Files
arcattackandClaude Opus 4.8 d07ac7dd49 STEP 6 COMPLETE: cylinder hit-location LIVE — unaimed hits resolve to zones
The Mech per-impact hit-location resolver (the cylinder damage table) is now
functional, wired, and runtime-verified [T2].  Unaimed (zone==-1) hits — the
collision-damage path — now resolve an impact point to a damage zone via the
authentic height x angle grid + weighted dice roll, instead of dropping.

dmgtable.cpp/.hpp was a non-functional skeleton on no-op ReconTable/stream
shims; backed it with real std::vector storage and fixed 5 latent runtime bugs:
  - ReadEntries now consumes the leading cell name-string ([i32 len][len+1])
  - PieSlice ctor reads rotateWithTorso into the correct member
  - SelectSlice direct-indexes (was int lookup on a float-keyed table)
  - ResolveHit returns the zone (chains SelectSlice -> SelectZone)
  - real MemoryStream::ReadBytes (was a variadic no-op)

mech.cpp ctor: replaced the empty-name StandingAnimation stub with the real
load — FindResourceDescription(dzRes->resourceName, type 0x1d) -> stream ->
new DamageLookupTable, cached at mech[0x111]; ~Mech deletes it.

Mech::TakeDamageMessageHandler override registered (MESSAGE_ENTRY overlays
Entity's by ID): on invalidDamageZone, resolve via the table then base-route;
aimed reticle hits pass through unchanged.

Three named accessors (no databinding-trap raw reads): WorldToLocal
(localToWorld.MultiplyByInverse), CylinderReferenceHeight (standingTemplateMaxY
== collisionTemplate->maxY == binary mech+0x2ec[+0xc]), TorsoHeading via a
BTGetTorsoTwist bridge in torso.cpp (Torso::CurrentTwist == torso+0x1d8;
torso.hpp cannot be included into mech.cpp — subsystem-stub collision).

Stream format + geometry + roll + handler were all byte-verified against the
shipped BTL4.RES type-29 resources (18 tables, exact consumption) and the
disassembly (FUN_0049eb54/e678/de14, glue 0x49ed0c, handler @0x4a037a).

Runtime: boots clean, "[cyl] table 'bhk1' layers=7" (exact byte-verified layer
count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD.  Env gate
BT_CYL_LOG=1.  Unblocks collision-damage application.

KB updated (combat-damage.md STEP 6 COMPLETE, open-questions.md marked done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:32:17 -05:00

264 lines
8.8 KiB
C++

//===========================================================================//
// File: dmgtable.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Damage lookup table -- layered / pie-slice hit-location selector //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 ?? Initial coding. //
// 07/08/26 RE Completed for RUNTIME (was a non-functional skeleton on //
// no-op ReconTable/stream shims). See dmgtable.hpp header. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
// pseudo-C for the cluster @0x49de14..@0x49f5fb, cross-checked BYTE-FOR-BYTE
// against the shipped BTL4.RES type-29 resources (18 tables, exact stream
// consumption -- see context/combat-damage.md). Each method cites its @ADDR.
//
// Float constants (read-only globals in the decomp):
// _DAT_0049e520 = 1.0f (percentage-sum target, offline validation)
// _DAT_0049e72c / _DAT_0049e810 / _DAT_0049ed08 = 6.2831853f = 2*PI
// _DAT_0049ed04 = ~1e-4f (degenerate-direction epsilon)
// _DAT_0049ed00 / _DAT_0049e730 = 0.0f
//
// Engine-helper name mapping:
// FUN_00408050 RandomUnit() -> Scalar in [0,1) (engine RandomGenerator)
// FUN_00402948 read shared string [i32 len][len+1 bytes: chars + NUL]
// FUN_004dc8ec atan2f() FUN_004dcd00 fabsf() FUN_004dcd10/94 floorf
// FUN_00408bf8 world->local point xform (owner+0xd0) == Mech::WorldToLocal
//
#include <bt.hpp>
#pragma hdrstop
#include <math.h>
#if !defined(DMGTABLE_HPP)
# include <dmgtable.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
//
// Tuning constants observed as read-only globals in the decomp.
//
static const Scalar PercentSumTarget = 1.0f; // _DAT_0049e520
static const Scalar TwoPi = 6.2831853f; // _DAT_0049e72c / _DAT_0049e810
static const Scalar DirEpsilon = 1.0e-4f; // _DAT_0049ed04
//###########################################################################
// DamageZonePercentTable (leaf)
//###########################################################################
//
// @0x49deb0 -- stream constructor. Stores the owner and rebuilds the entry
// list from the object stream (ReadEntries @0x49e5e4).
//
DamageZonePercentTable::DamageZonePercentTable(
Mech *owner,
MemoryStream *stream
):
Plug(),
owner(owner)
{
ReadEntries(stream);
}
DamageZonePercentTable::~DamageZonePercentTable() // @0x49df80
{
// entries is a value vector -- frees itself.
}
//
// @0x49de14 -- the weighted random roll. Walks the entries in ascending
// cumulative order, draws ONE uniform sample in [0,1) and returns the zone
// index of the first entry whose cumulative threshold exceeds the draw.
// -1 when the table is empty (treated as a miss by the caller).
//
int
DamageZonePercentTable::SelectZone() const
{
Scalar roll = RandomUnit(); // FUN_00408050
for (unsigned i = 0; i < entries.size(); ++i)
{
if (roll < entries[i].cumulative) // first threshold past the draw
{
return entries[i].zoneIndex;
}
}
return -1;
}
//
// @0x49e5e4 -- read the leading cell NAME string (FUN_00402948: [i32 len] then
// len+1 bytes = chars + trailing NUL), then the entry count and that many
// {cumulativePercent, zoneIndex} pairs. The name is descriptive only (the
// binary caches it but the roll never uses it), so it is consumed and dropped.
//
void
DamageZonePercentTable::ReadEntries(MemoryStream *stream)
{
int nameLen = 0;
stream->ReadBytes(&nameLen, 4); // FUN_00402948: string length
if (nameLen > 0)
{
char scratch[128];
int total = nameLen + 1; // chars + NUL (FUN_00402948 reads len+1)
if (total > (int)sizeof(scratch)) total = (int)sizeof(scratch);
stream->ReadBytes(scratch, total); // consume name + NUL
}
int count = 0;
stream->ReadBytes(&count, 4);
entries.reserve(count > 0 ? count : 0);
for (int i = 0; i < count; ++i)
{
Entry e;
stream->ReadBytes(&e.cumulative, 4); // f32 cumulative threshold
stream->ReadBytes(&e.zoneIndex, 4); // i32 zone segment index
entries.push_back(e);
}
}
//###########################################################################
// PieSlice
//###########################################################################
//
// @0x49e740 -- stream constructor (vtable 0x50bd90). Reads the RotateWithTorso
// flag (binary this[3]) and the slice count (this[0xb]) from the stream, then
// builds 'sliceCount' leaf tables. (The torso orientation is read live via
// owner->TorsoHeading() in SelectSlice -- no cached raw pointer.)
//
PieSlice::PieSlice(
Mech *owner,
MemoryStream *stream
):
Plug(),
owner(owner),
rotateWithTorso(0),
sliceCount(0)
{
stream->ReadBytes(&rotateWithTorso, 4); // binary reads into this[3]
stream->ReadBytes(&sliceCount, 4); // this[0xb]
slices.reserve(sliceCount > 0 ? sliceCount : 0);
for (int i = 0; i < sliceCount; ++i) // binary loops i=1..count building leaves
{
slices.push_back(new DamageZonePercentTable(owner, stream));
}
}
PieSlice::~PieSlice()
{
for (unsigned i = 0; i < slices.size(); ++i)
{
delete slices[i];
}
}
//
// @0x49e678 -- choose the slice for incoming angle 'theta'. When the wheel
// rotates with the torso, add the live torso twist (torso+0x1d8, via
// owner->TorsoHeading) and wrap into [0, 2*PI). Slice index =
// floor(theta * sliceCount / 2*PI) -- direct 0-based index (equivalent to the
// binary's float-key Find((index+1)*2*PI/sliceCount)).
//
DamageZonePercentTable *
PieSlice::SelectSlice(Scalar theta) const
{
if (sliceCount <= 0) return 0;
if (rotateWithTorso) // binary this[3] != 0
{
theta += owner->TorsoHeading(); // torso+0x1d8
if (theta >= TwoPi) theta -= TwoPi;
if (theta < 0.0f) theta += TwoPi;
}
int index = (int)floorf(theta * (Scalar)sliceCount * (1.0f / TwoPi));
if (index < 0) index = 0;
if (index > sliceCount - 1) index = sliceCount - 1;
return slices[index];
}
//###########################################################################
// DamageLookupTable (top -- layered)
//###########################################################################
//
// @0x49ea48 -- stream constructor (vtable 0x50bd84). Reads the layer count and
// builds that many PieSlice layers from the stream.
//
DamageLookupTable::DamageLookupTable(
Mech *owner,
MemoryStream *stream
):
Plug(),
owner(owner),
layerCount(0)
{
stream->ReadBytes(&layerCount, 4); // this[10]
layers.reserve(layerCount > 0 ? layerCount : 0);
for (int i = 0; i < layerCount; ++i)
{
layers.push_back(new PieSlice(owner, stream));
}
}
DamageLookupTable::~DamageLookupTable() // @0x49eadc
{
for (unsigned i = 0; i < layers.size(); ++i)
{
delete layers[i];
}
}
//
// @0x49eb54 (+ slice @0x49e678 + roll @0x49de14, chained by glue @0x49ed0c) --
// resolve a world impact point to a damage-zone index.
// local = owner->WorldToLocal(impact) (owner+0xd0 xform)
// layer = clamp(floor(layerCount * local.y / heightRef), 0, layerCount-1)
// theta = atan2(local.z, local.x) (degenerate direction -> random*2*PI)
// zone = layer.SelectSlice(theta).SelectZone()
// Returns -1 when the table is empty or the roll falls through (a miss).
//
int
DamageLookupTable::ResolveHit(const Point3D &impact) const
{
if (layerCount <= 0) return -1;
Point3D local = owner->WorldToLocal(impact); // FUN_00408bf8
Scalar heightRef = owner->CylinderReferenceHeight(); // owner+0x2ec[+0xc]
if (heightRef <= 0.0f) return -1;
// --- height -> layer (penetration depth) ---
Scalar depth = local.y; // binary local_2c
int layerIndex = (int)floorf((Scalar)layerCount * (depth / heightRef));
if (layerIndex < 0) layerIndex = 0;
if (layerIndex > layerCount - 1) layerIndex = layerCount - 1;
PieSlice *layer = layers[layerIndex];
// --- in-plane hit direction -> incident angle (else random scatter) ---
Scalar theta;
if (fabsf(local.z) > DirEpsilon && fabsf(local.x) > DirEpsilon)
{
theta = atan2f(local.z, local.x); // FUN_004dc8ec
if (theta < 0.0f) theta += TwoPi;
}
else
{
theta = RandomUnit() * TwoPi; // degenerate -> uniform angle
}
DamageZonePercentTable *leaf = layer->SelectSlice(theta); // FUN_0049e678
return leaf ? leaf->SelectZone() : -1; // FUN_0049de14
}