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