The reconstruction modeled the binary's 0x54 AlarmIndicator (FUN_0041b9ec) with undersized
stand-ins (AlarmIndicator==ReconAlarm==4B; HeatAlarm==8B) across the entire subsystem tree, so
every field above an alarm sat at the wrong compiled offset. Retype every such stand-in to
GaugeAlarm54(0x54) and de-phantom each class against its ctor, so the whole PoweredSubsystem
subtree becomes byte-exact. An 8-agent read-only decomp-mapping workflow decoded every ctor
first; then hands-on implementation. static_assert-locked chain (verified vs the raw ctors):
HeatSink 0x1D0
-> PoweredSubsystem 0x31C retype electricalStateAlarm@0x264 + modeAlarm@0x2B8 @004b0f74
-> MechWeapon 0x3F0 retype weaponAlarm@0x350; delete 5 phantom tail fields @004b99a8
-> Emitter 0x478 delete outputVoltage/beamLengthRatio/firingArmed aliases
+ beamHit*/beamColor/beamHitData/energyRampTime phantoms;
retype beamOrientation EulerAngles->Quaternion(16B) @004bb120
-> PPC 0x478 (no own fields) @004bb888
PoweredSubsystem -> Sensor 0x328 (no alarm; 3 own fields) @004b1d18
PoweredSubsystem -> Myomers 0x358 (no alarm) @004b8fec
New systemic bug-class instances fixed (added to the CLAUDE.md checklist):
* alias field - Emitter outputVoltage==inherited rechargeLevel@0x320; beamLengthRatio==
beamScale.z@0x434; firingArmed==inherited useConfiguredPip@0x3E0
* phantom field - MechWeapon segmentReference/pipSegment/hasTarget/targetPoint/muzzlePoint
(past 0x3F0); Emitter beamHitPoint/beamImpact/beamImpactScalar/beamColor/
beamHitData/energyRampTime (binary writes inherited damageData/voltageScale
or the value is a method local)
Non-layout fixes required in the same wave:
* outputVoltage->rechargeLevel also in the compiled GAUSS.CPP:74/93 (external readers of the
removed Emitter field -- must grep EVERY TU, not just the class's own .cpp)
* MechWeapon::GetMuzzlePoint reimplemented faithfully (removed muzzlePoint collided with
Emitter's own fields at 0x3F0) via a BTResolveWeaponMuzzle void* bridge in mech4.cpp,
resolving the weapon's mount segment (inherited this+0xdc) through the owner segment table
* DetachFromVoltageSource fixed to set electricalStateAlarm not modeAlarm (raw @004b0e30
writes the 0x264 alarm)
The vehicleSubSystems aux-screen gauge raw reads (btl4gau2.cpp:868/952 at subsystem+0x2b8/+0x278)
and the Sensor RadarPercent path now read the CORRECT byte offsets (garbage under the short layout).
Verified: combat DESTROYED-in-8, 28 shots, 0 crashes, heat heatEnergy=1.34e7, every static_assert
lock passes, heapcheck-clean through construction (the phase the isolated PoweredSubsystem retype
had overflowed). LESSON: a factory-bridge runtime Check(sizeof<=alloc) does NOT fail the build --
only a static_assert sizeof lock catches alloc overflow at compile time.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
650 lines
23 KiB
C++
650 lines
23 KiB
C++
//===========================================================================//
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// File: mechweap.cpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: MechWeapon -- abstract base for every mounted Mech weapon //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 JM 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. Behaviour follows the Ghidra
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// pseudo-C for the module cluster @004b95ec-@004b9d10 (file=bt/mechweap.cpp)
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// plus the pure-virtual stub @004ba45c (file=bt/mechweap.hpp). Method and
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// member names follow the surviving derived sources (PPC.CPP, GAUSS.CPP,
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// MISLANCH.HPP), the resource-parser tag strings, and the RP WEAPSYS.h analog.
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// Each non-trivial method cites the originating @ADDR.
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//
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// Resolved read-only constants (4 LE bytes from section_dump CODE):
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// _DAT_004b9648 = 00 00 00 00 = 0.0f (fire-edge threshold)
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// _DAT_004b9b98 = 00 00 80 bf = -1.0f (default pip-colour component)
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// _DAT_004b9c98 = 00 00 80 3f = 1.0f (full-heat reference)
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// _DAT_004ba37c = 00 00 80 bf = -1.0f (resource "unset" sentinel)
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//
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// Helper-function name mapping (engine internals referenced by the decomp):
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// FUN_004b0f74 PoweredSubsystem base constructor
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// FUN_004b115c PoweredSubsystem destructor
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// FUN_004b0e6c PoweredSubsystem::ResetToInitialState (vtable slot 10)
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// FUN_004b0efc PoweredSubsystem (vtable slot 9 -- ReadUpdateRecord)
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// FUN_004b0f48 PoweredSubsystem::GetStatusFlags (vtable slot 12)
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// FUN_004b1224 PoweredSubsystem::PrintState (vtable slot 13)
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// FUN_004b13ac PoweredSubsystem::CreateStreamedSubsystem
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// FUN_0041bd34 Subsystem::TakeDamage (vtable slot 6, base)
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// FUN_0041c500 Subsystem::WriteUpdateRecord (vtable slot 7, base)
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// FUN_0041b9ec AlarmIndicator(levels) FUN_0041baa4 ~AlarmIndicator
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// FUN_0041bbd8 AlarmIndicator::SetLevel(n)
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// FUN_0041db7c Damage::Damage() / init
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// FUN_0041a1a4 IsDerivedFrom(classDerivations)
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// FUN_00408440 Vector copy FUN_0040a7f4 Point copy
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// FUN_00408644 Vector subtract (out = a - b)
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// FUN_004087f4 Vector negate/copy
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// FUN_0040aadc Matrix identity FUN_0040ad2c Matrix from angles
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// FUN_00409a70 apply transform FUN_00409968 Vector set
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// FUN_004dd138 sqrtf FUN_004dc8ec atan2f(double,double)
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// FUN_00408110 angle normalise
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// FUN_0041f216 / FUN_0041f235 segment-iterator construct / destruct
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// FUN_00424da8 resolve segment world point
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// FUN_0049b6d8 cockpit HUD: register pip / fire marker
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// FUN_004b13ac etc. (resource parser primitives):
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// FUN_00404118 NotationFile::Read(scalar) FUN_00404088 Read(string)
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// FUN_004040d8 Read(int/bool) FUN_00404190 Read(int)
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// FUN_00406824 parse colour FUN_00406ff8 ResourceFile::FindResource
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// FUN_004d4b58 strcmp FUN_004d4b14 memcmp FUN_004d4c78 strstr
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// FUN_004dbb24 DebugStream << FUN_004d9c38 DebugStream flush
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// FUN_0040385c Verify()/assert(msg,file,line)
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MECHWEAP_HPP)
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# include <mechweap.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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#if !defined(TESTBT_HPP)
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# include <testbt.hpp>
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#endif
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//#############################################################################
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// Shared Data Support
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//
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Derivation
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MechWeapon::ClassDerivations(
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PoweredSubsystem::GetClassDerivations(),
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"MechWeapon"
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);
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Receiver::MessageHandlerSet MechWeapon::MessageHandlers;
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Simulation::AttributeIndexSet MechWeapon::AttributeIndex;
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MechWeapon::SharedData
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MechWeapon::DefaultData(
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&MechWeapon::ClassDerivations,
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MechWeapon::MessageHandlers,
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MechWeapon::AttributeIndex,
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MechWeapon::StateCount
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);
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//#############################################################################
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// Firing -- abstract base body
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//
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// @004b95ec -- MechWeapon is abstract; the base FireWeapon() must never run.
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// Exact analog of RP GenericGun::Fire()'s "Should not be here!" stub. Real
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// firing lives in Emitter::FireWeapon (PPC/Gauss) and ProjectileWeapon
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// (MissileLauncher). Assert tag: MECHWEAP.CPP : 0xC9.
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//
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void
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MechWeapon::FireWeapon()
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{
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Fail("MechWeapon abstract class should not be fired");
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}
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//
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// @004ba45c -- a second pure-virtual placeholder emitted from MECHWEAP.HPP:343
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// ("ERROR: Accessing Pure Virtual Method"). Compiled into the next translation
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// unit (Emitter); reproduced here for completeness. A human should reconcile
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// which header-declared pure virtual this guards.
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//
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// void MechWeapon::<pure-virtual>() {
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// Verify(False, "ERROR: Accessing Pure Virtual Method",
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// "d:\\tesla\\bt\\bt\\mechweap.hpp", 0x157);
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// }
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//#############################################################################
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// Construction / Destruction
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//
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// @004b99a8 -- chains to the PoweredSubsystem ctor (@004b0f74), installs the
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// MechWeapon vtable (PTR_FUN_00511d2c), constructs the alarm indicator and the
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// Damage member, then copies the weapon parameters out of the resource record.
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//
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MechWeapon::MechWeapon(
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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
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):
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PoweredSubsystem(owner, subsystem_ID, subsystem_resource, shared_data),
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weaponAlarm(/*levels=*/ 3), // FUN_0041b9ec(this+0xd4, levels)
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damageData() // FUN_0041db7c(this+0xea)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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// pip colour defaults to (-1,-1,-1) -- "use the configured/team colour".
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pipColor.Red = -1.0f; // _DAT_004b9b98
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pipColor.Green = -1.0f;
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pipColor.Blue = -1.0f;
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// --- copy weapon parameters out of the resource ---
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rechargeRate = subsystem_resource->rechargeRate; // +0x190
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explosionResourceID = subsystem_resource->explosionResourceID; // +0x198
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damageData.damageType = subsystem_resource->damageType; // +0x1A0
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damageData.damageAmount = subsystem_resource->damageAmount; // +0x19C
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segmentPageIndex = subsystem_resource->segmentIndex; // +0x28
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weaponRange = subsystem_resource->weaponRange; // +0x194
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heatCostToFire = subsystem_resource->heatCostToFire; // +0x1A4
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pipPosition = subsystem_resource->pipPosition; // +0x1A8
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pipColor = subsystem_resource->pipColor; // +0x1AC..+0x1B4
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pipExtendedRange = subsystem_resource->pipExtendedRange; // +0x1B8
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effectiveRange = weaponRange; // 0x328 primed to weaponRange (recomputed in UpdateTargeting)
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simulationFlags |= 0x8; // this[10] |= 8 (mark "weapon" subsystem)
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rangeToTarget = 0.0f; // 0x324
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targetWithinRange = False; // 0x34C
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// segmentReference/pipSegment were phantom tail members (past the binary 0x3F0 end);
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// removed. The muzzle segment index is the inherited base slot this+0xdc (used by
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// GetMuzzlePoint); the pip mount is gated by useConfiguredPip in DrawWeaponPip.
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// usesExternalModel: True if the model name contains the marker substring
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// (DAT_00511aa2); selects whether the configured pip is drawn.
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usesExternalModel = (strstr(GetName(), "EXT") != 0) ? True : False;
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fireImpulse = 0.0f; // 0x31C
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rechargeLevel = 1.0f; // 0x320 (fully charged)
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previousFireImpulse = 0.0f; // 0x3A4
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recoil = 0.0f; // 0x3E8
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useConfiguredPip = (usesExternalModel == 0); // 0x3E0
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pipState = 0; // 0x330
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Check_Fpu();
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}
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//
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// @004b9b9c -- destroys the alarm indicator, chains to ~PoweredSubsystem, and
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// (if the deleting-dtor bit is set) frees the object.
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//
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MechWeapon::~MechWeapon()
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{
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Check(this);
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// weaponAlarm (@0xd4) destroyed by its own dtor (FUN_0041baa4(this+0xd4, 2));
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// base chain (FUN_004b115c) handles the rest.
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Check_Fpu();
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}
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//#############################################################################
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// Test Class Support
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//
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Logical
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MechWeapon::TestClass(Mech &)
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{
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return True;
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}
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Logical
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MechWeapon::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//#############################################################################
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// Subsystem virtual overrides
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//
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//
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// @004b964c -- slot 6. Apply damage through the base, then set the weapon's
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// display alarm: a destroyed weapon (damage->destroyed flag, +0x14) clears the
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// alarm to 0, otherwise the alarm tracks the incoming damage level (+0x10).
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//
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void
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MechWeapon::TakeDamage(Damage &damage)
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{
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Subsystem::TakeDamage(damage); // FUN_0041bd34
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// A destroyed weapon clears its display alarm; otherwise the alarm tracks
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// the damage-zone state set by the base TakeDamage above. (The decomp read
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// the post-damage destroyed/level flags out of the damage record; here we
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// read them back off the resolved damage zone.)
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// Read the ENGINE Subsystem::damageZone (the real built zone), qualified -- the
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// nearer MechSubsystem::damageZone is a ReconDamageZone-shim SHADOW of it (exposed
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// once HeatableSubsystem re-based onto MechSubsystem). TODO: remove that shadow.
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::DamageZone *dz = this->Subsystem::damageZone;
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if (dz != 0
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&& dz->GetGraphicState() == DamageZone::DestroyedGraphicState)
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{
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weaponAlarm.SetLevel(0); // FUN_0041bbd8(this+0xd4, 0)
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}
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else
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{
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weaponAlarm.SetLevel(
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(dz != 0 && dz->damageLevel > 0.0f) ? 1 : 0
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); // FUN_0041bbd8(this+0xd4, level)
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}
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}
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//
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// @004b9690 -- slot 7. Append the weapon's replication fields to the update
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// record: record type 0x18, the alarm state (this+0x364), and a "ready/idle"
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// flag derived from this+0x360.
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//
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void
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MechWeapon::WriteUpdateRecord(UpdateRecord *message, int update_model)
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{
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Subsystem::WriteUpdateRecord(message, update_model); // FUN_0041c500
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message->recordID = 0x18; // *message = 0x18
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message->alarmState = weaponAlarm.GetLevel(); // message[4] = *(this+0x364)
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message->weaponIdle = (weaponAlarm.GetLevel() == 0) ? 1 : 0; // message[5]
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}
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//
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// @004b96d4 -- slot 9. MechWeapon adds nothing of its own; defers to the
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// PoweredSubsystem implementation (paired with WriteUpdateRecord above).
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//
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void
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MechWeapon::ReadUpdateRecord(UpdateRecord *message)
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{
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PoweredSubsystem::ReadUpdateRecord(message); // FUN_004b0efc
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}
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//
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// @004b96ec -- slot 10. Reset the firing/recharge state, then chain to base.
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//
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void
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MechWeapon::ResetToInitialState()
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{
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PoweredSubsystem::ResetToInitialState(); // FUN_004b0e6c
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recoil = 0.0f; // this[0xfa] = 0
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rechargeLevel = 1.0f; // this[200] = 0x3f800000
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fireImpulse = 0.0f; // this[199] = 0
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previousFireImpulse = 0.0f; // this[0xe9] = 0
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}
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//
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// @004b9d00 -- slot 13. Defers to the PoweredSubsystem print routine.
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//
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void
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MechWeapon::PrintState()
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{
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PoweredSubsystem::PrintState(); // FUN_004b1224
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}
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//#############################################################################
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// Targeting / aiming helpers
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//
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//
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// @004b9bdc -- recompute the range to the owning Mech's current target and the
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// heat-degraded effective range, then decide whether the target is in range.
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//
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// no target (entity+0x388 == 0):
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// rangeToTarget = -1; targetWithinRange = False
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// else:
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// v = entity->targetPoint(+0x37c) - entity->muzzlePoint(+0x100)
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// rangeToTarget = |v|
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// effectiveRange = (1.0 - heatSource->heatLoad(+0x158)) * weaponRange
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// targetWithinRange = (effectiveRange > rangeToTarget)
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//
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Logical
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MechWeapon::UpdateTargeting()
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{
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if (!HasActiveTarget()) // *(entity+0x388) == 0
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{
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rangeToTarget = -1.0f; // 0xbf800000
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targetWithinRange = False;
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}
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else
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{
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Point3D target, muzzle;
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GetTargetPosition(target);
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GetMuzzlePoint(muzzle);
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Vector3D delta;
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delta.Subtract(target, muzzle); // FUN_00408644
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rangeToTarget = (Scalar)Sqrt( // FUN_004dd138
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delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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// 1.0f == _DAT_004b9c98; heatLoad is the inherited HeatableSubsystem load.
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effectiveRange = (1.0f - heatLoad) * weaponRange; // *0x32c
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targetWithinRange = (effectiveRange > rangeToTarget) ? True : False;
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}
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return targetWithinRange;
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}
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//
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// @004b9608 -- rising-edge detector on fireImpulse (threshold _DAT_004b9648 == 0.0f).
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// Returns True the frame fireImpulse becomes positive while the previous sample
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// was non-positive, then stores the current sample for next time.
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// TODO: confirm exact role (discharge vs. recharge-ready edge).
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//
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Logical
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MechWeapon::CheckFireEdge()
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{
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Logical edge =
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(fireImpulse > 0.0f && previousFireImpulse <= 0.0f) ? True : False;
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previousFireImpulse = fireImpulse;
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return edge;
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}
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//
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// @004b9cbc -- copy the owning Mech's current target position (entity+0x1c4).
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//
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void
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MechWeapon::GetTargetPosition(Point3D &position)
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{
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// E3: read the owning Mech's current target position (mech+0x37c, set by mech4's
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// targeting step) -- the local `targetPoint` member isn't refreshed in the port.
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char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
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if (o != 0)
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position = *(Point3D *)(o + 0x37c); // MECH_TARGET_POS
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// (no owner -> leave position unchanged; the phantom `targetPoint` member is gone --
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// binary GetTargetPosition @004b9cbc unconditionally reads the owner target slot.)
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}
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// Faithful FUN_004b9948 muzzle resolve, defined in mech4.cpp (a complete-Mech TU);
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// mechweap.cpp reaches the owner Mech only as a raw pointer, so it bridges via void*.
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extern void BTResolveWeaponMuzzle(void *ownerMech, int segIndex, Point3D &out);
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//
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// @004b9cdc -- direction from a supplied point to the weapon mount (entity+0x37c).
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//
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void
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MechWeapon::GetVectorToWeapon(const Point3D &from, Vector3D &direction)
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{
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // resolve live (phantom muzzlePoint member removed)
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direction.Subtract(muzzle, from); // FUN_00408644
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}
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//
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// @004b9948 -- resolve the weapon's muzzle/site world position by looking up its
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// segment in the owning Mech's segment table and transforming it.
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//
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void
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MechWeapon::GetMuzzlePoint(Point3D &point)
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{
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// @004b9948 -- resolve the weapon's mount segment (its index is the inherited
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// subsystem slot at this+0xdc, == binary param_1+0xdc) in the owning Mech's
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// segment table and transform it to world (FUN_00424da8). Reads live each call
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// (the phantom cached `muzzlePoint` member is removed -- it collided with the
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// Emitter subclass's own fields at 0x3F0+).
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int segIndex = *(int *)((char *)this + 0xdc); // inherited segment index (byte-exact base)
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BTResolveWeaponMuzzle(owner, segIndex, point); // mech4.cpp bridge (null-guarded)
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}
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//
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// @004b9864 -- build an aim orientation from a direction vector (yaw/pitch via
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// atan2), producing a rotation matrix.
|
|
//
|
|
void
|
|
MechWeapon::ComputeAimOrientation(LinearMatrix &orientation, const Vector3D &direction)
|
|
{
|
|
// Build a yaw/pitch aim orientation from a direction vector (atan2), roll 0.
|
|
Scalar yaw = (Scalar)atan2(-direction.x, -direction.z); // FUN_004dc8ec
|
|
Scalar len = (Scalar)Sqrt(direction.z * direction.z + direction.x * direction.x);
|
|
Scalar pitch = (Scalar)atan2(direction.y, len); // FUN_004dc8ec
|
|
|
|
EulerAngles angles(
|
|
Radian(Radian::Normalize(pitch)),
|
|
Radian(Radian::Normalize(yaw)),
|
|
Radian(0.0f)
|
|
);
|
|
orientation = angles; // AffineMatrix::operator=(EulerAngles)
|
|
}
|
|
|
|
//
|
|
// @004b9728 -- register the targeting "pip" / fire marker with the owning Mech's
|
|
// cockpit HUD manager (entity+0x434). Skipped for non-pip weapons (the
|
|
// IsDerivedFrom(0x50bdb4) / segment-index guard). Builds a HUD element record
|
|
// {priority 100, kind 0x12, flags} carrying the pip transform and submits it.
|
|
//
|
|
void
|
|
MechWeapon::DrawWeaponPip(const LinearMatrix &transform)
|
|
{
|
|
// @004b9728 -- register the targeting "pip" with the owning Mech's cockpit
|
|
// HUD manager. Skipped for non-pip weapons (pipSegment == -1). The HUD
|
|
// element record {priority 100, kind 0x12, enabled, team colour, pipPosition,
|
|
// pipExtendedRange, transform, pipSegment} is submitted to the cockpit HUD.
|
|
//
|
|
// CROSS-FAMILY (hud): the cockpit HUD manager AddElement entry point lives in
|
|
// the HUD module; the submission is wired there. We retain the gating and
|
|
// transform reference here.
|
|
if (useConfiguredPip) // this+0x3E0 (weapon draws a configured pip)
|
|
{
|
|
(void)transform;
|
|
(void)pipPosition;
|
|
(void)pipExtendedRange;
|
|
(void)pipColor;
|
|
// owningHud->AddElement( ...pip record... ); // FUN_0049b6d8(entity+0x434, ..)
|
|
}
|
|
}
|
|
|
|
|
|
//#############################################################################
|
|
// CreateStreamedSubsystem
|
|
//
|
|
// @004b9d10 -- parse the MechWeapon-specific resource fields after the
|
|
// PoweredSubsystem base parser. On the first pass every field is primed to the
|
|
// "unset" sentinel (-1.0f == _DAT_004ba37c, or -1 for ints); a field is an error
|
|
// only if both the read fails AND the field is still unset. Stamps
|
|
// subsystemModelSize = 0x1BC and classID = MechWeaponClassID.
|
|
//
|
|
int
|
|
MechWeapon::CreateStreamedSubsystem(
|
|
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
|
|
)
|
|
{
|
|
if (
|
|
!PoweredSubsystem::CreateStreamedSubsystem( // FUN_004b13ac
|
|
model_file, model_name, subsystem_name,
|
|
subsystem_resource, subsystem_file, directories, passes
|
|
)
|
|
)
|
|
{
|
|
return False;
|
|
}
|
|
|
|
subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource); // 0x1BC
|
|
subsystem_resource->classID = (RegisteredClass::ClassID)Mech::MechWeaponClassID; // 0xBCD
|
|
|
|
if (passes == 1)
|
|
{
|
|
// prime all weapon fields to "unset"
|
|
subsystem_resource->rechargeRate = -1.0f;
|
|
subsystem_resource->weaponRange = -1.0f;
|
|
subsystem_resource->explosionResourceID = -1;
|
|
subsystem_resource->damageAmount = -1.0f;
|
|
subsystem_resource->heatCostToFire = -1.0f;
|
|
subsystem_resource->pipPosition = -1;
|
|
subsystem_resource->pipColor.Red = -1.0f;
|
|
subsystem_resource->pipColor.Green = -1.0f;
|
|
subsystem_resource->pipColor.Blue = -1.0f;
|
|
subsystem_resource->pipExtendedRange = -1;
|
|
}
|
|
|
|
// "SegmentPageName" must be present on streaming passes after the first.
|
|
if (subsystem_resource->segmentIndex == -1 && passes > 1) // +0x28
|
|
{
|
|
DEBUG_STREAM << subsystem_name << " missing SegmentPageName!";
|
|
return False;
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "DamageAmount", &subsystem_resource->damageAmount)
|
|
&& subsystem_resource->damageAmount == -1.0f
|
|
)
|
|
{
|
|
DEBUG_STREAM << model_name << " Missing DamageAmount!" << std::endl;
|
|
return False;
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "HeatCostToFire", &subsystem_resource->heatCostToFire)
|
|
&& subsystem_resource->heatCostToFire == -1.0f
|
|
)
|
|
{
|
|
DEBUG_STREAM << subsystem_name << " missing HeatCostToFire!";
|
|
return False;
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "PipPosition", &subsystem_resource->pipPosition)
|
|
&& subsystem_resource->pipPosition == -1
|
|
)
|
|
{
|
|
DEBUG_STREAM << subsystem_name << " missing PipPosition!";
|
|
return False;
|
|
}
|
|
|
|
//
|
|
// PipColor: optional named colour; "Unspecified" leaves the resource value,
|
|
// otherwise it is parsed. A missing/short value is a hard error.
|
|
//
|
|
const char *pipColorName = "Unspecified";
|
|
if (!model_file->GetEntry(subsystem_name, "PipColor", &pipColorName))
|
|
{
|
|
// no value supplied -- require the resource already to hold one
|
|
RGBColor probe(-1.0f, -1.0f, -1.0f);
|
|
if (probe == subsystem_resource->pipColor)
|
|
{
|
|
DEBUG_STREAM << subsystem_name << " missing PipColor!";
|
|
return False;
|
|
}
|
|
}
|
|
if (strcmp(pipColorName, "Unspecified") != 0)
|
|
{
|
|
// FUN_00406824 -- the shipped build mapped a colour token to an RGB triple;
|
|
// accept an explicit "R G B" triple here (named-colour table is data-driven).
|
|
float r = -1.0f, g = -1.0f, b = -1.0f;
|
|
if (sscanf(pipColorName, "%f %f %f", &r, &g, &b) == 3)
|
|
{
|
|
subsystem_resource->pipColor.Red = r;
|
|
subsystem_resource->pipColor.Green = g;
|
|
subsystem_resource->pipColor.Blue = b;
|
|
}
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "PipExtendedRange", &subsystem_resource->pipExtendedRange)
|
|
&& subsystem_resource->pipExtendedRange == -1
|
|
)
|
|
{
|
|
DEBUG_STREAM << subsystem_name << " missing PipExtendedRange!" << std::endl;
|
|
return False;
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "RechargeRate", &subsystem_resource->rechargeRate)
|
|
&& subsystem_resource->rechargeRate == -1.0f
|
|
)
|
|
{
|
|
DEBUG_STREAM << model_name << " Missing RechargeRate!" << std::endl;
|
|
return False;
|
|
}
|
|
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "WeaponRange", &subsystem_resource->weaponRange)
|
|
&& subsystem_resource->weaponRange == -1.0f
|
|
)
|
|
{
|
|
DEBUG_STREAM << model_name << " Missing WeaponRange!" << std::endl;
|
|
return False;
|
|
}
|
|
|
|
//
|
|
// DamageType: maps a name onto the Damage::DamageType enum.
|
|
//
|
|
const char *damageTypeName = "Unspecified";
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "DamageType", &damageTypeName)
|
|
&& subsystem_resource->damageAmount == -1.0f
|
|
)
|
|
{
|
|
DEBUG_STREAM << model_name << " missing DamageType!";
|
|
return False;
|
|
}
|
|
if (strcmp(damageTypeName, "Unspecified") != 0)
|
|
{
|
|
if (strcmp(damageTypeName, "CollisionDamage") == 0)
|
|
subsystem_resource->damageType = Damage::CollisionDamageType; // 0
|
|
else if (strcmp(damageTypeName, "BallisticDamage") == 0)
|
|
subsystem_resource->damageType = Damage::BallisticDamageType; // 1
|
|
else if (strcmp(damageTypeName, "ExplosiveDamage") == 0)
|
|
subsystem_resource->damageType = Damage::ExplosiveDamageType; // 2
|
|
else if (strcmp(damageTypeName, "LaserDamage") == 0)
|
|
subsystem_resource->damageType = Damage::LaserDamageType; // 3
|
|
else if (strcmp(damageTypeName, "EnergyDamage") == 0)
|
|
subsystem_resource->damageType = Damage::EnergyDamageType; // 4
|
|
else
|
|
{
|
|
DEBUG_STREAM << model_name << " has an unknown DamageType of "
|
|
<< damageTypeName << std::endl;
|
|
return False;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ExplosionModelFile: optional; "Unspecified" leaves it unset, otherwise the
|
|
// named model is looked up in the resource file.
|
|
//
|
|
const char *explosionModelName = "Unspecified";
|
|
if (
|
|
!model_file->GetEntry(subsystem_name, "ExplosionModelFile", &explosionModelName)
|
|
&& subsystem_resource->explosionResourceID == -1
|
|
)
|
|
{
|
|
DEBUG_STREAM << model_name << " missing ExplosionModelFile!";
|
|
return False;
|
|
}
|
|
|
|
ResourceDescription *explosion = 0;
|
|
if (strcmp(explosionModelName, "Unspecified") != 0)
|
|
{
|
|
explosion = resource_file->FindResourceDescription( // FUN_00406ff8
|
|
explosionModelName, (ResourceDescription::ResourceType)1, -1);
|
|
}
|
|
|
|
if (explosion == 0 && subsystem_resource->explosionResourceID == -1)
|
|
{
|
|
DEBUG_STREAM << model_name << " cannot find " << explosionModelName
|
|
<< " in resource file!";
|
|
return False;
|
|
}
|
|
|
|
if (explosion != 0)
|
|
{
|
|
subsystem_resource->explosionResourceID = explosion->resourceID;
|
|
}
|
|
|
|
return True;
|
|
}
|