Files
TeslaRel410/CODE/BT/BT/MISTHRST.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

142 lines
3.7 KiB
C++

//============================================================================//
// File: misthrst.hh //
// Project: BattleTech //
// Contents: Missile Thruster provides power to move the missile //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 JM Initial coding. //
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
#if !defined (MISTHRST_HPP)
#define MISTHRST_HPP
#if !defined(SUBSYSTM_HPP)
#include <subsystm.hpp>
#endif
#if !defined(ANGLE_HPP)
#include <angle.hpp>
#endif
#if !defined(MOTION_HPP)
#include <motion.hpp>
#endif
//################### Froward Class Declarations ######################
class Missile;
//################### MissileThruster SubsystemResource #################
struct MissileThruster__SubsystemResource:
public Subsystem::SubsystemResource
{
Scalar burnTime;
Degree maxThrusterRotationRate;
Scalar thrusterAcceleration;
Scalar thrusterClimb;
};
//###########################################################################
//######################### CLASS -- MissileThruster ##################
//###########################################################################
class MissileThruster :
public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
BurnTimeRemainingAttributeID = Subsystem::NextAttributeID,
MaxThrusterRotationRateAttributeID,
ThrusterAccelerationAttributeID,
NextAttributeID
};
public:
static const IndexEntry AttributePointers[];
protected:
static AttributeIndexSet AttributeIndex;
//
// public attribute declarations go here
//
public:
Scalar burnTimeRemaining;
Radian maxThrusterRotationRate;
const Scalar thrusterAcceleration;
const Scalar thrusterClimb;
Motion acceleration;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
ThrusterBurning= Subsystem::StateCount,
StateCount
};
typedef void
(MissileThruster::*Performance)(Scalar time_slice);
void
MissileThrusterSimulation(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support
//
public:
static Logical
TestClass(Missile &);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef MissileThruster__SubsystemResource SubsystemResource;
MissileThruster(
Missile *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~MissileThruster();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Support
//
};
#endif