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>
121 lines
3.5 KiB
C++
121 lines
3.5 KiB
C++
//============================================================================//
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// File: mislanch.hh //
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// Project: BattleTech //
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// Contents: Weapon Which Lanches a missile //
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// Derived From Projectile Weapon //
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//----------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ------------------------------------------------------------//
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// 04/13/95 JM Initial coding. //
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//----------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//============================================================================//
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#if !defined (MISLANCH_HPP)
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# define MISLANCH_HPP
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# if !defined(PROJWEAP_HPP)
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# include <projweap.hpp>
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# endif
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class Missile;
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//################# MissileLauncher SubsystemResource ###################
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struct MissileLauncher__SubsystemResource:
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public ProjectileWeapon::SubsystemResource
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{
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int missileCount;
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Vector3D
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muzzleVelocity;
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};
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//###########################################################################
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//################# CLASS -- MissileLauncher ##########################
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//###########################################################################
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class MissileLauncher:
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public ProjectileWeapon
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage Support
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//
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public:
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void TakeDamage(Damage &damage);
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void DeathReset(Logical full_reset);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(MissileLauncher::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef MissileLauncher__SubsystemResource SubsystemResource;
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MissileLauncher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data = DefaultData
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);
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~MissileLauncher();
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Logical
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TestInstance() const;
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static Logical
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CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes =1
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);
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// local stuff
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protected:
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void
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FireWeapon();
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int missileCount; // how many individual missiles get fired at once
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};
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#endif
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