Mech phase 2: reconstruct the last 6 segment-walk subsystem classes
Completes every class the Mech-ctor segment walk instantiates: Reservoir (: HeatSink), Searchlight + ThermalSight (: PowerWatcher), MechTech + Subsystem- MessageManager (: Subsystem, surviving CODE headers), Actuator (: MechSubsystem fallback). All ctors chain their parents; per-frame methods staged. Full subsystem roster (~22 classes) reconstructed. BT: 42 ok; tree links clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//===========================================================================//
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// File: messmgr.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: SubsystemMessageManager -- the per-mech damage/explosion hub //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MESSMGR_HPP)
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# include <messmgr.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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Derivation
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SubsystemMessageManager::ClassDerivations(
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Subsystem::ClassDerivations,
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"SubsystemMessageManager"
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);
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SubsystemMessageManager::SharedData
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SubsystemMessageManager::DefaultData(
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SubsystemMessageManager::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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SubsystemMessageManager::SubsystemMessageManager(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *sub_res,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, sub_res, shared_data),
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weaponExplosions(NULL, False),
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damageInformation(NULL, False)
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{
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Check(owner);
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Check_Pointer(sub_res);
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rendererCompensateTime = 0.0f;
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terrainHitExplosionID = ResourceDescription::NullResourceID;
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Check_Fpu();
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}
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SubsystemMessageManager::~SubsystemMessageManager()
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{
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}
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Logical
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SubsystemMessageManager::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// The per-frame damage/explosion consolidation. Not yet reconstructed.
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//#############################################################################
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//
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void
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SubsystemMessageManager::ConsolidateAndSendDamage(Scalar)
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{
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Fail("SubsystemMessageManager::ConsolidateAndSendDamage -- messmgr.cpp not yet reconstructed");
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}
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void
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SubsystemMessageManager::CreateWeaponExplosions(Logical, EntityID, Point3D)
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{
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Fail("SubsystemMessageManager::CreateWeaponExplosions -- messmgr.cpp not yet reconstructed");
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}
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void
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SubsystemMessageManager::AddDamageMessage(Entity *, Entity__TakeDamageMessage *)
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{
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Fail("SubsystemMessageManager::AddDamageMessage -- messmgr.cpp not yet reconstructed");
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}
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Logical
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SubsystemMessageManager::CreateStreamedSubsystem(
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ResourceFile *,
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NotationFile *,
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const char *,
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const char *,
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SubsystemResource *,
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NotationFile *,
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const ResourceDirectories *
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)
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{
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Fail("SubsystemMessageManager::CreateStreamedSubsystem -- messmgr.cpp not yet reconstructed");
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return False;
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}
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