Files
BT411/engine/MUNGA/SCNROLE.cpp
T
Joe DiPrimaandClaude Opus 5 a4bfb64ace scoring: BIND the scenario role -- one commented-out line zeroed the whole chart
BTPlayer::scenarioRole was never assigned.  The lookup sat commented out with
"the BT role registry (BTMission::GetRoleRegistry()->Lookup) has no WinTesla
analog, so the scenarioRole set by the base Player ctor stands" -- and the base
ctor sets it to NULL (PLAYER.cpp:680).  So it stood NULL forever.

Every scoring value the game has hangs off that pointer, and the shipped
content authors them correctly.  New ungated receipt in the ScenarioRole ctor
prints what a real mission loads:

  [role] 'Role::Default' model='dfltrole' killBonus=500 deathPenalty=500
         dmgInf=1 dmgRcv=0 bias=1 ff=1 return=1000

That IS the original manual's scoring chart -- +500 a kill, -500 a special-case
death, +1 per damage point.  With the pointer NULL every award multiplied
against zero: kills scored the damage tally alone (4.88), the eject charge read
0 (the field log's "PUNCH-OUT: charge=0 (role killBonus)" = #134's missing
penalty), and the death-cost block was skipped.

The analog DOES exist: Mission::GetScenarioRole(name) (MISSION.h:162) walks
scenarioRoleChain -- the same dictionary BTL4Mission fills via AddScenarioRole()
when it parses the role pages, whose own comment says the WinTesla base exposes
it.  Same lookup, same key.  Falls back to Role::Default when a creation
message names an unknown role (shipped content authors exactly one page), and
logs BOUND/NULL so this cannot fail silently again.

Benched cross-node:
  role binding    player 2:1 BOUND, player 3:1 BOUND
  KILL AWARD      505.88  (was 4.88)   <- chart's +500, verified
  death cost      victim total -500.00 <- chart's -500
  inflicted       still tracking, killer total 1017.32 kills=1

The -500 on an ORDINARY combat death is AUTHENTIC, not a bug: the binary's gate
is advancedDamageOn alone (@004c05c4 tail: `if (player+0x264 != 0) { -role+0x20 }`),
verified in the decomp.  It only shows now because the role finally binds.  It
also reconciles the chart's two death rows: an EJECT costs -500 (death) plus its
self-kill negating its own ~500 award = -1000, and an ammo death costs -500.

CORRECTION to my own earlier note: returnFromDeath=1000 is NOT the chart's
"+1000 starting the game" -- role+0x28 is a lives/return gate (`if (< 1)` ->
mission review, else respawn).  The 1000 is coincidence.  That row is still
unlocated and is most likely console-side.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 10:21:15 -05:00

275 lines
6.7 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "scnrole.h"
#include "app.h"
#include "notation.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::ScenarioRole(const CString &role_name)
{
damageReceivedModifier = 0.0f;
damageInflictedModifier = 0.0f;
damageBias = 0.0f;
friendlyFirePenalty = 0.0f;
killBonus = 0.0f;
roleName = role_name;
returnFromDeath = 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::ScenarioRole(const CString &role_name, const CString &model_file)
{
Check_Pointer(&role_name);
Check_Pointer(&model_file);
roleName = role_name;
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Truncate the Role:: from roleName
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceFile
*res = application->GetResourceFile();
ResourceDescription
*player_res_des;
player_res_des = res->FindResourceDescription(
model_file,
ResourceDescription::GameModelResourceType
);
if (player_res_des)
{
player_res_des->Lock();
ModelResource
*player_data = (ModelResource *)player_res_des->
resourceAddress;
killBonus = player_data->killBonus;
specialCaseDeathPenalty = player_data->specialCaseDeathPenalty; // BT 4.10 (restored)
returnFromDeath = player_data->returnFromDeath;
damageReceivedModifier = player_data->damageReceivedModifier;
damageInflictedModifier = player_data->damageInflictedModifier;
damageBias = player_data->damageBias;
friendlyFirePenalty = player_data->friendlyFirePenalty;
player_res_des->Unlock();
// SCORE PROVENANCE (ungated, 2026-08-07). Every unmatched row of the
// original manual's scoring chart -- +500 a kill, -1000 an eject, -500
// an ammo death -- is sourced HERE, from the role's GameModel record
// (type 0xf, 7 dwords; the binary's ctor @00429a9c copies rec[0..6]).
// A field log showed `charge=0 (role killBonus)`, and the two ways that
// happens -- record authored zero, or resource lookup missed -- are
// indistinguishable in release because the miss path's Warn/Tell compile
// out (DEBUGOFF.h). One line per role settles it.
DEBUG_STREAM << "[role] '" << (const char *)role_name
<< "' model='" << (const char *)model_file
<< "' killBonus=" << (float)killBonus
<< " deathPenalty=" << (float)specialCaseDeathPenalty
<< " dmgInf=" << (float)damageInflictedModifier
<< " dmgRcv=" << (float)damageReceivedModifier
<< " bias=" << (float)damageBias
<< " ff=" << (float)friendlyFirePenalty
<< " return=" << (int)returnFromDeath
<< "\n" << std::flush;
}
else
{
DEBUG_STREAM << "[role] '" << (const char *)role_name
<< "' model='" << (const char *)model_file
<< "' -- RESOURCE NOT FOUND, all score values default to 0"
<< "\n" << std::flush;
Tell(role_name);
Warn(" does not exists in resource! ");
damageReceivedModifier = 0.0f;
damageInflictedModifier = 0.0f;
damageBias = 0.0f;
friendlyFirePenalty = 0.0f;
killBonus = 0.0f;
specialCaseDeathPenalty = 0.0f; // BT 4.10 (restored)
returnFromDeath = 0;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
ScenarioRole::CalcDamageReceivedScore(const Scalar &damage_received)
{
Check(this);
// ]
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Calculate modified score for the player receiving damage
// damageReceived * damageReceivedModifier
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Check(this);
Check_Fpu();
return -(damage_received * GetDamageReceivedModifier());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::~ScenarioRole()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceDescription::ResourceID
ScenarioRole::CreateModelResource(
#if DEBUG_LEVEL>0
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *directories,
ModelResource *model
#else
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *,
ModelResource *model
#endif
)
{
Check(resource_file);
Check_Pointer(model_name);
Check_Pointer(directories);
//
// If we were not provided a buffer to write the model data into, we must
// create it ourselves. Then make sure that the model stuff is read in
//
ModelResource *local_model = model;
if (!local_model)
{
local_model = new ModelResource;
Register_Pointer(local_model);
}
//----------------------------------------
// Read in the data from notation file
//----------------------------------------
//
// Get PointValue assigned to this ScoreZone
//
if(
!model_file->GetEntry(
"gamedata",
"KillBonus",
&local_model->killBonus
)
)
{
std::cerr << model_name << "Missing KillBonus" << std::endl;
Dump_And_Die:
if (!model)
{
Unregister_Pointer(local_model);
delete local_model;
}
return -1;
}
// BT 4.10: read right after KillBonus, fail-hard like every other key
// (binary role reader @00429bec, dest = record slot [1]).
if(
!model_file->GetEntry(
"gamedata",
"SpecialCaseDeathPenalty",
&local_model->specialCaseDeathPenalty
)
)
{
std::cerr << model_name << "Missing SpecialCaseDeathPenalty" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageReceivedModifier",
&local_model->damageReceivedModifier
)
)
{
std::cerr << model_name << "Missing DamageReceivedModifier" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageInflictedModifier",
&local_model->damageInflictedModifier
)
)
{
std::cerr << model_name << "Missing DamageInflictedModifier" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"ReturnFromDeath",
&local_model->returnFromDeath
)
)
{
std::cerr << model_name << "Missing ReturnFromDeath" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageBias",
&local_model->damageBias
)
)
{
std::cerr << model_name << "Missing DamageBias" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"FriendlyFirePenalty",
&local_model->friendlyFirePenalty
)
)
{
std::cerr << model_name << "Missing FriendlyFirePenalty" << std::endl;
goto Dump_And_Die;
}
if (!model)
{
ResourceDescription *new_res =
resource_file->AddResource(
model_name,
ResourceDescription::GameModelResourceType,
1,
ResourceDescription::Preload,
local_model,
sizeof(*local_model)
);
Unregister_Pointer(local_model);
delete local_model;
Check_Fpu();
Check(new_res);
return new_res->resourceID;
}
else
{
Check_Fpu();
return 0;
}
}