Files
TeslaRel410/restoration/source410/BT/MECHWEAP.HPP
T
CydandClaude Fable 5 d9b34ddc63 source410: THE WHOLE 4.10 TREE COMPILES - 11/11 under the fleet's BC++ 4.52
All 10 surviving original TUs plus the reconstructed BTL4APP.CPP pilot build
clean with the authentic OPT.MAK flags (compile410.sh --sweep). First time
the 4.10 BattleTech source has compiled since 1996.

- layout_probe.cpp: the period compiler measures 1995 layouts from the
  surviving headers; validated 3/3 against binary alloc sizes (BTMission
  0xFC, BTL4ModeManager 0xC, BTRegistry 0x10). Base boundary: Simulation
  0xD0 / Entity 0x1C4 / Mover 0x300 / JointedMover 0x328 => Mech-own region
  0x328-0x854 (MECH-LAYOUT.md staging worksheet).
- 13 staged headers close the family ([T3] reserved[]-parked layouts;
  interfaces PROVEN by the surviving consumers): MECH, MECHSUB, HEAT,
  POWERSUB, MECHWEAP, EMITTER, MECHMPPR, BTPLAYER (BTPlayer__MakeMessage =
  Player's 8 args + roleName/teamName [T1 via BTREG]), PROJTILE, MISSILE,
  BTL4MPPR, BTL4VID + the round-2 BTCNSL/BTSCNRL.
- compile410.sh: PCH gate retired (bt.hpp/mungal4.hpp full include sets),
  DPL SDK roots on the include line.
- BTL4APP.CPP: appmgr include + GetApplicationManager()->GetFrameRate() +
  ResourceDescription:: scoping; Fail() held at its recorded line 400.
- Evidence ledgers: STAGED-HEADERS.NOTES.md, MECH-LAYOUT.md, BACKFILLS,
  BTCNSL (binary-recovered console wire IDs), BTSCNRL.

Remaining for a linkable BTL4OPT: the ~40 missing TU bodies (917-function
manifest) - the header skeleton they grow into now exists and compiles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:58:26 -05:00

126 lines
3.7 KiB
C++

//===========================================================================//
// File: mechweap.hpp //
// Project: BattleTech //
// Contents: Implementation details for mech weapons //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MECHWEAP_HPP)
# define MECHWEAP_HPP
# if !defined(POWERSUB_HPP)
# include <powersub.hpp>
# endif
# if !defined(DAMAGE_HPP)
# include <damage.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//###################### MechWeapon Model Resource ######################
//###########################################################################
struct MechWeapon__SubsystemResource:
public PoweredSubsystem::SubsystemResource
{
Scalar rechargeRate;
Scalar weaponRange;
ResourceDescription::ResourceID
explosionModelFile;
Scalar damageAmount;
int damageType;
Scalar heatCostToFire;
Scalar pipPositionX;
Scalar pipPositionY;
int rearFiring;
};
//###########################################################################
//############################ MechWeapon ###############################
//###########################################################################
class MechWeapon:
public PoweredSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static MessageHandlerSet MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef MechWeapon__SubsystemResource SubsystemResource;
MechWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~MechWeapon();
static int
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 = 1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Weapon interface
//
public:
virtual void
FireWeapon();
void
SendDamage(
Entity *target,
Damage &damage
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Scalar rechargeRate;
Scalar weaponRange;
Scalar damageAmount;
int damageType;
Scalar heatCostToFire;
int targetWithinRange;
Damage damageData;
};
#endif