Files
TeslaRel410/CODE/BT/BT/SENSOR.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

144 lines
3.7 KiB
C++

//===========================================================================//
// File: sensor.hpp //
// Project: BattleTech //
// Contents: Sensor subsystem //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 8/10/95 GDU Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#if !defined(SENSOR_HPP)
# define SENSOR_HPP
#if !defined(POWERSUB_HPP)
#include "powersub.hpp"
#endif
//##########################################################################
//################# SensorSubsystemResource #######################
//##########################################################################
struct Sensor__SubsystemResource:
public PoweredSubsystem::SubsystemResource
{
};
//##########################################################################
//########################## Sensor ###############################
//##########################################################################
class Sensor:
public PoweredSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Death and Damage Support
//
public:
void
TakeDamage(Damage &damage);
void
DeathReset(Logical full_recovery);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
RadarPercentAttributeID = PoweredSubsystem::NextAttributeID,
SelfTestAttributeID,
BadVoltageAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
static AttributeIndexSet AttributeIndex;
public:
Scalar
radarPercent;
Logical
selfTest,
badVoltage;
//##########################################################################
// Simulation Support
//
public:
typedef void
(Sensor::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
SensorSimulation(Scalar time_slice);
//##########################################################################
// Test Class Support
//
public:
static Logical
TestClass(Mech&);
void
ResetToInitialState();
//##########################################################################
// Construction and Destruction
//
public:
typedef Sensor__SubsystemResource SubsystemResource;
Sensor(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~Sensor();
Logical
TestInstance() const;
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
};
#endif