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>
133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
//===========================================================================//
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// File: mechsub.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for mech subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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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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#if !defined(MECHSUB_HPP)
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# define MECHSUB_HPP
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# if !defined(SUBSYSTM_HPP)
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# include <subsystm.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class Damage;
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//###########################################################################
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//#################### MechSubsystem Model Resource #####################
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//###########################################################################
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struct MechSubsystem__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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Scalar armorByFacing[5];
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Scalar structureReference;
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int vitalSubsystemIndex;
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char videoObjectName[128];
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ResourceDescription::ResourceID
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alarmModel;
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int alarmModelReserved[2];
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int printSimulationState;
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Scalar collisionCriticalHitWeight;
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Scalar criticalReference;
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};
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//###########################################################################
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//########################## MechSubsystem ##############################
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//###########################################################################
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class MechSubsystem:
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public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static MessageHandlerSet MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Status model
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//
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public:
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enum TechStatusType {
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Destroyed = 0,
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Damaged = 1,
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CoolantLeaking = 2,
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Overheating = 3,
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AmmoBurning = 4,
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Jammed = 5,
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BadPower = 6,
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TechStatusTypeCount
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef MechSubsystem__SubsystemResource SubsystemResource;
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MechSubsystem(
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Mech *owner,
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int subsystem_ID,
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const char *subsystem_name,
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RegisteredClass::ClassID class_id,
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SharedData &shared_data = DefaultData
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);
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MechSubsystem(
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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 = DefaultData
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);
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~MechSubsystem();
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage support
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//
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public:
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virtual void
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TakeDamage(Damage &damage);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Mech *owner;
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};
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#endif
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