Files
BT411/game/original/BT/SEEKER.HPP
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

135 lines
3.7 KiB
C++

//=========================================================================//
// File: seeker.hpp //
// Project: BattleTech //
// Contents: A subsystem which guides, seek out and find a target //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 JM Initial coding. //
// 07/12/95 GDU Complied with new libraries, added seeker logic //
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
#if !defined (SEEKER_HPP)
#define SEEKER_HPP
#if !defined(SUBSYSTM_HPP)
#include <subsystm.hpp>
#endif
#if !defined(POINT3D_HPP)
#include <point3d.hpp>
#endif
//######################### Forward Class Declarations ########################
class Missile;
class Entity;
//######################### Seeker Subsystem Resource ##########################
struct Seeker__SubsystemResource:
public Subsystem::SubsystemResource
{
};
//###########################################################################
//######################### CLASS -- Seeker ##########################
//###########################################################################
class Seeker : public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
TargetPositionAttributeID = Subsystem::NextAttributeID,
RangeToTargetAttributeID,
RangeFromCreationAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
static AttributeIndexSet AttributeIndex;
//
// public attribute declarations go here
//
public:
Point3D targetPosition; // for thruster
const Point3D creationPoint; // where the missile was fired from
Entity *targetEntity;
const Point3D targetOffset;
Scalar rangeToTarget, rangeFromCreation, startingRangeToTarget;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Empty = Subsystem::StateCount,
StateCount};
typedef void
(Seeker::*Performance)(Scalar time_slice);
void
LeadTarget();
void
FindTarget(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support
//
public:
static Logical
TestClass(Missile &);
void
ResetToInitialState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Seeker__SubsystemResource SubsystemResource;
Seeker (
Missile *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
Entity *target,
const Point3D offset
);
~Seeker();
Logical
TestInstance() const;
};
#endif