Files
BT412/game/original/BT/GAUSS.CPP
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

154 lines
3.5 KiB
C++

//===========================================================================//
// File: gauss.cc //
// Project: BT Brick: Entity Manager //
// Contents: Basic weapons system pieces //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/13/95 JM Initial coding. //
// 07/19/95 GDU Complied with new munga and added electrical behavior
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
//
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(GAUSS_HPP)
# include <gauss.hpp>
#endif
//#############################################################################
// Shared Data Support
//
GaussRifle::SharedData
GaussRifle::DefaultData(
&GaussRifle::ClassDerivations,
GaussRifle::MessageHandlers,
GaussRifle::AttributeIndex,
GaussRifle::StateCount
);
Derivation
GaussRifle::ClassDerivations(
&Emitter::ClassDerivations,
"GaussRifle"
);
//#############################################################################
// Messaging Support
//
#if 0
//#############################################################################
// Attribute Support
//
const GaussRifle::IndexEntry
GaussRifle::AttributePointers[]=
{
ATTRIBUTE_ENTRY(GaussRifle, DischargeVoltage, dischargeVoltage)
};
GaussRifle::AttributeIndexSet
GaussRifle::AttributeIndex(
ELEMENTS(GaussRifle::AttributePointers),
GaussRifle::AttributePointers,
Emitter::AttributeIndex
);
#endif
//#############################################################################
// Model Support
//
void
GaussRifle::FireWeapon()
{
//
// Fire the weapon
//
outputVoltage = 0.0f;
Check_Fpu();
}
//#############################################################################
// Constructer/Destructor Support
//
GaussRifle::GaussRifle(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
Emitter(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
outputVoltage = 0.0f;
Check_Fpu();
}
GaussRifle::~GaussRifle()
{
Check(this);
Check_Fpu();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// CreateStreamedSubsystem
//
Logical
GaussRifle::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!Emitter::CreateStreamedSubsystem(
resource_file,
model_file,
model_name,
subsystem_name,
subsystem_resource,
subsystem_file,
directories,
passes
)
)
{
Check_Fpu();
return False;
}
subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource);
subsystem_resource->classID = RegisteredClass::GaussRifleClassID;
Check_Fpu();
return True;
}
Logical
GaussRifle::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}