Files
BT411/engine/MUNGA/SEGMENT.h
T
Joe DiPrimaandClaude Opus 5 06adaee523 #110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire."  Conn Man's audit: three chassis, both arms, reproducible.  And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced.  Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.

ROOT CAUSE -- a silent stub.  Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
    struct SegmentIterator { DZRef *Next() { return 0; } };
    struct SegTableX       { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing.  Every line read correct; none of it did anything.

THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
    destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
        SAME segment (seg+0xD0), setting graphic state 2 (Gone)
    descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
        segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0].  The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).

VERIFIED (ava1, self-damage to one zone, autofire everything):
  dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
      ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
      torso LRM5/SRM2 keep firing (correct)
  dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
      "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
      logs refusals BY NAME (the FIRED line never named its weapon, which is how
      #86's verification gap survived)
  regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
      combat (they fire only on genuine zone deaths)

Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.

KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:26:53 -05:00

251 lines
5.4 KiB
C++

#pragma once
#include "table.h"
#include "linmtrx.h"
#include "cstr.h"
#include "vchain.h"
class DamageZone;
class Joint;
class JointedMover;
//##########################################################################
//##################### Segment::VideoObjectNames ##########################
//##########################################################################
class EntitySegment__VideoObjectNames :
public Plug
{
public:
CString*
GetVideoObjectName(Enumeration damage_graphic_state);
void
AddVideoObjectName(
const CString &new_name,
Enumeration damage_graphic_state
);
EntitySegment__VideoObjectNames();
~EntitySegment__VideoObjectNames();
protected:
typedef PlugOf<CString> CStringPlug;
typedef VChainOf<CStringPlug*, Enumeration>
VideoObjectNamesSocket;
VideoObjectNamesSocket videoObjectNames;
};
//##########################################################################
//########################## Segment ###############################
//##########################################################################
class EntitySegment :
public Plug
{
friend class JointedMover;
public:
typedef EntitySegment__VideoObjectNames VideoObjectNames;
typedef TableOf<EntitySegment*, int> SegmentTable;
typedef TableIteratorOf<EntitySegment*, int> SegmentTableIterator;
typedef PlugOf<int> IntegerPlug;
typedef TableOf<IntegerPlug*, int> IntegerTable;
typedef TableIteratorOf<IntegerPlug*, int> IntegerTableIterator;
enum SkeletonType {
SkeletonType_N, // Exterior
SkeletonType_S, // Interior
SkeletonType_T,
SkeletonType_O,
SkeletonType_A,
SkeletonType_B,
SkeletonType_C,
SkeletonType_D,
SkeletonTypeCount
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Segment Data
//
protected:
Logical
segmentModified,
siteSegment;
LinearMatrix
segmentToParent,
segmentToEntity,
baseOffset;
typedef PlugOf<CString> CStringPlug;
typedef TableOf<VideoObjectNames*, Enumeration> VideoObjectTable;
typedef TableIteratorOf<VideoObjectNames*, Enumeration> VideoTableIterator;
VideoObjectTable
videoObjectTable;
Joint
*jointPointer;
int
jointIndex;
EntitySegment
*parentSegment;
int
parentIndex;
int
thisIndex;
IntegerTable
damageZoneTable,
childIndexTable;
int
primaryDamageZone;
SegmentTable
childPointerTable;
CString
segmentName;
const LinearMatrix&
GetSegmentToParent();
void
SetSegmentToEntity(LinearMatrix& new_matrix)
{Check(this); segmentToEntity = new_matrix;}
void
SetSegmentToParent(LinearMatrix& new_matrix)
{Check(this); segmentToParent = new_matrix;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Accessors
//
public:
// #110 (BT reconstruction): read access to the two streamed tables the
// binary's zone-destruction cascade walks (Mech__DamageZone::
// RecurseSegmentTable @0049cad4 -- seg+0xD0 damage zones, seg+0xE8 child
// indices). Read-only; population stays with JointedMover streaming.
IntegerTable&
GetDamageZoneTable()
{Check(this); return damageZoneTable;}
IntegerTable&
GetChildIndexTable()
{Check(this); return childIndexTable;}
void
ModifySegment(Logical modified = True)
{Check(this); segmentModified = modified;}
const LinearMatrix&
GetBaseOffset() const
{Check(this); return baseOffset;}
const LinearMatrix&
GetSegmentToEntity();
int
GetPrimaryDamageZone() const
{Check(this); return primaryDamageZone;}
int
GetParentIndex() const
{Check(this); return parentIndex;}
const EntitySegment*
GetParent() const
{Check(this); return parentSegment;}
int
GetIndex() const
{Check(this); return thisIndex;}
int
IsSiteSegment()
{Check(this); return siteSegment;}
CString
GetName() const
{Check(this); return segmentName;}
int
GetJointIndex() const
{Check(this); return jointIndex;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Children of Segments Support
//
public:
CString*
GetVideoObjectName(
SkeletonType skl_type = SkeletonType_N,
Enumeration damage_graphic_state = 0
);
void
AddChildIndex(int child_index, int index);
void
AddChildPointer(EntitySegment *child_pointer, int index);
void
AddDamageZone(int damage_index, int index);
void
AddVideoObjectName(
CString video_object_name,
Enumeration skl_type,
Enumeration damage_graphic_state = 0
);
IntegerTableIterator*
MakeChildIndexTable()
{
Check(this);
Check_Pointer(&childIndexTable);
IntegerTableIterator *iterator = new
IntegerTableIterator(&childIndexTable);
return iterator;
}
IntegerTableIterator*
MakeDamageZoneIndexTable()
{
Check(this);
Check_Pointer(&damageZoneTable);
IntegerTableIterator *iterator = new
IntegerTableIterator(&damageZoneTable);
return iterator;
}
EntitySegment(
CString segment_name,
int this_index,
int parent_index,
int joint_index,
Joint *joint_ptr,
LinearMatrix &lin_matrix,
EntitySegment *parent_segment,
Logical is_site,
int primary_damage_zone
);
~EntitySegment();
};
inline MemoryStream&
MemoryStream_Read(
MemoryStream* stream,
EntitySegment::SkeletonType *output
)
{return stream->ReadBytes(output, sizeof(*output));}
inline MemoryStream&
MemoryStream_Write(
MemoryStream* stream,
const EntitySegment::SkeletonType *input
)
{return stream->WriteBytes(input, sizeof(*input));}