ProjectileWeapon (: MechWeapon) -- ballistic (ammo-fed) base: ammo-bin link,
tracer/eject/jam/lead members. MissileLauncher (: ProjectileWeapon) -- salvo
launcher, using the surviving CODE MISLANCH.HPP (missileCount + per-salvo damage
split). AmmoBin (: HeatWatcher) -- ammo store with cook-off heat. All ctors chain
their parents + init from resource; fire paths staged.
Weapon family now COMPLETE: MechWeapon -> {Emitter -> PPC, GaussRifle;
ProjectileWeapon -> MissileLauncher} + AmmoBin. The surviving PPC.CPP/GAUSS.CPP
link against the reconstructed Emitter base. BT: 36 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
91 lines
2.3 KiB
C++
91 lines
2.3 KiB
C++
//===========================================================================//
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// File: projweap.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: ProjectileWeapon -- ballistic (ammo-fed) weapon base //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(PROJWEAP_HPP)
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# include <projweap.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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ProjectileWeapon::ClassDerivations(
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MechWeapon::ClassDerivations,
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"ProjectileWeapon"
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);
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ProjectileWeapon::SharedData
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ProjectileWeapon::DefaultData(
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ProjectileWeapon::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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ProjectileWeapon::ProjectileWeapon(
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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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MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data),
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ammoBinLink()
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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tracerInterval = subsystem_resource->tracerInterval;
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minTimeOfFlight = subsystem_resource->minTimeOfFlight;
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minJamChance = subsystem_resource->minJamChance;
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minVoltagePercentToFire = subsystem_resource->minVoltagePercentToFire;
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tracerCounter = 0;
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ejectState = 0;
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totalTimeToEject = 0.0f;
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timeToEject = 0.0f;
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percentOfEject = 0.0f;
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tracerModelHandle = 0;
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leadPosition = Point3D(0.0f, 0.0f, 0.0f);
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launchVelocity = Vector3D(0.0f, 0.0f, 0.0f);
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tracerOrigin = Vector3D(0.0f, 0.0f, 0.0f);
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Check_Fpu();
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}
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ProjectileWeapon::~ProjectileWeapon()
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{
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}
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Logical
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ProjectileWeapon::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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ProjectileWeapon::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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// The ballistic discharge (ammo feed, jam roll, tracer, projectile spawn).
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// Not yet reconstructed.
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//
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void
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ProjectileWeapon::FireWeapon()
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{
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Fail("ProjectileWeapon::FireWeapon -- projweap.cpp not yet reconstructed");
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}
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