TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
314 lines
14 KiB
C++
314 lines
14 KiB
C++
//===========================================================================//
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// File: mechsub.hpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: MechSubsystem -- BT damage-coupled base for all mech subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 ?? Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary. No mechsub.hpp survived, but the
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// surviving MECHTECH.HPP `#include <mechsub.hpp>` and references
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// `MechSubsystem::TechStatusTypeCount`, `MechSubsystem *monitoredSubsystem`,
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// confirming a distinct BT class named MechSubsystem.
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//
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// RECONCILIATION VERDICT: MechSubsystem IS a distinct base class -- it is NOT
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// an alias for the MUNGA `Subsystem` (RP/MUNGA/SUBSYSTM.HPP, which has no
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// "Tech" status and no DamageZone coupling). It sits between MUNGA Subsystem
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// and HeatableSubsystem:
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//
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// Simulation (MUNGA)
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// Subsystem (MUNGA, SUBSYSTM.HPP -- we have it)
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// MechSubsystem <-- THIS FILE (classID 0xBBB, vtable 0x50e210)
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// HeatableSubsystem (heat.cpp -- string @0x50e700, classID 0xBBC?)
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// HeatSink ... (heat.cpp / heatfamily_reslice.cpp)
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// MechTech (mechtech.cpp -- : MechSubsystem? see note)
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// <non-heatable mech subsystems>
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//
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// *** CLASSMAP CORRECTION (for the next reconciler) ***
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// The heat.cpp / heat.hpp reconstruction attributed the cluster
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// @0x4ac07c..@0x4ac9ec (vtable 0x50e210, dtor 0x4ac868) to its
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// "Subsystem/HeatableSubsystem base". The string and behavioural evidence say
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// that cluster is actually MechSubsystem:
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// * CreateStreamedSubsystem @0x4ac9ec stamps classID 0xBBB and model size
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// 0xE4, and parses ONLY damage/critical fields (PrintSimulationState,
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// CollisionCriticalHitWeight, VideoObjectName, VitalSubsystem) -- NO
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// thermal fields. (Thermal init is HeatSink's @0x4ae150.)
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// * The ClassDerivations name string is "MechSubsystem" (@0x50def5,
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// @0x50e2fd), distinct from "HeatableSubsystem" (@0x50e700).
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// * The class couples the subsystem to a DamageZone (this+0xE0) and exposes
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// the subsystem status/alarm with state names @0x50df17:
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// Destroyed / Damaged / CoolantLeaking / Overheating / AmmoBurning /
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// Jammed / BadPower (TechStatusTypeCount of these), plus the
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// PrintSimulationState names DefaultState / Destroyed / Exploding.
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// heat.cpp's `HeatableSubsystem(currentTemperature@0x114)` ctor @0x4ac644 does
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// NOT write 0x114 -- it is in fact a MechSubsystem ctor. HeatableSubsystem is
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// a (near-empty) layer above MechSubsystem; the temperature/heat fields belong
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// to HeatSink (@0x4adda0).
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//
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// This reconstruction is BEST-EFFORT and overlaps heat.cpp; names of the
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// MechSubsystem data members are inferred from usage. See mechsub.cpp for the
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// per-method @ADDR evidence.
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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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#if !defined(DAMAGE_HPP)
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# include <damage.hpp>
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#endif
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#include <affnmtrx.hpp> // AffineMatrix
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#include <average.hpp> // AverageOf<T>
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#include <scalar.hpp> // Scalar
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#include <alarm.hpp> // GaugeAlarm
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#include "mechrecon.hpp" // reconstruction shim (proxies, artifact globals, type aliases)
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//##################### Reconstruction type aliases #####################
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#if !defined(BT_RECON_TYPE_ALIASES)
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# define BT_RECON_TYPE_ALIASES
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typedef AffineMatrix Matrix34; // 3x4 affine (AFFNMTRX.h)
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typedef GaugeAlarm AlarmIndicator; // GAUGALRM.h
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typedef AverageOf<Scalar> FilteredScalar; // 15-sample running average (AVERAGE.h)
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#endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class NotationFile;
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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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//
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// Extends the base Subsystem resource. The mech-specific fields begin at +0x30
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// in the parsed resource record (see MechSubsystem::CreateStreamedSubsystem
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// @0x4ac9ec). Resource record size = 0xE4.
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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]; // +0x30 per-facing armour (default -1.0f)
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Scalar structureReference; // +0x44 health/structure divisor (default -1.0f)
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int vitalSubsystemIndex; // +0x48 "VitalSubsystem" segment (default -1)
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char videoObjectName[128]; // +0x4C "VideoObjectName" (default "None")
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ResourceDescription::ResourceID
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alarmModel; // +0xCC (resolved id; the RECORD reserves a
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// 12-byte field here -- @004ac9ec parses
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// it via FUN_00408944 as 3 floats. The
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// reconstruction only consumes the leading
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// id, but the 12-byte footprint MUST be
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// preserved or every field below slides
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// 8 bytes low and the heat resource --
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// which begins at +0xE4 -- misaligns.)
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int _alarmModelReserved[2]; // +0xD0 remainder of the 12-byte 0xCC field
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int printSimulationState; // +0xD8 "PrintSimulationState"
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Scalar collisionCriticalHitWeight; // +0xDC "CollisionCriticalHitWeight"
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Scalar criticalReference; // +0xE0 (default -1.0f)
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};
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//###########################################################################
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//########################## MechSubsystem #############################
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//###########################################################################
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//
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// Abstract BT base for every subsystem mounted in a mech. Owns a DamageZone
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// (this+0xE0) representing its armour facings and structural integrity, a
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// 3+-level status alarm (this+0x2C) reported by the cockpit MechTech, and the
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// critical-hit / damage-distribution machinery.
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// (vtable @0x50e210, ctors @0x4ac530 / @0x4ac644, dtor @0x4ac868,
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// classID 0xBBB, resource model size 0xE4.)
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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; // name string "MechSubsystem"
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static SharedData DefaultData;
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static Recon MessageHandlers; // SharedData ctor operand
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enum { StateCount = 7 }; // TechStatusTypeCount
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// alarm-changed callback (vtable slot +0x34) + host back-pointer
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void OnAlarmChanged();
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Mech *owner; // owning mech (== hostEntity)
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Status model
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//
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public:
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// Damage/condition status states (alarm @this+0x2C). Parsed from the
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// state-name table @0x50df17 by ConfigureActivePress (@0x4ac194).
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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 // = 7 (referenced by MECHTECH.HPP)
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};
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// Simulation-state values stored at this+0x40 (printed by PrintState).
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enum SimulationState {
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DefaultState = 0,
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DestroyedState = 1,
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ExplodingState = 2
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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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// @0x4ac530 -- light ctor (name + classID); DamageZone named "None".
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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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// @0x4ac644 -- resource ctor; copies armorByFacing[5] -> DamageZone+0x144,
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// structureReference -> DamageZone+0x140, and pre-inverts the armour
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// scalars (1.0 / (armour * reference)) where above epsilon.
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// (heat.cpp mislabels this as "HeatableSubsystem".)
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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(); // @0x4ac868
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static int
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CreateStreamedSubsystem( // @0x4ac9ec
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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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// Subsystem virtual overrides (slots on vtable @0x50e210)
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//
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public:
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LWord
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GetStatusFlags(); // slot 12, @0x4ac144
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void
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ResetToInitialState(Logical powered); // slot 8, @0x4ac1d4
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void
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PrintState(); // slot 13, @0x4ac8c0
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Logical
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HandleMessage(int message); // @0x4ac0bc
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virtual void
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TakeDamage(Damage &damage); // slot via this+0x24 (see DamageDelta)
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Logical
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IsDamaged(); // @0x4ac9c8 (bus-state query)
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// Critical-state readouts for ColorMapperCritical (CriticalConnection):
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// the raw simulation state (DefaultState=0 / Destroyed=1 / Exploding=2) and
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// the subsystem's own damage zone (a real DamageZone behind the proxy type;
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// set in the ctor via `new DamageZone(...)`, mechsub.cpp).
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int
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GetSimulationState() const { return simulationState; }
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ReconDamageZone *
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GetDamageZoneProxy() const { return damageZone; }
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// gauge-complete wave: this subsystem's OWN structural damage [0,1] (0=intact,
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// 1=destroyed) -- the engine DamageZone::damageLevel of the zone the ctor built
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// (new DamageZone(this,0) @0xE0). Read via the ENGINE type's NAMED member (not
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// the ReconDamageZone proxy, whose offset-0 structureLevel aliases the vtable
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// ptr as a float = garbage). The binary reads *(this[0x38]+0x158) here (== the
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// same anchor UpdateCoolant/SensorSimulation use). Defined in mechsub.cpp.
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Scalar GetSubsystemDamageLevel() const;
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void SetSubsystemDamageLevel(Scalar level);
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// task #2 (crit propagation): the zone-side crit paths
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// (Mech__DamageZone::CriticalHit @0049ccc4 / SendSubsystemDamage
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// @0049c9a8) reach these subsystem facets.
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int IsVitalSubsystem() const { return vitalSubsystem; }
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// @0x4ac07c -- run the virtual TakeDamage and return the resulting
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// rise in the subsystem's own damageLevel (the crit allotment used).
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Scalar ApplyDamageAndMeasure(Damage &damage);
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// The destroyed-side effects SendSubsystemDamage applies when the
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// subsystem's own zone hits 1.0: statusAlarm Destroyed(1) + the
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// PrintState debug gate + the zone's state valve. [T1 @0049c9a8]
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void ForceCriticalFailure();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Internal helpers
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//
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protected:
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// @0x4ac22c -- clear structure & both alarms to the inactive level.
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void ClearStatus();
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// @0x4ac274 -- distribute a critical hit across the contained critical
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// subsystems, scaling damage by 1/criticalCount and logging
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// "ammo explosion damaging ".
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void DistributeCriticalHit(Damage &damage);
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// @0x4ac194 -- map a status-state name string -> TechStatusType value
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// using the name table @0x50de74 (ConfigureActivePress support).
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static Logical
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LookupStatusType(const char *name, int *out_value);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local data (byte offsets into the shipped object)
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//
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protected:
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AlarmIndicator statusAlarm; // @0x2C this+0xb (condition/status alarm)
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int simulationState; // @0x40 DefaultState/Destroyed/Exploding
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ReconDamageZone *damageZone; // @0xE0 this[0x38] (0x160-byte zone)
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int vitalSubsystem; // @0xE4 this[0x39] -- destroying this
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// subsystem KILLS the mech (ctor: res+0x48
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// "VitalSubsystem"==1; was misnamed
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// videoObjectFlag) [T1 part_012.c:15776]
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// task #6 CORRECTION: these two are the CONTROLS feed, not identity --
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// the binary ctor chain stores its destination/message ctor pass-throughs
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// here (FUN_004ac644 part_012.c:15772-15773), and ConfigMapGauge::Execute
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// @004c6f1c reads BOTH for buttonGroup GetMapState. MechWeapon's ctor
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// defaults the destination to &fireImpulse (@004b99a8 part_013.c:6886-9).
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// The old names hostEntity/subsystemId2 (populated with owner/subsystem_ID)
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// were a mislabel -- any reader would have classified every weapon as
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// "mappedByOthers". (No port reader existed; verified before the rename.)
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void *controlDestination; // @0xE8 this[0x3a] (ControlsButton* the direct maps write)
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int controlMessageID; // @0xEC this[0x3b] (event-mapping message id; weapons 0)
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friend void BTSubsystemControlFeed(void *, void **, int *, void **); // gauge bridge (task #6)
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SubsystemResource *resource; // @0xF0 this[0x3c]
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void *refCount; // @0xF4 this[0x3d]
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ResourceDescription::ResourceID
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alarmModel; // @0xF8 this[0x3e]
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int printSimulationState; // @0x104 this[0x41]
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Scalar criticalReference; // @0x108 this[0x42]
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Scalar collisionCriticalHitWeight; // @0x10C this[0x43]
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int vitalSubsystemIndex; // @0x110 this[0x44] (default -1)
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};
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#endif
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