Files
arcattackandClaude Opus 4.8 2edd1b5363 Issue #31: wire the EJECT button (EjectAmmo msg 0xb @004bb9b8) -- the in-mission unjam
Disasm-faithful transcription of the export-gap handler onto
ProjectileWeapon (MESSAGE_ENTRY id 0xb, the #19 pattern).  PRESS arms
the ~3s UpdateEject countdown (bin alarm -> Ejecting(3); gate 2 parks
the weapon offline mid-eject -- authentic).  HOLD to completion =
DumpAmmo jettisons the bay -> NoAmmo.  TAP (release early) cycles ONE
round out via FeedAmmo and returns the weapon to Loading -- clears a
jam at the cost of a round (and recovers a FailureHeat 7 while rounds
remain).  Binary structure kept exactly incl. the press-no-bin
fall-through into the release block.

AmmoBin: Ejecting(3)/Ejected(4) alarm levels decoded + named
SetAmmoState accessor (databinding rule).  Always-on forensics:
'[weap] EJECT tap' + '[ammo] bay DUMPED overboard (N rounds)'.

Rig-verified live (BT_EJECTTEST=1 / =hold on LRM15): taps eject one
round each and return the weapon to service (15->8 across cycles);
hold dumps all 16 -> NoAmmo.  Awaiting a human press of the actual
ENG-page button on a jammed weapon.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 13:49:11 -05:00

380 lines
18 KiB
C++

//===========================================================================//
// File: projweap.hpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: ProjectileWeapon -- MechWeapon that spawns physical projectiles //
// (tracers / missiles) and consumes ammunition from an AmmoBin. //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/13/95 JM Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
// @004bbae0-@004bcff0, file=bt/projweap.cpp). Cross-referenced against the
// SURVIVING sources PROJWEAP.TCP (TestClass/ResetToInitialState stubs),
// MISLANCH.HPP (MissileLauncher : ProjectileWeapon -- pins this interface and
// the resource layout), and the reconstructed base mechweap.hpp/.cpp.
//
// Inheritance chain established from the decomp:
// ... -> PoweredSubsystem -> MechWeapon (mechweap.cpp, ctor @004b99a8)
// -> ProjectileWeapon (this file, vtable @0051242c, ctor @004bc3fc)
// -> MissileLauncher (mislanch.cpp, vtable @00512570, ctor @004bcff0)
//
// EVIDENCE that this class is ProjectileWeapon (not Emitter):
// * The class-name string "ProjectileWeapon" lives at DAT_00512280, immediately
// adjacent to this class's vtable group (@00512424/@0051242c).
// * MechWeapon has exactly TWO direct children whose ctors chain to the
// MechWeapon ctor @004b99a8: the energy weapon Emitter (ctor @004bb120,
// vtable @00512078, parses SeekVoltage/DischargeTime) and THIS class
// (ctor @004bc3fc, vtable @0051242c, parses AmmoBin/TracerInterval).
// * MissileLauncher's ctor (@004bcff0) chains to THIS ctor (@004bc3fc) and adds
// exactly { int missileCount; Vector3D muzzleVelocity; } at resource +0x1D0 /
// +0x1D4 -- precisely the MissileLauncher__SubsystemResource of MISLANCH.HPP.
// By definition MissileLauncher's direct base IS ProjectileWeapon, so the
// class at @004bc3fc is ProjectileWeapon.
//
// NOTE on PROJWEAP.TCP: the surviving .TCP is an early test-scaffold (no copyright
// banner) in which TestClass() just returns True and ResetToInitialState() is
// empty. The shipped binary implements a real ResetToInitialState (@004bbaf8);
// the empty body was filled in after the .TCP snapshot. TestClass()==True still
// holds.
//
// Field offsets in comments are byte offsets into the shipped object; the
// MechWeapon base occupies everything below +0x3F0. ProjectileWeapon members
// span +0x3F0..+0x447 (object size 0x448). Several member NAMES are taken from
// the binary's own attribute strings ("TotalTimeToEject"/"TimeToEject"/
// "PercentOfEject"/"EjectAmmo" @DAT_00512290) and resource tag strings
// ("TracerInterval","AmmoBin","MinTimeOfFlight","MinVoltagePercentToFire",
// "MinJamChance"); the remainder are inferred from usage and flagged best-effort.
//
#if !defined(PROJWEAP_HPP)
# define PROJWEAP_HPP
#if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
#endif
//##################### Forward Class Declarations #######################
class Mech;
class Entity;
class AmmoBin;
class ResourceFile;
class NotationFile;
//###########################################################################
//################## ProjectileWeapon Model Resource ###################
//###########################################################################
//
// Extends the MechWeapon resource record. The ProjectileWeapon-specific fields
// begin at +0x1BC in the parsed record (see CreateStreamedSubsystem @004bc7cc).
// Total record size is 0x1D0 -- the parser stamps subsystemModelSize = 0x1D0.
//
struct ProjectileWeapon__SubsystemResource:
public MechWeapon::SubsystemResource
{
int tracerInterval; // +0x1BC "TracerInterval" (read as int/bool)
int ammoBinIndex; // +0x1C0 "AmmoBin" (subsystem-name -> index, +2 bias)
Scalar minTimeOfFlight; // +0x1C4 "MinTimeOfFlight"
Scalar minVoltagePercentToFire; // +0x1C8 "MinVoltagePercentToFire"
Scalar minJamChance; // +0x1CC "MinJamChance"
}; // sizeof == 0x1D0
//###########################################################################
//####################### ProjectileWeapon #########################
//###########################################################################
//
// Abstract MechWeapon specialisation for weapons that launch a physical
// projectile (a tracer round or a Missile) and draw rounds from an AmmoBin.
// Adds an eject/reload cycle, a heat-driven jam roll, a minimum time-of-flight
// lead solution, and per-shot projectile spawning.
// (vtable @0051242c, ctor @004bc3fc, dtor @004bc688.)
//
class ProjectileWeapon:
public MechWeapon
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations; // parent = MechWeapon::ClassDerivations,
// name = "ProjectileWeapon" (DAT_00512280)
static Receiver::MessageHandlerSet& GetMessageHandlers(); // MechWeapon's + id 0xb EjectAmmo (issue #31)
enum { EjectAmmoMessageID = 0x0b }; // ammo-weapon table @0x512210
// @004bb9b8 -- the ammo-weapon handler table @0x512210 {0xb, "EjectAmmo"}.
// The pod's EJECT button: PRESS arms the ~3s UpdateEject countdown
// (hold-to-completion = DumpAmmo whole bay -> NoAmmo); TAP (release
// early) cycles ONE round out via FeedAmmo and, with ammo remaining,
// returns the weapon to Loading -- the in-mission UNJAM. Wired
// 2026-07-23 (issue #31); disasm-faithful incl. the press-no-bin
// fall-through into the release block.
void
EjectAmmoMessageHandler(ReceiverDataMessageOf<int> *message);
static AttributeIndexSet AttributeIndex;
static SharedData DefaultData;
// Embedded ref-counted connection to the AmmoBin subsystem (resource
// AmmoBin index). The shipped layout is a 0xC-byte SharedData::Connection
// (ctor FUN_004bcbb0->FUN_004179d4; resolver FUN_00417ab4 two-level-derefs +8),
// NOT an empty proxy -- modeling it as 1 byte made ProjectileWeapon 8 bytes
// short (0x440 vs the binary 0x448) and slid MissileLauncher's missileCount off
// 0x448. Named access (Construct/Connect/Resolve/Destruct) is unchanged + inert
// in bring-up (no plug resolves). Same 0xC pattern as SubsystemConnection.
struct AmmoBinConnection {
void *linked; // +0x00 (SharedData::Connection; inert here)
int _reserved[2]; // pad to the binary 0xC connection
void Construct() { linked = 0; _reserved[0] = _reserved[1] = 0; }
template<class T> void Connect(T s) { linked = (void *)s; }
void Destruct() { linked = 0; }
void *Resolve() { return linked; }
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Weapon firing-state alarm levels (this+0x350 weaponAlarm, reported by
// PrintState @004bc6c8). Levels 0..4 are inherited from the MechWeapon /
// Emitter scheme (Firing/Loaded/Loading/TriggerDuringLoad); ProjectileWeapon
// adds the ammo-specific states:
//
public:
enum WeaponState {
JammedState = 5, // HandleMessage(2) -> SetLevel(5)
TriggerDuringJamState = 6,
NoAmmoState = 7
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support (Performance member-function pointer; the per-frame
// driver lives at @004bbd04 and is installed by the ctor unless the model
// is flagged "no simulation").
//
public:
typedef void
(ProjectileWeapon::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
// @004bbd04 -- ProjectileWeapon per-frame update (Performance). FULLY
// RECOVERED (capstone disasm, Gitea #12): base sim -> trigger edge ->
// UpdateEject -> fault gates (destroyed/FailureHeat/mech-disabled; bin
// empty/destroyed -> alarm 7) -> the Loaded/Loading/Jammed/7 state
// machine. The ammo pull (bin->FeedAmmo @4bd4f4), the view/target
// denial blip, the updateModel replication marks and the recoil set all
// live HERE, not in FireWeapon; slot 17 (@004b9c9c) animates the
// recharge dial from the Loading/7 cases.
void
ProjectileWeaponSimulation(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Firing -- overrides MechWeapon's pure-virtual FireWeapon (vtable slot 18).
//
// MechWeapon's slot-18 body is the pure-virtual trap @004ba45c
// ("ERROR: Accessing Pure Virtual Method"). ProjectileWeapon provides the
// real spawn at @004bc104; MissileLauncher overrides again at @004bcc60.
//
protected:
void
FireWeapon(); // slot 18, @004bc104 (body not recovered)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem virtual overrides (slots on vtable @0051242c)
//
// Slot indices verified by decoding the raw vtable bytes (section_dump).
// SLOT MAP CORRECTED (task #51): 6=ReadUpdateRecord, 9=TakeDamage (the
// old attributions were swapped -- see mechweap.hpp for the evidence):
// slot 6 ReadUpdateRecord INHERITED MechWeapon @004b964c
// slot 7 WriteUpdateRecord INHERITED MechWeapon @004b9690
// slot 8 HandleMessage OVERRIDE @004bcabc
// slot 9 TakeDamage OVERRIDE @004bbae0 (thin -> MechWeapon)
// slot 10 ResetToInitialState OVERRIDE @004bbaf8
// slot 12 GetStatusFlags OVERRIDE @004bbf88 (body not recovered)
// slot 13 PrintState OVERRIDE @004bc6c8
// slot 16 (per-frame hook) OVERRIDE @004bbc20 (body not recovered)
// slot 18 FireWeapon OVERRIDE @004bc104 (body not recovered)
//
public:
LWord
GetStatusFlags(); // slot 12, @004bbf88
Logical
HandleMessage(int message); // slot 8, @004bcabc
void
ResetToInitialState(); // slot 10, @004bbaf8
void
DeathReset(int reset_command); // issue #22: -> RTIS @004bbaf8
void
PrintState(); // slot 13, @004bc6c8
// FIRE-VISUAL REPLICATION (task #61 -- the AC twin of MissileLauncher's
// salvo mirror, mislanch.hpp). The port's AC is a LOCAL flying round,
// so the enemy's cannon fire never reached the peer. Same proven path
// the missile + emitter use: FireWeapon calls ForceUpdate() (sets the
// updateModel bit), so the mech's per-frame subsystem serialize
// (mech4.cpp:3893 subsystem->PerformAndWatch(update_stream)) writes this
// record; Entity::UpdateMessageHandler routes it to the peer's replicant
// by subsystemID. The master serializes a monotonic fire counter + aim;
// the replicant edge-detects it and mirrors ONE visual round + DAFC
// muzzle flash. Fire STATE lives in a port-side table (projweap.cpp);
// the 0x1D0 object layout is byte-locked and must not grow.
struct ProjectileWeapon__UpdateRecord:
public MechWeapon::UpdateRecord
{
int fireCounter; // AC shots since spawn (edge-detected by peers)
Point3D fireTarget; // the aim point the round flew at
};
typedef ProjectileWeapon__UpdateRecord UpdateRecord;
void WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model); // slot 7
void ReadUpdateRecord(Simulation__UpdateRecord *message); // slot 6
protected:
// TASK #51 RENAME: slot 9 is TakeDamage (the old ReadUpdateRecord
// attribution was swapped; the record read is INHERITED from
// MechWeapon slot 6 @004b964c -- see mechweap.hpp for the evidence).
void
TakeDamage(Damage &damage); // slot 9, @004bbae0
// slot 16, @004bbc20 -- MechWeapon-family per-frame hook (overrides
// MechWeapon @004b0b5c). Body not recovered. TODO: confirm role.
virtual void
UpdateWeaponState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech&); // @ PROJWEAP.TCP -> True
Logical
TestInstance() const; // @004bd1e0 family (IsDerivedFrom)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Internal model helpers (recovered)
//
protected:
// @004bbb50 -- advance the eject/reload countdown (TimeToEject), update
// PercentOfEject, and when complete request a fresh round from the AmmoBin
// (NoAmmo alarm if the bin is dry).
void
UpdateEject(Scalar time_slice);
// @004bbc78 -- bleed the firing charge (MechWeapon recoil @0x3E8) according
// to the available voltage / ammo-bin supply.
void
DrawFiringCharge(Scalar time_slice);
// @004bbfcc -- roll a heat-scaled jam chance: returns True if the weapon
// jams this shot. Jam probability = clamp((0.41*currentTemperature /
// failureTemperature), minJamChance, 1.0) compared against a uniform random.
Logical
CheckForJam();
// @004bc06c -- lead solution: project the target position by launchVelocity
// and return the time-of-flight (or minTimeOfFlight + bias when no target
// is in range).
Scalar
ComputeTimeOfFlight();
// --- cross-family isolation helpers (owning Mech subsystem roster +
// cockpit controls live in the mech/controls families). Declared
// here so the recovered bodies compile; the mech family wires the
// real roster/controls query. ---
int
OwnerSubsystemCount(Mech *owner) const; // Mech roster size
Subsystem *
OwnerSubsystem(Mech *owner, int index) const; // Mech roster lookup
Logical
LiveFireEnabled() const; // controls "live fire" flag
// (Gitea #12: the old ConsumeRound() helper is RETIRED -- the binary has
// no such method. The ammo pull is bin->FeedAmmo() @4bd4f4, called by
// the recovered ProjectileWeaponSimulation Loaded case @4bbee6; a failed
// pull stays Loaded silently, and the NoAmmo(7) pin comes from the BIN's
// alarm via the sim's gate 2 -- never from the weapon side.)
// True when the weapon has recovered its firing charge (recoil counts
// down toward 0 in DrawFiringCharge; 0 == ready) and is not mid-eject.
Logical
ReadyToFire() const
{ return (recoil <= 0.0f) && (ejectState != 0); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef ProjectileWeapon__SubsystemResource SubsystemResource;
ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~ProjectileWeapon();
static int
CreateStreamedSubsystem( // @004bc7cc
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
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data for the projectile-weapon class.
// Offsets are byte offsets into the shipped object (MechWeapon occupies
// everything below +0x3F0). Object size is 0x448.
//
protected:
// --- eject / reload cycle (attribute names from DAT_00512290) ---
Scalar totalTimeToEject; // @0x3F0 "TotalTimeToEject" init 3.0
Scalar timeToEject; // @0x3F4 "TimeToEject" countdown
Scalar percentOfEject; // @0x3F8 "PercentOfEject" 0..1 progress (HUD)
Scalar minJamChance; // @0x3FC resource MinJamChance (+0x1CC)
int ejectState; // @0x400 -1 = idle, 0 = ejecting (init -1)
Scalar minVoltagePercentToFire;// @0x404 resource MinVoltagePercentToFire (+0x1C8)
int tracerCounter; // @0x408 init 0 (best-effort: tracer cadence)
// --- launch / lead solution ---
Scalar minTimeOfFlight; // @0x40C resource MinTimeOfFlight (+0x1C4)
Vector3D launchVelocity; // @0x410 init {0,0,-effectiveRange/speed}
// (MissileLauncher overwrites w/ MuzzleVelocity)
int tracerModelHandle; // @0x41C spawned tracer/explosion model handle
Point3D leadPosition; // @0x420 computed target lead point (init origin)
Vector3D tracerOrigin; // @0x42C best-effort: runtime muzzle origin (sim scratch)
// --- ammunition ---
int tracerInterval; // @0x438 resource TracerInterval (+0x1BC)
AmmoBinConnection
ammoBinLink; // @0x43C embedded 0xC connection to the AmmoBin subsystem
friend void *BTWeaponAmmoBin(void *weapon); // panel ammo-bin bridge (AFC100-counter fix)
// (ctor @004bcbb0, dtor @004bcbcf, link vtable
// @00512424; resolved via the resource AmmoBin
// index at +0x1C0) -- LAST field, object ends 0x448
friend struct ProjectileWeaponLayoutCheck;
}; // sizeof == 0x448
struct ProjectileWeaponLayoutCheck {
static_assert(offsetof(ProjectileWeapon, totalTimeToEject) == 0x3F0, "ProjectileWeapon::totalTimeToEject @0x3F0 (MechWeapon must end 0x3F0)");
static_assert(offsetof(ProjectileWeapon, launchVelocity) == 0x410, "ProjectileWeapon::launchVelocity @0x410");
static_assert(offsetof(ProjectileWeapon, leadPosition) == 0x420, "ProjectileWeapon::leadPosition @0x420");
static_assert(offsetof(ProjectileWeapon, tracerInterval) == 0x438, "ProjectileWeapon::tracerInterval @0x438");
static_assert(offsetof(ProjectileWeapon, ammoBinLink) == 0x43C, "ProjectileWeapon::ammoBinLink @0x43C");
static_assert(sizeof(ProjectileWeapon) == 0x448, "sizeof(ProjectileWeapon) 0x448 (== factory alloc)");
};
#endif