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>
144 lines
3.7 KiB
C++
144 lines
3.7 KiB
C++
//===========================================================================//
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// File: sensor.hpp //
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// Project: BattleTech //
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// Contents: Sensor subsystem //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 8/10/95 GDU 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(SENSOR_HPP)
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# define SENSOR_HPP
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#if !defined(POWERSUB_HPP)
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#include "powersub.hpp"
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#endif
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//##########################################################################
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//################# SensorSubsystemResource #######################
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//##########################################################################
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struct Sensor__SubsystemResource:
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public PoweredSubsystem::SubsystemResource
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{
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};
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//##########################################################################
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//########################## Sensor ###############################
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//##########################################################################
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class Sensor:
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public PoweredSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Death and Damage Support
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//
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public:
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void
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TakeDamage(Damage &damage);
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void
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DeathReset(Logical full_recovery);
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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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RadarPercentAttributeID = PoweredSubsystem::NextAttributeID,
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SelfTestAttributeID,
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BadVoltageAttributeID,
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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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public:
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Scalar
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radarPercent;
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Logical
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selfTest,
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badVoltage;
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//##########################################################################
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// Simulation Support
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//
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public:
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typedef void
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(Sensor::*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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void
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SensorSimulation(Scalar time_slice);
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//##########################################################################
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech&);
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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 Sensor__SubsystemResource SubsystemResource;
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Sensor(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~Sensor();
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Logical
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TestInstance() const;
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static int
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CreateStreamedSubsystem(
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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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};
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#endif
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