else
{
Tell("DamageLevel = ");
Tell(damage_level);
Warn("not valid for ExplosionTable, no Explosion being created !\n");
}
#endif
}
void
CreateExplosion(
ExplosionTableEntry *explosion_entry,
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
Point3D explode_position // world coordinates
);
void
GraphicStateExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
const Point3D &explode_position,
Enumeration graphic_state
)
{
Check(this);
ExplosionTableEntry *exp_entry = SelectGraphicStateEntry(graphic_state);
if (exp_entry)
{
CreateExplosion(
exp_entry,
entity_hit_ID,
creating_entity_ID,
explode_position
);
}
#if DEBUG_LEVEL>0
else
{
Tell("DamageZone::GraphicState = ");
Tell(graphic_state);
Warn("not valid for ExplosionTable, no Explosion being created !\n");
}
#endif
}
Logical
CrossedDamageLevelThreshold(Scalar old_value, Scalar new_value);
static Logical
CreateStreamedExplosionTable(
ResourceFile *resource_file,
CString model_name,
NotationFile *exp_file,
CString exp_filename,
MemoryStream *explosion_stream
);
};
//##########################################################################
//###################### EntityEffectWatcher #########################
//##########################################################################
class EntityEffectWatcher :
public Component
{
protected:
Scalar
*oldDamageLevel;
Entity
*entityWatched;
public:
EntityEffectWatcher(
Entity *entity_watched
);
~EntityEffectWatcher();
Logical
TestInstance() const;
void
Execute();
};
#endif