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BT412/game/original/BT/EMITTER.TCP
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

102 lines
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#include "testbt.hpp"
//#############################################################################
// Test Class -- Emitter
//
Logical
Emitter::TestClass(Mech &mech)
{
Emitter *emitter;
PowerBar *power_Bar;
Condenser *condenser;
Generator *generator;
const Scalar time_Slice = 0.05f;
#if 0
Tell("Testing Emitter .................\n");
emitter = (Emitter*) mech.GetSubsystem(LaserSubsystemID);
power_Bar = (PowerBar*) mech.GetSubsystem(PowerBarSubsystemID);
condenser = (Condenser*) mech.GetSubsystem(CondenserSubsystemID);
generator = (Generator*) mech.GetSubsystem(GeneratorSubsystemID);
// Test Initial Values as given in the resource file
Test(Close_Enough(emitter->dischargeVoltage, 3.8f));
Test(Close_Enough(emitter->outputVoltage, 0.0f));
Test(Close_Enough(emitter->currentTemperature, 300.0f));
// Run the simulation a few times
#if defined (TEST_DEBUG)
Dump(emitter->currentLevel);
Dump(emitter->outputVoltage);
Dump(emitter->currentTemperature);
#endif
Test(Close_Enough(emitter->currentLevel,0.0f));
Test(Close_Enough(emitter->outputVoltage,0.0f));
// Run the Simulation Loops
MemoryStream stream(NULL, 0);
condenser->HeatSimulation(time_Slice, stream);
power_Bar->PoweredSimulation(time_Slice, stream);
emitter->EmitterSimulation(time_Slice, stream);
generator->GeneratorSimulation(time_Slice, stream);
#if defined (TEST_DEBUG)
Dump(emitter->currentLevel);
Dump(emitter->outputVoltage);
Dump(emitter->currentTemperature);
#endif
Test(Close_Enough(emitter->outputVoltage,0.00f,0.001f));
Test(Close_Enough(emitter->currentTemperature, 300.00f,0.001f));
emitter->outputVoltage = 5.0f; //Give it enough to fire!
#if defined (TEST_DEBUG)
Dump(emitter->outputVoltage);
#endif
emitter->AcceptHeat(35.0f);
// Run the Simulation Loops
condenser->HeatSimulation(time_Slice, stream);
power_Bar->PoweredSimulation(time_Slice, stream);
emitter->EmitterSimulation(time_Slice, stream);
#if defined (TEST_DEBUG)
Dump(emitter->currentLevel);
Dump(emitter->outputVoltage);
Dump(emitter->currentTemperature);
#endif
Test(Close_Enough(emitter->currentTemperature, 301.75f, 0.001f));
// Run the Simulation Loops
condenser->HeatSimulation(time_Slice, stream);
power_Bar->PoweredSimulation(time_Slice, stream);
emitter->EmitterSimulation(time_Slice, stream);
#if defined( TEST_DEBUG)
Dump(emitter->currentLevel);
Dump(emitter->outputVoltage);
Dump(emitter->currentTemperature);
#endif
Test(Close_Enough(emitter->currentTemperature, 301.597f, 0.001f));
// Return Power Bar and Laser to Initial States!
condenser->ResetToInitialState();
power_Bar->ResetToInitialState();
emitter->ResetToInitialState();
generator->ResetToInitialState();
#endif
return True;
}
//########################################################################
// resetToInitialState Emitter
//
void Emitter::ResetToInitialState()
{
SetSimulationState(Loaded);
PoweredSubsystem::ResetToInitialState();
}