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>
117 lines
2.8 KiB
C++
117 lines
2.8 KiB
C++
//===========================================================================//
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// File: mislanch.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: MissileLauncher -- a projectile weapon that fires missile salvos //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MISLANCH_HPP)
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# include <mislanch.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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MissileLauncher::ClassDerivations(
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ProjectileWeapon::ClassDerivations,
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"MissileLauncher"
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);
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MissileLauncher::SharedData
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MissileLauncher::DefaultData(
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MissileLauncher::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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MissileLauncher::MissileLauncher(
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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 &default_data
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):
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ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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missileCount = subsystem_resource->missileCount;
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//
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// A salvo delivers missileCount missiles; split the per-shot damage across
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// the salvo. (The per-missile launch mechanics live in FireWeapon, staged.)
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//
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if (missileCount > 0)
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{
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damageData.burstCount = missileCount;
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damageData.damageAmount = damageData.damageAmount / (Scalar)missileCount;
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}
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Check_Fpu();
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}
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MissileLauncher::~MissileLauncher()
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{
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}
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Logical
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MissileLauncher::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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// Damage / death.
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//#############################################################################
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//
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void
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MissileLauncher::TakeDamage(Damage &damage)
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{
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Check(this);
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ProjectileWeapon::TakeDamage(damage);
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}
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void
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MissileLauncher::DeathReset(Logical /*full_reset*/)
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{
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Check(this);
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}
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//
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// The missile-salvo discharge. Not yet reconstructed.
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//
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void
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MissileLauncher::FireWeapon()
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{
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Fail("MissileLauncher::FireWeapon -- mislanch.cpp not yet reconstructed");
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}
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//
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// Model-load-time construction. Not yet reconstructed.
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//
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Logical
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MissileLauncher::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("MissileLauncher::CreateStreamedSubsystem -- mislanch.cpp not yet reconstructed");
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return False;
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}
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