Mech phase 2: reconstruct MechWeapon base (weapon subtree root)
MechWeapon : PoweredSubsystem -- base of all weapons. Ctor chains PoweredSubsystem + copies resource (recharge/range/damage/heatCost) into members + damageData. FireWeapon is the virtual abstract stub (Fail 'should not be here'; PPC/Gauss/ MissileLauncher override it); SendDamage + CreateStreamedSubsystem staged. BT: 32 ok. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//===========================================================================//
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// File: mechweap.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: MechWeapon -- the base weapon subsystem //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MECHWEAP_HPP)
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# include <mechweap.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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MechWeapon::ClassDerivations(
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PoweredSubsystem::ClassDerivations,
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"MechWeapon"
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);
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MechWeapon::SharedData
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MechWeapon::DefaultData(
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MechWeapon::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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MechWeapon::MechWeapon(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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PoweredSubsystem(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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rechargeRate = subsystem_resource->rechargeRate;
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weaponRange = subsystem_resource->weaponRange;
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damageAmount = subsystem_resource->damageAmount;
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damageType = subsystem_resource->damageType;
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heatCostToFire = subsystem_resource->heatCostToFire;
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targetWithinRange = False;
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damageData.damageType = damageType;
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damageData.damageAmount = damageAmount;
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Check_Fpu();
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}
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MechWeapon::~MechWeapon()
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{
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}
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Logical
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MechWeapon::TestClass(Mech &)
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{
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return True;
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}
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Logical
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MechWeapon::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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// FireWeapon Abstract -- each concrete weapon (Emitter/PPC, ProjectileWeapon/
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// Gauss/MissileLauncher) overrides this. Reaching the base is a bug.
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//#############################################################################
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//
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void
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MechWeapon::FireWeapon()
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{
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Fail("MechWeapon::FireWeapon -- should not be here (abstract)");
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}
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//
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//#############################################################################
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// SendDamage Deliver this weapon's damage to a struck entity. The damage/
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// networking path is not yet reconstructed.
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//#############################################################################
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//
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void
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MechWeapon::SendDamage(Entity *, Damage &)
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{
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Fail("MechWeapon::SendDamage -- mechweap.cpp not yet reconstructed");
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}
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//
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//#############################################################################
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// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
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//#############################################################################
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//
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int
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MechWeapon::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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int
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)
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{
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Fail("MechWeapon::CreateStreamedSubsystem -- mechweap.cpp not yet reconstructed");
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return 0;
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}
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