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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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