Files
BT411/game/reconstructed/seeker.hpp
T
arcattackandClaude Opus 5 ef8e449a17 #55 steps 0/1/2/4: the 1995 DEATH pass restored, the arg gate made real, and 5 subsystems the respawn sweep never reached
THE HEADLINE: the port's death sweep was a total no-op, and fixing it required
fixing the arg gate in the same commit -- otherwise corpses refill their ammo.

STEP 2 -- the authentic dispatch shape:
  * engine/MUNGA/SUBSYSTM.h: Subsystem::DeathShutdown gains the binary's
    universal base body { DeathReset(c) } (@004ad10e).  It was empty, and NO
    port class overrode it, so everything the 1995 game does at death was
    skipped entirely.
  * mech4.cpp death sweep now passes 0, not 1 (the binary's @0049fe0c arg) --
    the wreck shape: alarms/state settle, nothing refills.
  * ARG PROPAGATION (mandatory once the sweep runs): AmmoBin::DeathReset is now
    arg-gated exactly as @004bd26c -- refill only when arg != 0, ammoAlarm
    unconditional.  Ignoring the arg was harmless only while the sweep was
    dead; with it restored, every corpse would have re-armed.  Also forwarded
    in PoweredSubsystem / HeatSink / Condenser / HeatableSubsystem / Generator
    (each binary body forwards it -- verified addresses in the plan).

STEP 4 -- coverage for 5 classes that had an authentic slot-10 body but no
DeathReset, so the respawn sweep fell through to the empty base:
  Torso (this is Gitea #70 -- "loosing torso twist function after a death"),
  Gyroscope, Myomers, HUD, Seeker.

STEPS 0/1 -- observability + the David chain:
  * Three unconditional matchlog rows: DEAD_NOTIFY (mech + resolved link),
    PLAYER_LINK (player <-> vehicle), RESPAWN (mode/alive/zones/subsys/pos).
    A respawn was previously INVISIBLE in the matchlog -- night 3's analysis
    had to infer them from ammo arithmetic.
  * Mech::PlayerLinkMessageHandler + the death dispatch site: when the engine's
    one-shot registry lookup misses (no null check, no retry -> the whole
    death/respawn cycle silently swallowed), recover the SAME object via the
    reverse link the binary's own respawn branch walks (player+0x1FC ==
    playerVehicle).  Complete-type TU, no raw offsets.
  * deathPending cleared in the first-spawn branch (a latch carried in would
    permanently kill every later respawn -- the #57 class).

VERIFIED on the 2-pod rig (madcat vs thor, forced kills, 5 death/respawn cycles
per pod): build clean, ZERO new /FORCE unresolved externs from the 5 new
overrides; refill lines appear ONLY immediately before a Mech::Reset and NEVER
between a death and the next respawn (the corpse-refill regression this commit
had to pre-empt); all three probe rows present in both pods' matchlogs; every
DEAD_NOTIFY carried a non-null link.

DELIBERATELY DEFERRED (documented, not forgotten): the mechsub.cpp rename pair
(ResetToInitialState -> GenerateFault, ClearStatus -> the root reset @004ac22c),
deleting HeatableSubsystem::ResetToInitialState, and deleting RespawnRepair.
Those need the HeatableSubsystem vtable-slot-10 pre-flight the plan calls for,
and we have no binary image here to dump the vtable from -- guessing at it
risks the vptr-alias trap.  Next session with the decomp shards open.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 08:09:31 -05:00

183 lines
6.3 KiB
C++

//============================================================================//
// File: seeker.hpp //
// Project: BattleTech //
// Contents: A subsystem which guides, seeks out and finds a target //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 JM Initial coding. //
// 07/12/95 GDU Complied with new libraries, added seeker logic //
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
//
// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
// @004bec34-@004bee70 in part_013.c) cross-referenced HEAVILY against the
// SURVIVING SEEKER.HPP and the MUNGA SUBSYSTM.HPP base interface. The class
// declaration below is the surviving header; the only additions are the byte
// offsets observed in the decompiled object (see seeker.cpp for per-method
// @ADDR evidence).
//
// Inheritance chain established from the decomp:
// Simulation -> Subsystem (FUN_0041c52c base ctor) -> Seeker
// The Seeker ctor (@004bec34) installs vtable PTR_LAB_00512ce8 and chains to
// the Subsystem base ctor @0041c52c with the shared resource &DAT_00512bec.
// Every vtable slot other than the destructor inherits the Subsystem base
// (vtable @00512ce8 holds only 0x41xxxx engine slots), so the Seeker's real
// behaviour lives in the non-virtual Performance method LeadTarget().
//
// Field offsets in comments are byte offsets into the shipped object; the
// Subsystem base occupies everything below +0xE4. Member names are taken
// verbatim from the surviving SEEKER.HPP.
//
#if !defined (SEEKER_HPP)
#define SEEKER_HPP
#if !defined(SUBSYSTM_HPP)
#include <subsystm.hpp>
#endif
#if !defined(POINT3D_HPP)
#include <point3d.hpp>
#endif
//######################### Forward Class Declarations ########################
class Missile;
class Entity;
//######################### Seeker Subsystem Resource ##########################
//
// The Seeker carries no resource fields of its own -- the shared default
// record &DAT_00512bec (resolved at @004bec34) is the bare Subsystem record.
//
struct Seeker__SubsystemResource:
public Subsystem::SubsystemResource
{
};
//###########################################################################
//######################### CLASS -- Seeker ##########################
//###########################################################################
//
// (vtable @00512ce8, ctor @004bec34, dtor @004bee44.)
//
class Seeker : public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static Receiver::MessageHandlerSet MessageHandlers;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
// Attribute IDs verified against the IndexEntry table @00512d50:
// TargetPositionAttributeID == 0x341 (string @0051012e "...")
// RangeToTargetAttributeID == 0x345
// RangeFromCreationAttributeID == 0x34d
//
public:
enum {
TargetPositionAttributeID = Subsystem::NextAttributeID,
RangeToTargetAttributeID,
RangeFromCreationAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
static AttributeIndexSet AttributeIndex;
//
// public attribute declarations go here
//
public:
Point3D targetPosition; // @0xE4 for thruster (lead/aim point)
Point3D creationPoint; // @0xF0 where the missile was fired from
Entity *targetEntity; // @0xFC homing target (0 == dumb-fire)
Point3D targetOffset; // @0x100 aim offset within the target
Scalar rangeToTarget, // @0x10C distance to targetPosition
rangeFromCreation, // @0x110 distance travelled from creationPoint
startingRangeToTarget; // @0x114 rangeToTarget sampled at spawn
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Empty = Subsystem::StateCount,
StateCount};
typedef void
(Seeker::*Performance)(Scalar time_slice);
// @004beae4 -- recompute targetPosition by leading the moving
// targetEntity along its velocity (clamped lead window 200..300 m).
void
LeadTarget();
// FindTarget(time_slice) is the per-frame Performance entry point. In
// the shipped binary its body is folded into the Missile guidance pass
// (Missile::MoveAndCollide @004bef78, which samples this->targetPosition
// at +0x1c4); the standalone update is LeadTarget(). Declared to match
// the surviving header and MISSILE.TCP's seeker->FindTarget(time_slice).
void
FindTarget(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support
//
public:
static Logical
TestClass(Missile &);
void
ResetToInitialState();
// #55 step 4: the respawn sweep (Mech::Reset -> DeathReset) never
// reached this class -- it fell through to the empty Subsystem base, so
// this subsystem kept its previous life's state. Chains our own
// authentic slot-10 body.
void DeathReset(int reset_command);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Seeker__SubsystemResource SubsystemResource;
Seeker ( // @004bec34
Missile *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
Entity *target,
const Point3D offset
);
~Seeker(); // @004bee44
Logical
TestInstance() const;
};
#endif