Files
BT411/engine/MUNGA/EXPLODE.h
T
arcattackandClaude Fable 5 c0fa6bf21a Death = the burning WRECK-HULK swap (effect 104) -- the authentic chain, reconstructed
The user was right: a dead mech turns into a pile of wreckage.  The authentic
1995 chain, recovered end-to-end:

  kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
  'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
  1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
  smoke burst (3/4/5/15).

Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker.  Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.

Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())).  The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself).  Verified live:
  [death] firing authentic death list 'blhdead' id=22
     ** effect_number = 104
  [BTrender] wreck swap: victim -> 'blhdbr.bgf'

Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:43:08 -05:00

192 lines
4.3 KiB
C++

#pragma once
#include "entity.h"
#include "boxsolid.h"
#include "table.h"
//##########################################################################
//##################### Explosion::ModelResource #####################
//##########################################################################
struct Explosion__ModelResource
{
ObjectID resourceTableObjectID;
Scalar explosionDuration;
};
//##########################################################################
//########################### Explosion ##############################
//##########################################################################
class Explosion__MakeMessage;
class Damage;
class Mover;
class Explosion : public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef Explosion__ModelResource
ModelResource;
typedef void
(Explosion::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ExplosionSimulation(Scalar time_slice);
static ResourceDescription::ResourceID
Explosion::CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
typedef ChainIteratorOf<Entity*> EntityIterator;
void
SplashDamage(
EntityID inflicting,
Damage &damage,
Scalar collisionRadius,
Vector3D offset = Vector3D::Identity,
Entity *exludedEntities = NULL
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Explosion__MakeMessage
MakeMessage;
static Explosion*
Make(MakeMessage *creation_message);
Explosion(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
~Explosion();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
Enumeration
GetInterestPriority(Entity *linked_entity);
// The entity this explosion hit. Read by the BT death-wreck render script
// (effect 104: swap the victim's visual to its <mech>dbr burning hulk).
Entity *GetEntityHit() { return entityHit; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Protected Data
//
protected:
Scalar
explosionDuration;
Entity
*entityHit;
Entity
*creatingEntity;
Point3D
localHitPosition;
};
//##########################################################################
//##################### Explosion::MakeMessage #######################
//##########################################################################
class Explosion__MakeMessage:
public Entity::MakeMessage
{
public:
EntityID
entityHitID;
EntityID
creatingEntityID;
Explosion__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID
):
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
entityHitID(entity_hit_ID),
creatingEntityID(creating_entity_ID)
{}
};
//##########################################################################
//###################### ExplosionResourceTable ######################
//##########################################################################
class ExplosionResourceTable:
public Plug
{
public:
typedef PlugOf<ResourceDescription::ResourceID>
ResourceIDPlug;
ExplosionResourceTable(PlugStream *stream);
~ExplosionResourceTable();
static void
BuildFromPage(
ObjectStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
Logical
TestInstance() const;
ResourceDescription::ResourceID
FindResourceID(Enumeration material_type);
ResourceDescription::ResourceID
FindResourceID(Entity *entity_hit);
private:
TableOf<ResourceIDPlug*, Enumeration>
resourceIDSocket;
};