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>
135 lines
3.8 KiB
C++
135 lines
3.8 KiB
C++
//=========================================================================//
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// File: seeker.hpp //
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// Project: BattleTech //
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// Contents: A subsystem which guides, seek out and find a target //
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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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// 07/12/95 GDU Complied with new libraries, added seeker logic //
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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 (SEEKER_HPP)
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#define SEEKER_HPP
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#if !defined(SUBSYSTM_HPP)
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#include <subsystm.hpp>
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#endif
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#if !defined(POINT3D_HPP)
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#include <point3d.hpp>
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#endif
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//######################### Forward Class Declarations ########################
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class Missile;
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class Entity;
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//######################### Seeker Subsystem Resource ##########################
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struct Seeker__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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};
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//###########################################################################
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//######################### CLASS -- Seeker ##########################
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//###########################################################################
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class Seeker : public Subsystem
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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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public:
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enum {
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TargetPositionAttributeID = Subsystem::NextAttributeID,
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RangeToTargetAttributeID,
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RangeFromCreationAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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static AttributeIndexSet AttributeIndex;
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//
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// public attribute declarations go here
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//
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public:
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Point3D targetPosition; // for thruster
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const Point3D creationPoint; // where the missile was fired from
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Entity *targetEntity;
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const Point3D targetOffset;
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Scalar rangeToTarget, rangeFromCreation, startingRangeToTarget;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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Empty = Subsystem::StateCount,
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StateCount};
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typedef void
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(Seeker::*Performance)(Scalar time_slice);
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void
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LeadTarget();
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void
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FindTarget(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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// TestClass Support
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//
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public:
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static Logical
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TestClass(Missile &);
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void
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ResetToInitialState();
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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 Seeker__SubsystemResource SubsystemResource;
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Seeker (
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Missile *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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Entity *target,
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const Point3D offset
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);
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~Seeker();
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Logical
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TestInstance() const;
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};
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#endif
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