Files
TeslaRel410/restoration/source410/MUNGA/LAMP.HPP
T
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00

190 lines
4.4 KiB
C++

#if !defined(LAMP_HPP)
# define LAMP_HPP
# if !defined(GAUGREND_HPP)
# include <gaugrend.hpp>
# endif
# if !defined(STYLE_HPP)
# include <style.hpp>
# endif
# if !defined(GRAPH2D_HPP)
# include <graph2d.hpp>
# endif
# if !defined(MODE_HPP)
# include <mode.hpp>
# endif
# if !defined(SLOT_HPP)
# include <slot.hpp>
# endif
# if !defined(CHAIN_HPP)
# include <chain.hpp>
# endif
class LampManager;
class GraphicLamp;
typedef int LampID;
typedef int LampState;
//#########################################################################
//################################# Lamp ##################################
//#########################################################################
class Lamp : public Node
{
friend class LampManager;
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
enum
{
LampStateUndefined = -1,
LampStateOff = 0,
LampStateOn,
NextLampState
};
virtual ~Lamp();
Logical
TestInstance() const;
virtual void
SetState(LampState new_state);
void
SetAlertState(Logical alert_on = True);
LampState
GetState()
{
Check(this);
return previousState;
}
protected:
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
Lamp(
LampID lamp_id,
ModeMask mode_mask,
LampManager *lamp_manager
);
virtual void
Update(Logical force_notify_of_state_change = False);
virtual void
NotifyOfStateChange();
//
//----------------------------------------------------------------------
// Protected data
//----------------------------------------------------------------------
//
LampID
lampID;
ModeMask
modeMask;
LampState
previousState;
LampManager
*manager;
int
alertActive;
};
//#########################################################################
//############################## GraphicLamp ##############################
//#########################################################################
class GraphicLamp :
public Lamp
{
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
~GraphicLamp();
Logical
TestInstance() const;
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
protected:
GraphicLamp(
LampID lamp_id,
ModeMask mode_mask,
LampManager *lamp_manager,
GaugeRenderer *renderer,
int graphics_port_number
);
//----------------------------------------------------------------------
// Public data
//----------------------------------------------------------------------
GaugeRenderer
*renderer;
GraphicsView
localView;
};
# if !defined(GAUGREND_HPP)
# include <gaugrend.hpp>
# endif
//############################## LampManager ##############################
// The Lamp Manager belongs to the Gauge Renderer: it is responsible for
// handling specialized 'lamp' objects similar to (but not identical to)
// gauge objects.
//#########################################################################
class LampManager SIGNATURED
{
friend class Lamp;
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
virtual ~LampManager();
Logical
TestInstance() const;
virtual void
Update(ModeMask current_mode_mask);
Lamp *
FindLamp(LampID lamp_id, ModeMask mode_mask);
void
RemoveAllLamps();
ModeMask
GetPreviousModeMask()
{
Check(this);
Check_Fpu();
return previousModeMask;
}
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
protected:
LampManager();
void
ActivateLamps(ModeMask bits_became_active);
void
DeactivateLamps(ModeMask bits_became_inactive);
void
AddLamp(Lamp *new_lamp);
void
RemoveLamp(LampID lamp_id, ModeMask mode_mask);
ModeMask
previousModeMask;
ChainOf<Lamp*>
lampList,
activeLampList,
inactiveLampList;
};
#endif