Files
BT411/game/reconstructed/mech.cpp
T
arcattackandClaude Opus 4.8 d78e77bf84 MP: FIX walk+turn peer skip -- incremental heading integration + scalar yaw mirror (task #50)
The user-keyboard regime (steering WHILE walking) fired BOTH dense record streams
at once and exposed the last divergence: our peer heading used the engine
Mover::DeadReckon slerp-toward-projection, whose angular projection reads the
SHARED lastUpdate/nextUpdate timebase.  The dense type-0 pose stream resets that
timebase every frame while walking while RESTORING a stale orientation (the
authentic case-0 strip, verified against FUN_004a1232 case 0) -- so the angular
target barely advances from a stale base and the slerp DRAGS the heading back
every frame.  Measured: peer yaw advancing at ~40% rate with half the frames
stepping BACKWARD.  Pure-spin and pure-walk tests never showed it (single
stream) -- why autonomous looked smooth while keyboard play skipped.

AUTHENTIC FIX (decomp FUN_004ab1c8 -> FUN_004ab188/FUN_00409f58): the original
replicant integrates its heading INCREMENTALLY from the CURRENT pose -- exact
rotation of (replicated yaw rate * dt) composed on each frame -- and re-anchors
on type-4 receipt.  It never slerps toward a projected angular target.
 - mech4.cpp peer branch: save heading, let DeadReckon own LINEAR only, then
   integrate heading incrementally (ReconQuatIntegrate); on angSyncLatch (new
   type-4) re-anchor to updateOrigin.
 - mech.hpp/mech.cpp: angSyncLatch member (angular analog of poseSyncLatch),
   armed by ReadUpdateRecord case 4.
 - SCALAR peer-yaw mirror (angMirrorYaw/Rate/Time, re-based in the type-4
   writer): replaces the quaternion projectedOrigin mirror for the ANGLE
   deadband -- the old one was recomputed each frame by the master's own
   reckoner from timing it does not control and false-fired in pi-waves
   (measured maxAng~=pi bursts -> periodic resync floods).
 - Dense-rot type-4 send REMOVED (was masking the old crude projection; not
   authentic; churned the shared horizon).  Orientation now rides the sparse
   angle/velocity deadband resyncs exactly as the binary's.

Verified live-autonomous:
 - pure spin: 59/59 perfectly regular peer yaw steps; master resyncs 0/s with
   mirror drift ~5e-7 (records near-silent, authentic sparse model).
 - walk+turn circle (the user regime): peer sim yaw monotonic at exactly the
   master's rate (0.00556/frame @ 0.327 rad/s), no backward steps, no stalls.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 18:52:15 -05:00

2641 lines
115 KiB
C++

//===========================================================================//
// File: mech.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Mech -- BattleMech entity construction, subsystem assembly, and //
// the per-frame replication update. (mech.cpp slice 1 of 4.) //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 ?? Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary BTL4OPT.EXE. Behaviour follows the
// Ghidra pseudo-C for the cluster 0x004a1232 .. 0x004a5027 (the lone function
// the disassembler tagged "bt/mech.cpp" is the 5690-byte ctor @004a1674; the
// surrounding contiguous functions up to mech2.cpp @004a5028 form this slice).
// The string "d:\tesla\bt\bt\MECH.CPP" embedded at @004a1674+0x936 confirms
// the source file.
//
// Names follow RP/VTV.cpp (the structural analog -- player vehicle entity on
// the same JointedMover base) and the surviving BT headers (MECHDMG.HPP,
// MECHTECH.HPP). Member offsets cite this[word] / byte-offset. Each method
// cites its originating @ADDR.
//
// Hex-float / data constants recovered from the image:
// _DAT_004a1670 = 10.0f (re-sync speed threshold)
// _DAT_004a2d38 = 0.6 (double) (heat-capacity fraction)
// _DAT_004a2d40 = 0.05f (update-position scale)
// _DAT_004a2d44 = 0.0174533f (degrees -> radians)
// DAT_005209d0 = FLT_MAX (initial maxSpeed)
// DAT_0052140c = <runtime time-scale global> (frame divisor)
//
// Engine-helper name map (referenced by the decomp):
// FUN_00424e38 JointedMover base constructor
// FUN_00425550 JointedMover base destructor
// FUN_00402298 operator new (Memory::New) FUN_004022d0 delete
// FUN_004023f4 RefCounted::RefCounted FUN_004024d8 Release
// FUN_00402460 CString(const char*) FUN_00402a98 CString assign
// FUN_004022b0 Memory::Allocate
// FUN_0041a1a4 IsDerivedFrom(Derivation*) FUN_0041a058 Enum::Lookup
// FUN_00417ab4 SharedData::Resolve()
// FUN_0041b9ec AlarmIndicator(levels) FUN_0041bbd8 ::SetLevel
// FUN_0041baa4 ~AlarmIndicator
// FUN_0043ad4f FilteredScalar::Initialize(n,v) FUN_0043adb5 ~FilteredScalar
// FUN_00427768 ChainOf<>::ChainOf(owner)
// FUN_00408440 Vector::Copy FUN_0040a7f4 Quat::Copy FUN_0040a938 Quat::Mul
// FUN_0040ab44 Matrix::FromQuat FUN_00408e90 CString::Copy
// FUN_00407064/00406ff8 ResourceFile::Find(segment,id)
// FUN_004032dc/004030dc MemoryStream(open) FUN_00403310 ~MemoryStream
// FUN_00404088/00404118 NotationFile::ReadString/ReadFloat
// FUN_00406db4/00406f3c ResourceFile::WriteResource
// FUN_004dbb24 DebugStream << FUN_0040385c Verify(msg,file,line)
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
#endif
#if !defined(MECHDMG_HPP)
# include <mechdmg.hpp>
#endif
#if !defined(MECHTECH_HPP)
# include <mechtech.hpp>
#endif
// AUTHENTIC GROUND MODEL ctor half (task #15): complete BoxedSolid type for the
// collisionTemplate/collisionVolume extent reads + the template bottom lift.
#include <BOXSOLID.hpp>
#include <line.hpp> // Line/Ray -- the PickRayHit slab test (task #36)
// STEP 6 cylinder hit-location table. dmgtable.hpp pulls in no subsystem
// headers (only Plug + mechrecon + <vector>), so it is safe here -- unlike the
// real subsystem headers, whose classes collide with mech.cpp's local stubs.
// The torso twist is reached via a BRIDGE (BTGetTorsoTwist, defined in torso.cpp)
// for the same reason.
#include "dmgtable.hpp"
extern Scalar BTGetTorsoTwist(Subsystem *torso); // torso.cpp (Torso complete there)
#if !defined(APP_HPP)
# include <app.hpp>
#endif
//
// Tuning constants recovered from .data (see banner).
//
static const Scalar ReSyncSpeedThreshold = 10.0f; // _DAT_004a1670
static const Scalar HeatCapacityFraction = 0.6f; // _DAT_004a2d38
static const Scalar UpdatePositionScale = 0.05f; // _DAT_004a2d40
static const Scalar DegreesToRadians = 0.0174533f; // _DAT_004a2d44
extern Scalar FrameTimeScale; // DAT_0052140c (runtime)
//===========================================================================//
// Reconstruction stand-ins LOCAL to this translation unit.
// The ctor wires ~20 streamed Subsystem subclasses and several resource /
// registry helpers whose real definitions live in sibling modules not
// visible here (and a few -- Cockpit / Actuator / JumpJet / LegSubsystem /
// HeatSinkSource / MechDisplay -- have NO reconstructed class at all). These
// minimal stubs let the factory + construction logic compile faithfully and
// are flagged in the port notes. Kept LOCAL (not in mechrecon.hpp) so they
// never collide with the real sibling classes that include that header.
//===========================================================================//
// Subsystem behaviour the recovered ctor reaches through a Subsystem* that the
// modern engine Subsystem does not expose (located by class-ID / raw offset).
struct SubProxy
{
int IsDerivedFrom(int) { return 0; }
void Start() {}
int capabilityFlags; // +0x334
char *linkTarget; // gyro -> sink coupling
};
// One streamed subsystem segment record.
struct SubsystemSegment
{
int flags; // +0x10
int classID; // streamed component ClassID
int recordSize; // piVar1[9] advance
};
// Resource-segment stream cursor (ResourceFile::Find -> stream).
struct ResourceStream
{
template<class A> ResourceStream(const A &) {}
int SegmentCount() { return 0; }
SubsystemSegment *FirstSegment() { return 0; }
const char *Name() { return ""; }
};
// Memory-stream cursor for the offline streamers (engine MemoryStream ctor
// shape differs; this local proxy carries only the verbs the decomp calls).
struct MemStreamX
{
MemStreamX() {}
template<class...A> MemStreamX(A&&...) {}
void SetMode(int) {}
template<class...A> void Write(A&&...) {}
};
// Streamed-Subsystem stub base.
//
// TODO(bring-up): these stand in for the per-class subsystems whose own
// reconstructed bodies are not yet wired into this TU (and a few -- Cockpit /
// Actuator / JumpJet / LegSubsystem / HeatSinkSource / MechDisplay -- have no
// reconstructed class at all). They now DERIVE FROM THE REAL MechSubsystem
// base (proven: MechTech uses the same ctor) so each streamed roster entry is a
// genuine, registered, vtable-valid Subsystem with a DamageZone -- walkable by
// MechTech / the engine control-mapping & per-frame paths. Their class-specific
// behaviour is still minimal; flagged for per-class reconstruction.
struct ReconSubsystemStub : public MechSubsystem
{
ReconSubsystemStub(Mech *owner, int id, void *res)
: MechSubsystem(owner, id, (MechSubsystem::SubsystemResource *)res) {}
static Recon DefaultData; // ignored extra ctor arg (<Class>::DefaultData)
void AttachToBody() {}
};
Recon ReconSubsystemStub::DefaultData;
// owner/id/resource forwarded to the MechSubsystem base; trailing args
// (e.g. <Class>::DefaultData) are absorbed by the variadic tail.
#define RECON_SUBSYS(NAME) \
struct NAME : ReconSubsystemStub { \
template<class...A> NAME(Mech *o, int id, void *res, A&&...) \
: ReconSubsystemStub(o, id, res) {} }
RECON_SUBSYS(Cockpit);
RECON_SUBSYS(Sensor);
RECON_SUBSYS(Condenser);
RECON_SUBSYS(Generator);
RECON_SUBSYS(PoweredSubsystem);
RECON_SUBSYS(Myomers);
RECON_SUBSYS(Gyro);
RECON_SUBSYS(HeatSinkSource);
RECON_SUBSYS(Actuator);
RECON_SUBSYS(EmitterWeapon);
RECON_SUBSYS(JumpJet);
RECON_SUBSYS(MissileLauncher);
RECON_SUBSYS(BallisticWeapon);
RECON_SUBSYS(GaussRifle);
RECON_SUBSYS(LegSubsystem);
RECON_SUBSYS(HeatableSubsystem);
RECON_SUBSYS(MechDisplay);
// MechWeapon / MechControlsMapper are forward-declared in mech.hpp; complete
// them here as stubs (real bodies live in mechweap.cpp / mechmppr.cpp).
struct MechWeapon : ReconSubsystemStub { template<class...A> MechWeapon(Mech *o, int id, void *res, A&&...) : ReconSubsystemStub(o, id, res) {} };
struct MechControlsMapper : ReconSubsystemStub { template<class...A> MechControlsMapper(Mech *o, int id, void *res, A&&...) : ReconSubsystemStub(o, id, res) {} };
// WAVE 2 factory bridges -- defined in each real subsystem's own .cpp (heat.cpp,
// heatfamily_reslice.cpp, hud.cpp, mechtech.cpp) so the real headers are not pulled
// into this TU (where they would collide with the RECON_SUBSYS stubs above). Each
// constructs the real class with the binary's alloc size and returns a Subsystem*.
extern Subsystem *CreateCondenserSubsystem(Mech *, int, void *); // 0xBBD
extern Subsystem *CreateHeatSinkBankSubsystem(Mech *, int, void *); // 0xBBE
extern Subsystem *CreateReservoirSubsystem(Mech *, int, void *); // 0xBC0
extern void BTRecomputeCondenserValves(Entity *); // @0049f788 (post-init valve distribution)
extern Subsystem *CreateHUDSubsystem(Mech *, int, void *); // 0xBD6
extern Subsystem *CreateMechTechSubsystem(Mech *, int, void *); // 0xBDC
extern Subsystem *CreateGeneratorSubsystem(Mech *, int, void *); // 0xBC1 (WAVE 3a)
extern Subsystem *CreatePoweredSubsystem(Mech *, int, void *); // 0xBC2 (WAVE 3a)
extern Subsystem *CreateEmitterSubsystem(Mech *, int, void *); // 0xBC8/0xBD4 (WAVE 3b)
extern Subsystem *CreateTorsoSubsystem(Mech *, int, void *); // 0xBC5 (WAVE 4 -- base re-based, layout locked)
extern Subsystem *CreateSensorSubsystem(Mech *, int, void *); // 0xBC3 (WAVE 4 readouts -- de-shimmed, layout locked)
extern Subsystem *CreateSearchlightSubsystem(Mech *, int, void *); // 0xBD8 (WAVE 4 readouts -- de-shimmed + gate fixed)
extern Subsystem *CreateThermalSightSubsystem(Mech *, int, void *); // 0xBDE (WAVE 4 readouts -- de-shimmed + gate fixed)
extern Subsystem *CreateAmmoBinSubsystem(Mech *, int, void *); // 0xBCB (WAVE 4 -- AmmoBin : HeatWatcher, layout locked)
extern Subsystem *CreateMyomersSubsystem(Mech *, int, void *); // 0xBC6 (WAVE 6 -- mover-coupled drive; INERT, gated BT_MYOMERS)
extern Subsystem *CreateProjectileWeaponSubsystem(Mech *, int, void *); // 0xBCD (WAVE 7 -- ammoBinLink 0xC, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateMissileLauncherSubsystem(Mech *, int, void *); // 0xBD0 (WAVE 7 -- shadows deleted, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateGaussRifleSubsystem(Mech *, int, void *); // 0xBCE (WAVE 7 -- Emitter subclass, no-op FireWeapon; dedicated bridge)
extern Subsystem *CreateGyroSubsystem(Mech *, int, void *); // 0xBC4 (task #56 -- ctor/integrators byte-exact, ENABLED)
extern void GyroFrameJointWrite(Subsystem *, Scalar, int, int); // task #56 -- mech-performance joint-write dispatch (mech4.cpp)
extern void GyroBindExternalPitch(Subsystem *, Scalar *); // task #56 -- post-stream gyro+0x258 = &torso twist
extern void GyroApplyDamage(Subsystem *, const Damage &); // task #56 -- the @0x4a0264 hit-bounce fan-out
extern Scalar *BTGetTorsoTwistAddr(Subsystem *); // torso.cpp bridge (complete-type TU)
// Post-stream entity glue + cosmetic objects.
struct StandingAnimation { template<class...A> StandingAnimation(A&&...) {} };
// MechDeathHandler is now the REAL class (mechdmg.hpp) -- the local stub was removed.
struct StabilityMessage { StabilityMessage() {} };
// "Mechs" object directory in the global registry (decomp registry verbs).
// (Named ReconRegistryT to avoid the real engine Registry class.)
struct MechDirectory { template<class A> void Add(A) {} };
struct MechDirectoryIterator
{
template<class A> MechDirectoryIterator(A) {}
void *Current() { return 0; }
void Remove() {}
};
struct ReconRegistryT
{
MechDirectory *Find(const char *) { return 0; }
MechDirectory *Create(const char *) { return 0; }
void Destroy(MechDirectory *){}
};
inline ReconRegistryT *ReconRegistry() { static ReconRegistryT r; return &r; }
// Free helpers (engine routines with no modern analog under these names).
// NB: ResolveJoint is now a real Mech member (below) backed by the engine
// segment/joint API -- it is no longer a free stand-in.
template<class...A> inline Recon LookupVideoObject(A&&...) { return Recon(); }
template<class...A> inline int ResourceFindByName(A&&...) { return 0; }
// (LoadLowDetailBody / LoadHighDetailBody removed task #59 -- they were no-op
// stubs mislabeling the FUN_004a80d4/86c8 GAIT-CLIP loaders as a body-LOD
// pair; the authentic clip-set gate now calls the real loaders.)
template<class...A> inline void FinishConstruction(A&&...) {}
template<class...A> inline void ResetPose(A&&...) {}
template<class...A> inline void SetStatusState(A&&...) {}
template<class...A> inline void BroadcastToTeam(A&&...) {}
//---------------------------------------------------------------------------//
// Mech::ResolveJoint (FUN_00424b60) -- the shared "name -> live Joint*" resolver
// the Torso ctor (@004b6b0c, part_013.c:5055-5080) and Gyroscope ctor (@004b3778,
// part_013.c:2904-2920) inline verbatim. It walks the inherited JointedMover
// segment table by name (GetSegment == FUN_00424b60/JMOVER.cpp:68), then fetches
// the live Joint by the segment's PUBLIC joint index -- so the protected
// EntitySegment::jointPointer is never touched. Returns NULL when the node is
// absent (the binary trusts a valid name; callers guard on NULL for bring-up).
//---------------------------------------------------------------------------//
Joint*
Mech::ResolveJoint(const char *joint_name)
{
Check(this);
EntitySegment *segment = GetSegment(CString(joint_name)); // inherited, FUN_00424b60
if (segment == NULL)
{
return NULL;
}
JointSubsystem *joints = GetJointSubsystem(); // inherited (JMOVER.h:80)
Check_Pointer(joints);
return joints->GetJoint(segment->GetJointIndex()); // SEGMENT.h:163 + JOINT.h:217
}
//---------------------------------------------------------------------------//
// UpdateShadowJoint (task #20) -- pose the flat *_tshd shadow proxy to the
// ground. The binary's dormant Simulate wrote the ShadowJointName joint
// ('jointshadow', balltranslate under ROOT; SKL comment: "apply terrain angle
// to pitch and roll") from the terrain-follow query's surface normal; torso
// yaw is a SEPARATE channel (child 'jointtshadow', written by Torso).
// PLUMBING NOTE: until the ground decode (task #15) supplies real surface
// normals, the caller passes the flat up-normal -> pitch/roll = 0 -> the
// write is a faithful no-op on flat ground. Yaw is preserved (left 0 here).
//---------------------------------------------------------------------------//
void
Mech::UpdateShadowJoint(const Vector3D &ground_normal)
{
if (shadowJointNode == NULL) // mech has no shadow proxy
{
return;
}
// APPLY THE TERRAIN ANGLE (task #49b -- the SKL's own contract for this
// joint: "apply terrain angle to pitch and roll"). ground_normal is the
// surface normal in the MECH-LOCAL frame (the caller rotates the world
// gradient by -yaw); pose the quad so its up (+Y) aligns with it and the
// quad LIES ON the slope. A flat quad + a big depth-bias was the previous
// workaround for slope burial, but a bias big enough to beat the terrain
// also beat the mech's FEET (the shadow painted OVER them); with the tilt
// the bias drops to a decal epsilon and the feet layer correctly.
// Cliff guard: cap the tilt (~35 deg) so a bogus gradient from probing
// across a cliff edge can't wrench the quad vertical.
Vector3D n = ground_normal;
if (n.y < 0.82f) // cap ~35 deg
{
Scalar xz = (Scalar)sqrtf((float)(n.x * n.x + n.z * n.z));
if (xz > 1e-6f)
{
const Scalar s = 0.5735f / xz; // sin(35 deg) / |xz|
n.x *= s; n.z *= s; n.y = 0.8192f; // cos(35 deg)
}
else
{
n.x = 0.0f; n.z = 0.0f; n.y = 1.0f;
}
}
// Convention-proof: build the tilted ORTHONORMAL BASIS (quad up = n) and let
// the ENGINE's own LinearMatrix -> EulerAngles conversion produce the angles
// (hand-derived Euler signs are exactly how the original tilt attempt "dug
// into the hillside"). Basis: Y = n; Z = world Z projected off n (so the
// tilt carries no yaw; jointtshadow handles torso-twist yaw separately);
// X = Y x Z (right-handed, matches the identity basis).
{
Vector3D zx(0.0f - n.x * n.z, 0.0f - n.y * n.z, 1.0f - n.z * n.z);
Scalar zl = (Scalar)sqrtf((float)(zx.x * zx.x + zx.y * zx.y + zx.z * zx.z));
if (zl < 1e-6f) { zx.x = 0.0f; zx.y = 0.0f; zx.z = 1.0f; zl = 1.0f; }
zx.x /= zl; zx.y /= zl; zx.z /= zl;
Vector3D xx(n.y * zx.z - n.z * zx.y,
n.z * zx.x - n.x * zx.z,
n.x * zx.y - n.y * zx.x);
LinearMatrix tiltM(1); // identity ctor
tiltM.SetFromAxis(X_Axis, UnitVector(xx.x, xx.y, xx.z));
tiltM.SetFromAxis(Y_Axis, UnitVector(n.x, n.y, n.z));
tiltM.SetFromAxis(Z_Axis, UnitVector(zx.x, zx.y, zx.z));
EulerAngles tilt;
tilt = tiltM; // the engine's own conversion
shadowJointNode->SetRotation(tilt);
}
}
//---------------------------------------------------------------------------//
// Offline-tool path proxies (CreateModelResource / CreateControlMappingStream /
// CreateDamageZoneStream). The recovered authoring code drives ResourceFile /
// ResourceDirectories / NotationFile through an invented verb/field set that
// the modern engine spells differently; these local proxies (cast onto the
// real incoming pointers) carry that surface so the recovered logic compiles.
//---------------------------------------------------------------------------//
struct RStr // CString-like path builder (dir + name)
{
RStr() {}
template<class A> RStr(const A &) {}
template<class A> RStr operator+(const A &) const { return RStr(); }
operator CString() const { return CString(); }
operator const char *() const { return ""; }
};
struct DirsX { RStr skeletonDir, gameDataDir, modelDir; }; // (cast of ResourceDirectories*)
struct RDesc { ResourceDescription::ResourceID id; }; // resource-write result
struct RFileX // (cast of ResourceFile*)
{
template<class...A> RDesc *Find(A&&...) { return 0; }
template<class...A> RDesc *WriteResource(A&&...) { return 0; }
};
struct Releasable { void Release() {} };
struct NotationEntry { const char *Name() { return ""; } NotationEntry *Next() { return 0; } };
struct NotationList { int Count() { return 0; } NotationEntry *First() { return 0; } void Release() {} };
struct NotationIterator { template<class A> NotationIterator(const A &) {} void Release() {} };
struct NoteX // (cast of NotationFile*) invented verbs
{
template<class...A> int Count(A&&...) { return 0; }
template<class...A> int ReadString(A&&...) { return 0; }
template<class...A> NotationList *List(A&&...) { return 0; }
};
struct CMapTable // control-mapping table blob
{
int count;
ControlsMapping entries[1];
int byteSize() { return 0; }
};
template<class...A> inline NotationFile *OpenNotation(A&&...) { return 0; }
template<class...A> inline void CloseNotation(A&&...) {}
template<class...A> inline void ParseVector(A&&...) {}
template<class...A> inline int ParseJointResource(A&&...) { return 0; }
template<class...A> inline int CreateModelResourceBase(A&&...){ return 0; }
template<class...A> inline void StreamDamageZone(A&&...) {}
// task #7: the factory-case enum under its true name (0xBD3 was mislabeled
// MechControlsMapperID; the mapper never streams).
enum { SubsystemMessageManagerID = 0xBD3 };
class SubsystemMessageManager;
extern Subsystem *CreateMessageManagerSubsystem(Mech *owner, int id, void *seg);
template<class...A> inline void StreamDamageLookup(A&&...) {}
//---------------------------------------------------------------------------//
// REAL resource streaming (bring-up). Replaces the mechrecon no-op ResourceFind
// shim on the construction path with the genuine engine idiom used by the
// JointedMover base ctor and by RP/VTV::VTV:
// application->GetResourceFile()->SearchList(resourceID, type)
// then a MemoryStream over the locked resource's address/size. The mech's
// model resource ID is the creation_message->resourceID the base ctor already
// used to stream the skeleton (so we know the .res list is populated for it).
//
// FUN_00407064 / FUN_00406ff8 ResourceFile::Find(segment,id) == SearchList
//---------------------------------------------------------------------------//
static ResourceDescription *
MechFindResource(
ResourceDescription::ResourceID resource_id,
ResourceDescription::ResourceType type
)
{
ResourceFile *resource_file = application->GetResourceFile();
Check(resource_file);
return resource_file->SearchList(resource_id, type); // NULL for absent optional segments
}
//---------------------------------------------------------------------------//
// Mech::Zone -- typed access to the inherited Entity::damageZones[]. The engine
// stores base DamageZone*; every entry the Mech ctor builds is a Mech__DamageZone
// (single-inheritance subclass), so the downcast is identity-pointer-safe.
//---------------------------------------------------------------------------//
Mech__DamageZone *
Mech::Zone(int i) const
{
return static_cast<Mech__DamageZone *>(damageZones[i]);
}
//###########################################################################
//#############################################################################
// Shared Data Support
//
Derivation
Mech::ClassDerivations( // @0050bdb4
JointedMover::GetClassDerivations(),
"Mech"
);
// Mech's OWN handler table, chained to the parent's (Entity's, which Mover/
// JointedMover use directly -- they add none). It OVERRIDES Entity's TakeDamage
// with the cylinder hit-location resolver (STEP 6): Build() overlays the derived
// entry onto the inherited table by message ID (RECEIVER.cpp), so every other
// inherited message still routes to its base handler. (Previously this was a
// bare copy of Entity's set -- base TakeDamage dropped unaimed/-1 zone hits.)
const Receiver::HandlerEntry
Mech::MessageHandlerEntries[] =
{
MESSAGE_ENTRY(Mech, TakeDamage),
};
Receiver::MessageHandlerSet
Mech::MessageHandlers(
ELEMENTS(Mech::MessageHandlerEntries),
Mech::MessageHandlerEntries,
Entity::GetMessageHandlers());
//#############################################################################
// STEP 6 -- cylinder hit-location support (consumed by dmgtable.cpp)
//#############################################################################
//
// World -> mech-local point transform (binary FUN_00408bf8 reading owner+0xd0).
// Uses the inherited Entity::localToWorld (the render/collision object matrix);
// MultiplyByInverse gives the world->local change of coordinates.
//
Point3D
Mech::WorldToLocal(const Point3D &world)
{
Point3D local;
local.MultiplyByInverse(world, localToWorld);
return local;
}
//
// Ray pick against this mech (task #36 -- the engine Reticle's "pick point
// intersection testing"): transform the world ray into the mech's local frame
// (rotation part only for the direction), slab-test it against the collision
// template's ExtentBox via the engine's own BoundingBox::HitBy (which clips
// the Line's length to the entry distance), and return the world hit point.
// The same collision volume the movement/collision code uses; the hit point
// then drives the cylinder hit-location table at damage delivery (aimed
// shots resolve to the zone under the crosshair).
//
Logical
Mech::PickRayHit(const Point3D &start, const Vector3D &dir,
Scalar max_range, Point3D *hit_world)
{
BoxedSolid *tmpl = GetCollisionTemplate();
if (tmpl == 0)
return False;
// world -> local: point via the full inverse, direction via the inverse
// rotation (transform a second point and difference -- exact for the
// orthonormal localToWorld, no scale).
Point3D localStart;
localStart.MultiplyByInverse(start, localToWorld);
Point3D worldTip(start.x + dir.x, start.y + dir.y, start.z + dir.z);
Point3D localTip;
localTip.MultiplyByInverse(worldTip, localToWorld);
Vector3D localDir(localTip.x - localStart.x,
localTip.y - localStart.y,
localTip.z - localStart.z);
Scalar dlen = (Scalar)Sqrt(localDir.x*localDir.x + localDir.y*localDir.y
+ localDir.z*localDir.z);
if (dlen < 1e-6f)
return False;
localDir.x /= dlen; localDir.y /= dlen; localDir.z /= dlen;
BoundingBox box(*(const ExtentBox *)tmpl); // the template's extents
Line ray(localStart, UnitVector(localDir.x, localDir.y, localDir.z), max_range);
const Logical hitOK = box.HitBy(&ray); // clips ray.length to the entry
if (BTEnvOn("BT_AIM_LOG", 0))
{
static int s_n = 0;
if ((++s_n % 60) == 1)
DEBUG_STREAM << "[pick] box=(" << tmpl->minX << ".." << tmpl->maxX
<< ", " << tmpl->minY << ".." << tmpl->maxY
<< ", " << tmpl->minZ << ".." << tmpl->maxZ
<< ") lstart=(" << localStart.x << "," << localStart.y << "," << localStart.z
<< ") ldir=(" << localDir.x << "," << localDir.y << "," << localDir.z
<< ") hit=" << (int)hitOK << " len=" << ray.length << "\n" << std::flush;
}
if (!hitOK)
return False;
if (hit_world != 0)
{
Point3D localHit;
ray.Project(ray.length, &localHit); // start + length*dir (local)
hit_world->Multiply(localHit, localToWorld); // local -> world
}
return True;
}
//
// The roster torso (sinkSourceSubsystem @0x438, ClassID 0xBC5) -- parity with
// the binary's *(mech+0x438).
//
void *
Mech::TorsoOrientationSource()
{
return GetTorsoSubsystem();
}
//
// Live torso twist (yaw) in radians -- binary torso+0x1d8. Reached via the
// torso.cpp bridge (Torso is a complete type there; including torso.hpp here
// would collide with mech.cpp's local subsystem stubs). 0 for no/fixed torso.
//
Scalar
Mech::TorsoHeading()
{
return BTGetTorsoTwist(GetTorsoSubsystem());
}
//
// Height reference the cylinder table normalises impact height against -- the
// binary's *(mech+0x2ec)+0xc, a stance height written from mech+0x518 (standing)
// / +0x51c (ducked). standingTemplateMaxY is that value (collisionTemplate->maxY
// captured at ctor); fall back to the live template if the ground model was off
// when the ctor ran (standingTemplateMaxY left 0).
//
Scalar
Mech::CylinderReferenceHeight()
{
if (standingTemplateMaxY > 0.0f)
{
return standingTemplateMaxY;
}
BoxedSolid *tmpl = GetCollisionTemplate();
return tmpl ? tmpl->maxY : 0.0f; // ResolveHit guards <= 0
}
//
// Mech override of Entity::TakeDamageMessageHandler (binary @0x4a037a, the two
// call sites into the glue @0x49ed0c). An unaimed hit arrives with
// invalidDamageZone set (damageZone < 0); resolve its zone from the cylinder
// hit-location table (mech[0x111]) using the impact point, clear the flag, then
// hand off to the base handler which routes damageZones[zone]->TakeDamage. Aimed
// (reticle) hits carry a valid zone and pass straight through.
//
void
Mech::TakeDamageMessageHandler(TakeDamageMessage *message)
{
Check(message);
// MP DIAGNOSTIC (task #47): confirm the handler runs on the OWNING MASTER
// for a cross-pod (network-delivered) TakeDamage + what state it carries.
if (getenv("BT_MP_NET"))
DEBUG_STREAM << "[mp-hdlr] TakeDamageHandler this=" << (void*)this
<< " inst=" << (int)GetInstance()
<< " invalidZone=" << (int)message->invalidDamageZone
<< " amount=" << message->damageData.damageAmount
<< " type=" << (int)message->damageData.damageType
<< " from=" << message->inflictingEntity
<< " at(" << message->damageData.impactPoint.x
<< "," << message->damageData.impactPoint.y
<< "," << message->damageData.impactPoint.z << ")"
<< " table=" << (void*)damageLookupTable
<< " zones=" << damageZoneCount << "\n" << std::flush;
// Binary @0x4a0264-0x4a0300 (hub FUN_004a0230): the cockpit hit-BOUNCE.
// Feed the gyro the raw Damage record FIRST -- before inflictor
// bookkeeping, threat feed and zone resolution (an invalid-zone hit still
// bounces). Sole gate: non-null gyro (mech+0x528). The fan-out no-ops
// CollisionDamageType(0) and damageAmount==0 itself (@4b298c/@4b299e); on
// a replicant the binary only WARNS ("Replicant Mech recieving
// takedamagemessage!", MECH.CPP:986) and proceeds -- no replicant gate.
if (gyroSubsystem != 0)
GyroApplyDamage(gyroSubsystem, message->damageData);
// Maintain the last-attacker bookkeeping (mech[0x43c]): read by the
// DamageZone LOD router (same-attacker redirect reuse, mechdmg.cpp:374)
// and by the damage-band effect orientation. Was declared but never
// WRITTEN -- a reconstruction gap; the natural authentic write site is
// this handler (every damage message carries the inflictor). [T3]
lastInflictingID = message->inflictingEntity;
// task #60: latch the killing-blow magnitude alongside the attacker id so the
// kill score carries the REAL finishing-hit damage (mirrors the per-hit path
// mech4.cpp:1207 that already passes p.damage), not the flat kShotDamage=12.
lastInflictingDamage = message->damageData.damageAmount;
// THREAT feed (task #37, the recovered reticle Execute's ThreatVector
// attr 0xC): when the PLAYER takes a hit, push the attack direction --
// world (x,z) from the mech toward the impact point -- onto the HUD's
// compass-rose threat trail (fresh marks red, fading over 6s).
if (application != 0 && (Entity *)this == application->GetViewpointEntity())
{
extern void BTPushHudThreat(float wx, float wz);
BTPushHudThreat(
(float)(message->damageData.impactPoint.x - localOrigin.linearPosition.x),
(float)(message->damageData.impactPoint.z - localOrigin.linearPosition.z));
}
DamageLookupTable *table = (DamageLookupTable *)damageLookupTable; // named member (Wword absorbs!)
if (message->invalidDamageZone && table != 0)
{
int zone = table->ResolveHit(message->damageData.impactPoint);
message->damageZone = zone;
message->invalidDamageZone = False;
if (BTEnvOn("BT_CYL_LOG", 0))
{
DEBUG_STREAM << "[cyl] unaimed hit -> zone " << zone
<< " (impact " << message->damageData.impactPoint.x << ","
<< message->damageData.impactPoint.y << ","
<< message->damageData.impactPoint.z << ")\n" << std::flush;
}
}
Entity::TakeDamageMessageHandler(message); // base: damageZones[zone]->TakeDamage
}
//
// Mech attribute table. DENSE PREFIX 0x15..0x21 (JointedMover::NextAttributeID
// through LinearSpeed): the built index is a dense array and Find strcmps every
// slot, so the table must be contiguous from the parent's NextAttributeID up to
// the highest id published -- no gaps. The ids the BLH cockpit does not consume
// (collision/eyepoint/reticle/footstep/anim state) bind to the shared read-only
// attrPad so the slot is a valid, named, non-crashing entry; CurrentSpeed and
// MaxRunSpeed bind to the existing gait members; LinearSpeed binds to the live
// forward-speed member the speed gauges read. (Ids 0x22..0x38 remain declared in
// the enum for later extension -- e.g. RadarRange/DuckState when the map/duck
// widgets are reconstructed -- but are NOT published yet.)
//
const Mech::IndexEntry
Mech::AttributePointers[]=
{
ATTRIBUTE_ENTRY(Mech, MaxAcceleration, attrPad), // 0x15
ATTRIBUTE_ENTRY(Mech, CollisionState, attrPad), // 0x16
ATTRIBUTE_ENTRY(Mech, CollisionNormal, attrPad), // 0x17
ATTRIBUTE_ENTRY(Mech, CollisionSpeed, attrPad), // 0x18
ATTRIBUTE_ENTRY(Mech, CollisionMaterialType, attrPad), // 0x19
ATTRIBUTE_ENTRY(Mech, CurrentSpeed, legCycleSpeed), // 0x1a (existing @0x348)
ATTRIBUTE_ENTRY(Mech, MaxRunSpeed, reverseStrideLength), // 0x1b (existing @0x34c = run/top speed)
ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame)
ATTRIBUTE_ENTRY(Mech, TargetReticle, targetReticle), // 0x1d (real Reticle struct -- task #36)
ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e
ATTRIBUTE_ENTRY(Mech, AnimationState, attrPad), // 0x1f
ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, attrPad), // 0x20
ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed)
ATTRIBUTE_ENTRY(Mech, ClimbRate, attrPad), // 0x22
ATTRIBUTE_ENTRY(Mech, AccelerationLastFrame, attrPad), // 0x23
ATTRIBUTE_ENTRY(Mech, AngularSpeed, attrPad), // 0x24
ATTRIBUTE_ENTRY(Mech, ArmorDamageLevel, attrPad), // 0x25
ATTRIBUTE_ENTRY(Mech, SubsystemDamageLevel, attrPad), // 0x26
ATTRIBUTE_ENTRY(Mech, MyomerDamageLevel, attrPad), // 0x27
ATTRIBUTE_ENTRY(Mech, TestButton1, attrPad), // 0x28
ATTRIBUTE_ENTRY(Mech, TestButton2, attrPad), // 0x29
ATTRIBUTE_ENTRY(Mech, TestButton3, attrPad), // 0x2a
ATTRIBUTE_ENTRY(Mech, TestButton4, attrPad), // 0x2b
ATTRIBUTE_ENTRY(Mech, TestButton5, attrPad), // 0x2c
ATTRIBUTE_ENTRY(Mech, TestButton6, attrPad), // 0x2d
ATTRIBUTE_ENTRY(Mech, ReduceButton, attrPad), // 0x2e
ATTRIBUTE_ENTRY(Mech, RadarRange, radarRange), // 0x2f (radar scale)
ATTRIBUTE_ENTRY(Mech, RadarLinearPosition, radarLinearPosition), // 0x30 (Point3D* -> localOrigin)
ATTRIBUTE_ENTRY(Mech, RadarAngularPosition, radarAngularPosition),// 0x31 (Quaternion* -> localOrigin)
ATTRIBUTE_ENTRY(Mech, RearFiring, attrPad), // 0x32
ATTRIBUTE_ENTRY(Mech, RequestDuckAnimation, attrPad), // 0x33
ATTRIBUTE_ENTRY(Mech, UnstablePercentage, attrPad), // 0x34
ATTRIBUTE_ENTRY(Mech, SuperStop, attrPad), // 0x35
ATTRIBUTE_ENTRY(Mech, IncomingLock, attrPad), // 0x36
ATTRIBUTE_ENTRY(Mech, DuckState, duckState), // 0x37 (crouch posture, int)
ATTRIBUTE_ENTRY(Mech, DistanceToMissile, attrPad) // 0x38
};
Mech::AttributeIndexSet&
Mech::GetAttributeIndex()
{
static Mech::AttributeIndexSet attributeIndex(
ELEMENTS(Mech::AttributePointers),
Mech::AttributePointers,
JointedMover::GetAttributeIndex()
);
return attributeIndex;
}
Mech::SharedData
Mech::DefaultData( // @0050bde4
&Mech::ClassDerivations,
Mech::MessageHandlers,
Mech::GetAttributeIndex(),
Mech::StateCount,
(Entity::MakeHandler)Mech::Make // Entity__SharedData adds the make-callback
);
//###########################################################################
//###########################################################################
// Construction
//###########################################################################
//###########################################################################
//#############################################################################
// Mech::Make -- factory. @004a2d48
//
// Allocates a 0x854-byte Mech and runs the constructor with DefaultData.
//
Mech*
Mech::Make(MakeMessage *creation_message)
{
Mech *mech = (Mech *)Memory::Allocate(sizeof(Mech)); // FUN_00402298(0x854)
if (mech == 0)
{
return 0;
}
new (mech) Mech(creation_message, DefaultData); // FUN_004a1674
// P6 bring-up (multiplayer): the port's MakeReady/CheckLoad validity handshake
// is a partial implementation, so a mech is never authentically validated. An
// INVALID entity DEFERS every dispatched message forever (ENTITY.cpp
// Entity::Receive -> event->Defer), which silently drops cross-pod TakeDamage
// at the owning MASTER (task #47: B receives + resolves the hit to its own mech,
// classID 3001, but Entity::Receive sees valid=0 and defers it). It also stalls
// a REPLICANT's network UPDATES and churns the peer's CreatingMission queue. The
// reconstructed ctor builds the whole mech synchronously, so validating here is
// safe for BOTH instances (a master must be valid to take cross-pod damage; a
// replicant to apply updates). The authentic MakeReady flow is future work.
if (mech != 0)
{
mech->SetValidFlag();
}
return mech;
}
//#############################################################################
// Mech::Mech -- the heart of the entity. @004a1674 (5690 bytes)
//
// Chains to the JointedMover base ctor, installs the Mech vtable, primes
// every member, then walks the model's segment table to instantiate and wire
// up the full subsystem roster (power, heat, weapons, actuators, controls,
// tech, damage zones). This is faithful to the decomp; raw offsets are kept
// in comments where a member name is uncertain.
//
Mech::Mech(
MakeMessage *creation_message,
SharedData &shared_data
):
JointedMover(creation_message, shared_data) // FUN_00424e38
{
Check_Pointer(creation_message);
//
// The resource handle the decomp reads from this[0x6f] is the model's
// resource list ID -- identical to the resourceID the (real engine)
// JointedMover base ctor just used to stream the skeleton/segments. Use it
// directly (REAL streaming) instead of the scratch-bank Wword(0x6f).
//
ResourceDescription::ResourceID modelResourceID = creation_message->resourceID;
//
// Initialise the current-target slots (mech+0x37c pos / +0x388 entity / +0x38c
// sub-zone) to "no target". mech4's targeting step sets these for the PLAYER; an
// un-targeted mech (e.g. a spawned enemy) must read 0 here, else weapons that gate
// on HasActiveTarget (mech+0x388) would fire at a garbage pointer.
*(void **)((char *)this + 0x388) = 0; // target entity
*(Scalar *)((char *)this + 0x37c) = 0.0f; // target pos (Point3D)
*(Scalar *)((char *)this + 0x380) = 0.0f;
*(Scalar *)((char *)this + 0x384) = 0.0f;
*(int *)((char *)this + 0x38c) = -1; // targeted sub-zone
// LIVE-MECH REGISTRY (task #46, MP targeting): every Mech -- player, the
// solo dummy, AND every peer replicant -- registers here so the boresight
// world-pick can test ALL of them, not just the solo gEnemyMech. The dtor
// deregisters (rare -- wrecks stay; replicants drop when a peer leaves).
extern void BTRegisterMech(Entity *m);
BTRegisterMech((Entity *)this);
//
// Install the Mech vtable and construct the embedded member objects.
//
vtable = &PTR_FUN_0050cfa8; // *param_1 = Mech vtable
mechNameFilter.Initialize(); // FUN_00435a7c(this+0xdb)
masterAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0xe7,0x21)
stateFlags = 0; // Wword(0xff)
maxSpeed = DAT_005209d0; // FLT_MAX -> Wword(0x100)
Wword(0x104) = 0;
Wword(0x106).Construct(0); // FUN_004a4d60 (slot member)
Wword(0x10f).LinkTo(this + 0x61); // FUN_00420ea4
heatAlarm = AlarmIndicator(3); // FUN_0041b9ec(this+0x114,3)
Wword(0x12a) = 0;
Wword(0x12b) = 0;
Wword(0x12c) = 0x3f800000; // 1.0f
stabilityAlarm = AlarmIndicator(2); // FUN_0041b9ec(this+0x131,2)
controllableSubsystems.SetOwner(this); // FUN_00427768(this+0x197)
watchedSubsystems.SetOwner(this); // FUN_00427768(this+0x1af)
statusAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0x1c5,0x21)
Wword(0x1e8) = Wword(0x1e9) = Wword(0x1ea) = 0;
heatableSubsystems.Construct(0); // FUN_004a4dab(this+0x1eb)
weaponRoster.Construct(0); // FUN_004a4df6(this+0x1ef)
damageableSubsystems.Construct(0); // FUN_004a4e41(this+499)
// The target reticle (task #36): armed + pick-testing. The Reticle ctor
// zeroes position/target; the pilot's slew + the pick feed it per frame.
targetReticle.reticleState = Reticle::ReticleOn;
targetReticle.pickPointingOn = True;
targetReticle.reticleElementMask = Reticle::AllEnabledGroup;
for (int i = 0; i < 5; ++i) // FUN_0043ad4f x5
{
telemetryFilter[i].Initialize(15, 0.0f); // this[0x1f8..0x204]
}
//
// Three ref-counted creation-name holders (badge/color/insignia).
//
resourceNameA = NewRefCounted(); // Wword(0x211)
resourceNameB = NewRefCounted(); // Wword(0x212)
resourceNameC = NewRefCounted(); // Wword(0x213)
instanceFlags |= 0x10; // this[10] |= 0x10
// Zero the optional-subsystem back-pointers up front (binary @9873-9875).
// These MUST hit the real members (not the Wword scratch bank) -- they are
// later tested for NULL (e.g. the gyro<->sink cross-link below); left as
// debug-fill 0xcdcdcdcd they pass the != 0 guard and fault.
gyroSubsystem = 0; // this[0x14a] (0xBC4)
sinkSourceSubsystem = 0; // this[0x10e] (0xBC5)
hudSubsystem = 0; // this[0x16d] (0xBD6 -> HUD; was misnamed mechTechSubsystem)
forwardThrottleScale = 1.0f; // @0x5c0 mapper speed scale (writer not in decomp; neutral)
sensorSubsystem = 0; // this[0x1f7] (0xBBE) -- same hazard, zero it too
deathAnimationLatched = 0; // @0x650 -- same 0xCDCDCDCD hazard: the gyro joint-write
// dispatch (task #56) gates on it every frame; garbage
// nonzero silently disabled the writers until death anims ran
legResetLatch = 0; // @0x654 -- same latch family, same fill hazard
legAnimationState = 0; // @0x3b0 -- same hazard (found 2026-07-14, the real-clock
// crash): the type-3 record writer re-dispatches
// SetBodyAnimation(legAnimationState) on itself; a record
// emitted before the leg SM's first tick passed the raw
// 0xCDCDCDCD as a clip index -> AV in SetBodyAnimation.
// (The stub call-counter clock had merely re-ordered record
// emission so the window was never hit.) Standing = 0.
attrPad = 0.0f; // shared read pad for un-populated gauge attributes
linearSpeed = 0.0f; // live forward ground speed (LinearSpeed gauge); set per frame
radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed;
// 1km default zoom so contacts within ~500m show on
// the radar, vs the config maximum_range=4000 edge)
radarLinearPosition = &localOrigin.linearPosition; // map reads the mech's live world position...
radarAngularPosition= &localOrigin.angularPosition; // ...and orientation (pointers into the base origin)
duckState = 0; // not crouching
ZeroBlock(this + 0xca, 6); // this[0xca..0xcf] = 0
ZeroBlock(this + 0x153, 6); // this[0x153..0x158] = 0
Wword(0xd0) = 0;
creationTime = Now(); // FUN_00414b60 -> Wword(0x1de)
Wword(0xd2) = 0;
Wword(0x1ae) = 0;
bodyTargetSpeed = 0.0f; // @0x6b4 (was absorbed Wword(0x1ad))
//
// Seed the pose + the dead-reckon baselines (task #1 corrections: the
// binary's this[0x98]/this[0x4b] Origin copies are projectedOrigin@0x260
// and updateOrigin@0x12c seeded from localOrigin@0x100 -- the ENGINE
// inherited members, not mech-local "torso" fields).
//
projectedOrigin = localOrigin; // FUN_0040a938(this+0x98,this+0x40)
updateOrigin = localOrigin; // FUN_0040a938(this+0x4b,this+0x40)
Wword(0x163) = Wword(0x40); // FUN_00408440(this+0x163,this+0x40)
turretBase.SetIdentity(); // FUN_0040a7f4(this+0x71, IdentityQuat)
torsoAimCurrent.SetIdentity(); // this+0xa6
torsoAimTarget.SetIdentity(); // this+0xb2
Wword(0x77).SetIdentity();
legAngle = ZeroVector; // FUN_00408440(this+0x7d,ZeroVec)
hipAngle = ZeroVector; // this+0x80
orientation.FromRotation(bodyRotation); // FUN_0040ab44(this+0x34,this+0x40)
Wword(0x166) = ZeroVector;
Wword(0x169) = 0;
Wword(0xe6) = 0;
poseSyncLatch = 0; // @0x77c (was absorbed Wword(0x1df))
heatLevelSnapshot = 0; // @0x780 (type-7 deadband baseline)
angMirrorYaw = 0.0f; // scalar peer-yaw mirror (port addition)
angMirrorRate = 0.0f;
angMirrorValid = 0;
angSyncLatch = 0; // peer heading re-anchor (type-4 receive)
Wword(0xfe) = Wword(0xfc) = Wword(0x105) = 0;
mechName.Copy(&DAT_004e0f8c); // FUN_00408e90(this+0xd8,"")
Wword(0x160) = Wword(0x15f) = 0;
Wword(0x194) = 0;
Wword(0x207) = Wword(0x208) = Wword(0x20a) = 0;
Wword(0x20b).SetIdentity();
Wword(0x1e7) = Wword(0x1dd) = Wword(0x209) = 0;
Wword(0xd5) = Wword(0xd6) = Wword(0xd7) = 0;
fallScalar = 0.0f; // @0x4b4 (was absorbed Wword(0x12d))
fallDirection = Vector3D(0.0f, 0.0f, 1.0f); // @0x4a8 fall/impact record payload
throttleState = 2; // Wword(0x129) = 2
Wword(0x1e0) = Wword(0x119);
stabilityAlarm.SetLevel(1); // FUN_0041bbd8(this+0x131,1)
stabilityAlarm.SetLevel(Wword(0x136));
//
// Derive heat capacity from the engine segment record (Wword(0xbb)).
//
// TODO(bring-up): Wword(0xbb) is the model's "engine" geometry/segment record,
// populated by the base-ctor model-segment walk that the object-layout
// reconstruction has not wired up yet (Wword() is a scratch-bank shim, so this
// reads 0). Guard the NULL deref so construction proceeds; heat capacity falls
// back to a neutral default until the subsystem factory maps this member.
int engineSeg = Wword(0xbb);
heatLevel = engineSeg ? *(int *)(engineSeg + 0xc) : 0; // Wword(0x146)
heatCapacity = (int)(HeatCapacityFraction * (float)heatLevel); // Wword(0x147)
Wword(0x16a) = Wword(0x16b) = 0x3f800000; // 1.0f, 1.0f
Wword(0x94) = (int)WorldTransform() + 0x2c; // FUN_00433ed4(...)
//
// Pick the Simulate "Performance" thunk by instance role
// (copy vs. master) -- this[10] & 0xc == 4 means a network copy.
//
if ((instanceFlags & 0xc) == 4)
{
SetPerformance(PTR_LAB_0050c0e8); // copy performance
}
else
{
SetPerformance(PTR_LAB_0050c0f4); // master performance
}
maxSpeed = 0x447a0000; // 1000.0f -> Wword(0x101) (override)
Wword(0x102) = 0;
Wword(0x103) = (int)(this + 0x43);
//
// ---- Pass 1: stream the SUBSYSTEM segment list (resource segment 0x11) ----
//
// REAL streaming (mirrors VTV::VTV @1379-1395): the segment stream begins
// with an int subsystem-count, followed by one Subsystem::SubsystemResource
// blob per subsystem (each self-sized via subsystemModelSize). The Mech
// reserves 2 leading sentinel slots (0 = NULL, 1 = power/voltage bus).
//
ResourceDescription *subsystemResourceDesc =
MechFindResource(modelResourceID,
ResourceDescription::SubsystemModelStreamResourceType); // segment 0x11
Check(subsystemResourceDesc);
subsystemResourceDesc->Lock();
// Stream over a zero-padded COPY of the segment, not the locked resource directly.
// The MechSubsystem base ctor reads each record's fields up to res+0xe0; for the
// last / shorter records (e.g. the controls mapper) that runs a few dozen bytes past
// the segment's exact size. In the shipped game the streamed records were always the
// full in-memory SubsystemResource size so this was safe; our reconstructed stream
// isn't padded -> the read ran off the buffer and corrupted the heap (the intermittent
// ~1-in-6 startup crash, exit 0xC0000374; caught precisely via PageHeap at
// MechSubsystem::MechSubsystem mechsub.cpp:165 reading res+0xCC). A zeroed +0x100 tail
// makes any in-record read land in mapped, zeroed memory.
// TODO(bring-up): remove once the per-subsystem SubsystemResource layouts are
// reconstructed to their exact streamed sizes.
size_t subsysRawSize = (size_t)subsystemResourceDesc->resourceSize;
size_t subsysPadSize = subsysRawSize + 0x100;
void *subsysPadBuf = Memory::Allocate(subsysPadSize);
memset(subsysPadBuf, 0, subsysPadSize);
memcpy(subsysPadBuf, subsystemResourceDesc->resourceAddress, subsysRawSize);
MemoryStream subsystemStream(subsysPadBuf, subsysPadSize);
int streamedSubsystemCount = *(int *)subsystemStream.GetPointer();
subsystemStream.AdvancePointer(sizeof(int));
subsystemCount = streamedSubsystemCount + 2; // Wword(0x49)
subsystemArray = (Subsystem **)Memory::Allocate(subsystemCount * sizeof(Subsystem *)); // Wword(0x4a)
// Zero the WHOLE table up front: subsystem ctors created mid-loop (e.g.
// MechTech) walk the owner's full roster via Entity::GetSubsystem, so every
// not-yet-filled slot must read NULL rather than uninitialised heap garbage.
for (int z = 0; z < subsystemCount; ++z)
{
subsystemArray[z] = 0;
}
subsystemArray[1] = (Subsystem *)voltageBus.Resolve(); // FUN_00417ab4(this+199)
Wword(0x12e) = (int)((Wword(0xba).max - Wword(0xba).min) * UpdatePositionScale);
Wword(0xbb).field8 += (float)Wword(0x12e);
weaponCount = 0; // Wword(0x112)
messageManager = 0; // Wword(0x10d)
//
// Instantiate one Subsystem per segment, dispatching on its streamed
// ClassID (see Mech::SubsystemClassID). The capability sub-rosters are
// wired up afterward. Segment 0/1 are reserved sentinels (loop from 2).
//
for (int id = 2; id < subsystemCount; ++id)
{
Subsystem::SubsystemResource *seg =
(Subsystem::SubsystemResource *)subsystemStream.GetPointer();
subsystemArray[id] = 0;
Logical skipCopy =
((seg->subsystemFlags & 4) != 0) && ((instanceFlags & 0xc) == 4);
if (!skipCopy)
{
switch (seg->classID)
{
case CockpitClassID: // 0xBBD -> real class Condenser (label mislabeled)
subsystemArray[id] = CreateCondenserSubsystem(this, id, seg); // FUN_004ae568
break;
case SensorClassID: // 0xBBE -> real class HeatSink bank (NOT a sensor)
subsystemArray[id] = CreateHeatSinkBankSubsystem(this, id, seg); // FUN_004ae8d0
sensorSubsystem = subsystemArray[id]; // Wword(0x1f7) = the heat bank
break;
case CondenserClassID: // 0xBC0 -> real class Reservoir (label mislabeled)
subsystemArray[id] = CreateReservoirSubsystem(this, id, seg); // FUN_004af408
break;
case GeneratorClassID: // 0xBC1 -> real Generator (power bus)
subsystemArray[id] = CreateGeneratorSubsystem(this, id, seg); // FUN_004b225c
break;
case PoweredSubsystemClassID: // 0xBC2 -> real PoweredSubsystem (power bus)
subsystemArray[id] = CreatePoweredSubsystem(this, id, seg); // FUN_004b0f74
break;
case MyomersClassID: // 0xBC3 -> real class Sensor (ctor @004b1d18, "Myomers" mislabel)
// WAVE 4: the real class at 0xBC3 is Sensor (string pool @0050fae0 +
// SENSOR.HPP); MyomersClassID is a factory-enum mislabel (real Myomers
// is 0xBC6). De-shimmed + layout-locked (radarPercent@0x31C, sizeof==0x328).
subsystemArray[id] = CreateSensorSubsystem(this, id, seg); // FUN_004b1d18
break;
case GyroClassID: // 0xBC4 -> real class Gyroscope (ctor @004b3778)
// RE-ENABLED (task #56). The old NaN revert's root causes are fixed
// byte-exact against @004b3778/@004b2ec0/@004b30ec: the ctor field map
// (springConstant@0x1E8 / dampingConstant@0x1F4 were mislabelled, the
// 0x254-0x2B3 block was missing so everything after was mis-offset,
// clamps/accumulators were left as 0xCD fill) and the integrator
// semantics (state-minus-target displacements, componentwise damping
// OVERWRITE, IntegrateBody X/Z crossings) -- all static_assert-locked.
// The joint writers now dispatch from the MECH performance tail
// (GyroFrameJointWrite bridge; binary calls @0x4aaf74/0x4aaf83), NOT
// from GyroscopeSimulation.
subsystemArray[id] = CreateGyroSubsystem(this, id, seg); // ctor @004b3778 (real)
gyroSubsystem = subsystemArray[id]; // Wword(0x14a)
break;
case SinkSourceClassID: // 0xBC5 -> real class Torso (ctor @004b6b0c, mislabeled)
// WAVE 4 (base chain re-based; currentTwist@0x1D8 compile-time locked
// by TorsoLayoutCheck, so the gyro cross-link sinkSourceSubsystem+0x1D8
// now reads the live torso twist). Build the real Torso.
subsystemArray[id] = CreateTorsoSubsystem(this, id, seg); // FUN_004b6b0c
sinkSourceSubsystem = subsystemArray[id]; // Wword(0x10e) -- gyro links to +0x1D8
break;
case ActuatorClassID: // 0xBC6 -> real class Myomers (ctor @004b8fec, "Actuator" stub)
// WAVE 6: the real class at 0xBC6 is Myomers (the artificial-muscle
// drive). GATED BT_MYOMERS (default ON): the real class constructs +
// ticks but is INERT w.r.t. locomotion/heat (no-op mover feed + the
// advanced-damage sim gate is False), so it can't regress the gait.
// BT_MYOMERS=0 falls back to the Actuator stub. Authentic mover/heat
// coupling is a follow-up (needs real Mech accessors + messmgr 0xBD3,
// and must reconcile the mover feed with the gait cutover first).
if (BTEnvOn("BT_MYOMERS", 1))
subsystemArray[id] = CreateMyomersSubsystem(this, id, seg); // FUN_004b8fec
else
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x358)) Actuator(this, id, seg);
break;
case WeaponEmitterClassID: // 0xBC8 -> real Emitter beam weapon
subsystemArray[id] = CreateEmitterSubsystem(this, id, seg); // FUN_004bb120
++weaponCount;
break;
case JumpJetClassID: // 0xBCB -> real class AmmoBin (ctor @004bd5c4, mislabeled)
// WAVE 4: AmmoBin : HeatWatcher : MechSubsystem; own block @0x180,
// sizeof 0x22C compile-time locked. Feeds a ProjectileWeapon/
// MissileLauncher (0xBCD/0xBD0) via a SharedData connection (still stubbed).
subsystemArray[id] = CreateAmmoBinSubsystem(this, id, seg); // FUN_004bd5c4
break;
case MechWeaponClassID: // 0xBCD -> real class ProjectileWeapon (ctor @004bc3fc, mislabeled)
// WAVE 7: the autocannon/ballistic ammo weapon (: MechWeapon, sizeof 0x448).
// Was building the base MechWeapon stub (pure-virtual FireWeapon trap).
subsystemArray[id] = CreateProjectileWeaponSubsystem(this, id, seg); // FUN_004bc3fc
++weaponCount;
break;
case MissileWeaponClassID: // 0xBCE -> real class GaussRifle (ctor @004bdcb4, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBCE == GaussRifleClassID (NOT MissileWeapon).
// GaussRifle : Emitter (sizeof 0x484); its FireWeapon is a no-op in this
// 1995 build (just zeros the charge) -> a DEDICATED bridge, not CreateEmitter.
subsystemArray[id] = CreateGaussRifleSubsystem(this, id, seg); // FUN_004bdcb4
++weaponCount;
break;
case BallisticWeaponClassID: // 0xBD0 -> real class MissileLauncher (ctor @004bcff0, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBD0 == MissileLauncherClassID. : ProjectileWeapon
// (sizeof 0x44c). Was building a BallisticWeapon stub.
subsystemArray[id] = CreateMissileLauncherSubsystem(this, id, seg); // FUN_004bcff0
++weaponCount;
break;
case SubsystemMessageManagerID: // 0xBD3 -> the REAL class (task #7):
// the per-mech damage/explosion consolidation hub (ctor
// @0049bca4, 0x130 bytes, ConsolidateAndSendDamage Performance
// @0049b784). The old MechControlsMapper build here was the
// mapper/messmgr conflation -- the mapper never streams; it is
// installed into roster slot 0 by SetMappingSubsystem.
subsystemArray[id] = CreateMessageManagerSubsystem(this, id, seg); // FUN_0049bca4
messageManager = (SubsystemMessageManager *)subsystemArray[id]; // Wword(0x10d)
break;
case GaussWeaponClassID: // 0xBD4 -> real Emitter (PPC, mislabeled)
subsystemArray[id] = CreateEmitterSubsystem(this, id, seg); // FUN_004bb888
++weaponCount;
break;
case MechTechClassID: // 0xBD6 -> real class HUD (mislabeled; MechTech is 0xBDC)
subsystemArray[id] = CreateHUDSubsystem(this, id, seg); // FUN_004b7f94 (alloc 0x2a4)
hudSubsystem = subsystemArray[id]; // raw part_012.c:10164 param_1[0x16d] = HUD
break;
case LegSubsystemClassID: // 0xBD8 -> real class Searchlight (ctor @004b84dc, mislabeled)
// WAVE 4: de-shimmed + GATE FIXED (was gating on the shadow
// segmentFlags -> Performance never installed). Searchlight :
// PowerWatcher; own fields layout-locked at 0x1D8+.
subsystemArray[id] = CreateSearchlightSubsystem(this, id, seg); // FUN_004b84dc
break;
case HeatableClassID: // 0xBDC -> real class MechTech (mislabeled).
// (Was: built the HeatableSubsystem base and DISCARDED the pointer -- bug.)
subsystemArray[id] = CreateMechTechSubsystem(this, id, seg); // FUN_004ad228 (binary alloc 0x104)
// NO cache write here: raw case 0xbdc (part_012.c:10176-10185) stores roster-only;
// the 0x5b4 cache belongs to case 0xbd6 (the HUD) -- earlier recon had it swapped.
break;
case DisplayClassID: // 0xBDE -> real class ThermalSight (ctor @004b8718, "MechDisplay" stub)
// WAVE 4: de-shimmed + GATE FIXED. ThermalSight : PowerWatcher;
// own fields layout-locked at 0x1D8+. The cockpit IR view-mode
// render hooks (pvision/viewport) are clearly-marked no-ops.
subsystemArray[id] = CreateThermalSightSubsystem(this, id, seg); // FUN_004b8718
break;
default:
// @004a1674+0x936: "Unknown subsystem resource ->classID"
Verify(False, "Unknown subsystem resource ->classID",
"d:\\tesla\\bt\\bt\\MECH.CPP", 0x936);
break;
}
}
subsystemStream.AdvancePointer(seg->subsystemModelSize); // next blob
}
subsystemResourceDesc->Unlock();
Memory::Free(subsysPadBuf);
weaponCount = 2; // Wword(0x112) reset to base index (sentinels 0,1)
//
// Cross-link the gyro to the torso twist (task #56, binary bt_mech tail:
// gyro+0x258 = torso+0x1D8 == Torso::currentTwist; the gyro damage-response
// @004b2980 reads it per hit). Done through the two complete-type-TU bridges
// (GyroBindExternalPitch / BTGetTorsoTwistAddr) -- the old raw
// SubProxy::linkTarget write landed at gyro+4 (an engine base field) and would
// have stomped the live gyro base; that landmine is retired.
//
if (sinkSourceSubsystem != 0 && gyroSubsystem != 0)
GyroBindExternalPitch(gyroSubsystem, BTGetTorsoTwistAddr(sinkSourceSubsystem));
//
// Build the capability sub-rosters by IsDerivedFrom() class tests.
//
// Loop 1 = the watcher CONNECT pass (task #57). The binary calls vtable
// slot +0x38 on every HeatWatcher-derived subsystem (@0x50e604 test);
// the slot bodies (FUN_004aee2c, PowerWatcher/Torso override @004b1a40,
// byte-identical -- Ghidra missed both starts, recovered from raw bytes)
// bind watchedLink to roster[watchedSubsystem], gated on the owner being
// the live master node ((flags & 0xC)==0 && (flags & 0x100)). The gate is
// hoisted out of the loop unchanged (constant per mech). This replaces
// the old SubProxy::Start() no-op that left every watchdogAlarm at 0 --
// which held the Torso's ElectricalStateLevel() below Ready and zeroed the
// twist rate forever.
//
if ((simulationFlags & 0xC) == 0 // SegmentCopyMask
&& (simulationFlags & 0x100) != 0) // MasterHeatSinkFlag
{
extern int BTWatcherWatchedIndex(Subsystem *sub); // heatfamily_reslice.cpp
extern void BTWatcherBindTarget(Subsystem *sub, Subsystem *target);
for (int id = 2; id < subsystemCount; ++id)
{
int watched = BTWatcherWatchedIndex(subsystemArray[id]); // -1 = not a HeatWatcher
if (watched < 0)
continue;
if (watched < subsystemCount && subsystemArray[watched] != 0)
{
BTWatcherBindTarget(subsystemArray[id], subsystemArray[watched]);
DEBUG_STREAM << "[watch] subsystem " << id << " watches "
<< watched << std::endl;
}
else
{
// The binary has no range check (CreateStreamed validated the
// name); flag data drift honestly instead of a wild read.
DEBUG_STREAM << "[watch] subsystem " << id
<< " BAD WatchedSubsystem index " << watched << std::endl;
}
}
}
for (int id = 2; id < subsystemCount; ++id) // heatable roster
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x51155c))
{
heatableSubsystems.Add((Subsystem *)s);
}
}
for (int id = 2; id < subsystemCount; ++id) // weapon roster (0x511830 = MechWeapon)
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x511830))
{
weaponRoster.Add((Subsystem *)s);
stateFlags |= s->capabilityFlags; // |= *(s+0x334) -> Wword(0x104)
}
}
for (int id = 2; id < subsystemCount; ++id) // damageable roster
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x50e4fc))
{
damageableSubsystems.Add((Subsystem *)s);
}
}
//
// ---- Pass 2: stream the MODEL record (resource segment 0xf) ----
//
// REAL streaming (mirrors VTV::VTV @1297-1309): the GameModel resource's
// resourceAddress IS the ModelResource record. Kept locked for the mech's
// lifetime because the body below stores pointers into it (model->base).
//
ResourceDescription *modelResourceDesc =
MechFindResource(modelResourceID,
ResourceDescription::GameModelResourceType); // segment 0xf
Check(modelResourceDesc);
modelResourceDesc->Lock();
ModelResource *model = (ModelResource *)modelResourceDesc->resourceAddress;
Check_Pointer(model);
Wword(0x68) = model->cameraOffset; // FUN_00408440(this+0x1a0, rec+0xA8)
Wword(0x130) = model->deathEffectResourceID; // rec+0x74 -> mech+0x4c0
Wword(0x148) = model->deathSplashDamage; // rec+0x78 -> mech+0x520
Wword(0x149) = model->deathSplashRadius; // rec+0x7C -> mech+0x524
Wword(0x195) = Wword(0x196) = 0;
Wword(0xfd) = 0;
masterAlarm.SetLevel(0); // FUN_0041bbd8(this+0xe7,0)
statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0x1c5,0)
// GAIT SLEW RATES -> REAL MEMBERS (task #15; was Wword scratch-bank writes, so
// the authentic per-mech acceleration never reached the state machine and a
// bring-up forwardCycleRate=1000 stand-in made every speed change instant):
// model->maxAcceleration (+0x44) is the cycle slew rate; 0x5b0/0x5b8 hold the
// gimp/ground copies (ResetToInitialState restores 0x344 from 0x5b8 -- raw
// part_012.c:9441); +0x48 -> airborneCycleRate; +0x4c -> forwardThrottleScale
// (the ctor's "=1.0, writer not in decomp" note is resolved: THIS is the writer).
forwardCycleRate = model->maxAcceleration; // @0x344 (this[0xd1] = rec+0x44 = 30
// for the madcat -- the struct skew
// used to land this on
// ThrottleAdjustment ~1.0)
// (The "floor 25" era is over: the old struct skew landed this read on
// ThrottleAdjustment ~1.0 -- the authentic MaxAcceleration (madcat: 30)
// now reads directly. task #4)
gimpCycleRate = forwardCycleRate; // @0x5b0 (this[0x16c])
groundCycleRate = forwardCycleRate; // @0x5b8 (this[0x16e])
airborneCycleRate = model->superStopAcceleration; // @0x5bc (this[0x16f] = rec+0x48)
forwardThrottleScale = model->throttleAdjustment; // @0x5c0 (this[0x170] = rec+0x4C;
// the old "decodes to 0" was the
// out-of-bounds struct read)
if (getenv("BT_REPL_LOG"))
DEBUG_STREAM << "[model] accel=" << forwardCycleRate
<< " superStop=" << airborneCycleRate
<< " throttleAdj=" << forwardThrottleScale << std::endl;
Wword(0x12f) = model->relativeMechValue; // rec+0x70 -> mech+0x4bc
Wword(0x1e1) = model->maxUnstableAcceleration; // rec+0x80-0x94 -> mech+0x784..0x798
Wword(0x1e2) = model->unstableAccelerationEffect; // (the six Unstable* effects)
Wword(0x1e3) = model->unstableGunTheEngineEffect;
Wword(0x1e4) = model->unstableSuperStopEffect;
Wword(0x1e5) = model->unstableHighVelocityEffect;
Wword(0x1e6) = model->unstableStopedTurnEffect;
// Angle fields converted from degrees to radians.
Wword(0x159) = (int)(model->lookLeftAngle * DegreesToRadians); // +0x50
Wword(0x15a) = (int)(model->lookRightAngle * DegreesToRadians); // +0x54
Wword(0x15b) = (int)(model->lookFrontAngle * DegreesToRadians); // +0x58
Wword(0x15c) = (int)(model->lookBackAngle * DegreesToRadians); // +0x5c
// The update-record deadbands (task #3; the struct is now the verified
// 200-byte overlay, so the named fields ARE the raw offsets).
updateTurnAngleDeadband = model->updateTurnDegreeDiffrence * DegreesToRadians; // @0x770
updateTurnVelocityDeadband = model->updateTurnVelocityDiffrence; // @0x76c
updatePositionDeadband = model->updatePositionDiffrence; // @0x768
if (getenv("BT_REPL_LOG"))
DEBUG_STREAM << "[deadband] pos=" << updatePositionDeadband
<< " turnVel=" << updateTurnVelocityDeadband
<< " turnAngle=" << updateTurnAngleDeadband << " (rad)" << std::endl;
Wword(0x10c) = model->timeDelay; // rec+0xA4 -> mech+0x430
// The AUTHENTIC per-mech turn rates (rec+0x60/0x64, deg->rad -> mech+0x574/0x578).
// The decomp writes word slots this[0x15d]/this[0x15e] (== 0x574/0x578); stored in
// real named members now (task #64b) -- read by the master-perf turn-rate lerp in
// the drive (mech4.cpp) that yaws at lerp(walkingTurnRate, runningTurnRate) by speed
// instead of the old bring-up constant kDriveTurnRate.
walkingTurnRate = model->walkingTurnRate * DegreesToRadians;
runningTurnRate = model->runningTurnRate * DegreesToRadians;
//
// SHADOW JOINT resolve (task #20; CORRECTED -- the earlier draft misread
// this block as a death-effect video-object lookup). Raw part_012.c:
// 10285-10310: the record's ShadowJointName string at record+0xB4 ->
// CString (FUN_00402298/FUN_00402460) -> GetSegment (FUN_00424b60) ->
// segment->GetJointIndex() (*(seg+0xc0)) -> JointSubsystem::GetJoint
// (the FUN_0041d3b3 accessor + virtual +0x34 call) -> this[0x10b] @0x42c.
// Our public Mech::ResolveJoint() is exactly that chain. The name is read
// at the raw byte offset (the ModelResource struct layout is the known
// mis-decoded one -- see the maxAcceleration/field4c notes above).
//
{
const char *shadow_name = (const char *)model + 0xB4;
shadowJointNode = NULL;
if (shadow_name[0] != '\0'
&& strcmp(shadow_name, "Unspecified") != 0
&& memchr(shadow_name, 0, 20) != NULL) // sane record string
{
shadowJointNode = ResolveJoint(shadow_name); // FUN_00424b60 chain
DEBUG_STREAM << "[shadow] ShadowJointName='" << shadow_name
<< "' -> joint " << (void *)shadowJointNode << "\n" << std::flush;
}
}
//
// CLIP-SET / VIEW gate (@part_012.c:10308-10320). CORRECTION (task #59):
// the two branch targets here are FUN_004a80d4 / FUN_004a86c8 -- which are
// the GAIT-CLIP loaders (LoadLocomotionClips / LoadLocomotionClipsExt), NOT
// a "body LOD" pair (the old LoadLowDetailBody/LoadHighDetailBody names were
// no-op stubs, so this authentic gate did NOTHING and every mech silently
// fell back to the unconditional exterior load below -> the local cockpit
// mech played the EXTERIOR clips and leaned -8deg into every walk). The
// only real side effect at THIS point is the L4VIEWEXT flag; the clip LOAD
// itself is deferred to the gait-clip site below (after animationClips[] is
// zeroed), where the same three-way selection is applied.
//
if (getenv("L4VIEWEXT") != 0) // FUN_004dee74
Wword(0x15f) = 1;
//
// Tell every heatable subsystem to attach to the body model.
//
for (HeatableSubsystem *h = (HeatableSubsystem *)heatableSubsystems.First(); // FUN_004a4f9e iterator
h != 0;
h = (HeatableSubsystem *)heatableSubsystems.Next())
{
h->AttachToBody(); // FUN_004b8ef0
Wword(0x1e9) = 1;
}
controllableSubsystems.Reset(); // FUN_004283b8(this+0x197,1)
//
// Resolve the "jointlocal" joint and a couple of cosmetic flags.
// FUN_00424b60 caches the resolved Joint* into an object field whose recon
// offset is not yet mapped (it had been parked in the Wword scratch bank);
// run the real resolve now via the Mech member -- storage slot TBD.
//
ResolveJoint("jointlocal"); // FUN_00424b60 (Mech::ResolveJoint)
// P3 GAIT CUTOVER: initialise the two-channel gait controllers now that the
// skeleton/jointSubsystem is loaded (Init resolves owner + jointSubsystem, the
// binary ctor @00427768). Inert until the cutover drives them (BT_GAIT_CUTOVER).
legAnimation.Init(this);
bodyAnimation.Init(this);
// P6 MULTIPLAYER: choose the dead reckoner (the VTV pattern, RP/VTV.cpp:1280).
// Masters use it to decide when to ForceUpdate (self-prediction error);
// replicants use it inside Mover::DeadReckon to move between updates.
SetDeadReckoner(&Mover::AcceleratedDeadReckoner);
// AUTHENTIC GROUND MODEL -- ctor half (task #15, ground-model-decode).
// Binary part_012.c:9938-9940 + 9974-9975: duck presets from the template,
// then the TEMPLATE BOTTOM LIFT: raise collisionTemplate->minY by 5% of the
// volume's X width (const _DAT_004a2d40 = 0.05f). The lifted bottom is the
// ground-probe height AND the wall-vs-floor separation: surfaces closer than
// the lift below the probe answer the height query (walkable), anything the
// cylinder itself strikes is a wall. Blackhawk (BLH_CV.SLD, verified):
// cylinder Y[2.0, 7.10156], width 7.59376 -> lift 0.37969 -> minY 2.37969.
// Runs for EVERY mech instance (the binary does it unconditionally).
// (_DAT_004a2d38 is stored as a DOUBLE 0.6 in the binary; 0.6f differs by
// at most 1 ulp in the stored float result.)
// Guard on a real volume: defensive addition (a volume-less mech would have
// crashed in 1995); gated with the frame half via the SHARED GroundReal().
standingTemplateMaxY = 0.0f;
duckedTemplateMaxY = 0.0f;
templateBottomLift = 0.0f;
frameEntryWorldVelocity = Vector3D(0.0f, 0.0f, 0.0f); // collision-damage guard snapshot
ramLastVictim = 0; // ram contact-edge state
ramContactLinger = 0.0f;
lastInflictingDamage = 0.0f; // task #60: killing-blow magnitude (set on hit)
if (GroundReal() && GetCollisionVolumeCount() > 0
&& collisionTemplate != 0 && collisionVolume != 0)
{
standingTemplateMaxY = collisionTemplate->maxY; // @0x518
duckedTemplateMaxY = 0.6f * standingTemplateMaxY; // @0x51c, _DAT_004a2d38
templateBottomLift = // @0x4b8, _DAT_004a2d40
(collisionVolume->maxX - collisionVolume->minX) * 0.05f;
collisionTemplate->minY += templateBottomLift; // part_012.c:9975
if (GroundLog())
{
DEBUG_STREAM << "[ground] ctor: volume width="
<< (collisionVolume->maxX - collisionVolume->minX)
<< " lift=" << templateBottomLift
<< " template minY=" << collisionTemplate->minY
<< " maxY=" << collisionTemplate->maxY << "\n" << std::flush;
}
}
// namedClip aliases &animationClips[5] (binary: they are ONE array; namedClip@0x5e0
// == animationClips[5]@0x5cc+0x14) -- so LoadLocomotionClips' writes are what the gait
// state machine (SetBodyAnimation/MeasureClipStride) reads. Always set (cheap).
namedClip = &animationClips[5];
// Zero the whole clip table first: the debug heap fills fresh allocs
// 0xCDCDCDCD, and unresolved slots must read as "no clip" (the crash-anim
// trigger guards on animationClips[0x20] != 0 before SetLegAnimation(0x20)).
for (int ci = 0; ci < (int)(sizeof(animationClips) / sizeof(animationClips[0])); ++ci)
animationClips[ci] = 0;
// P3 STEP 7 (state-machine path): load the full gait clip set + speed caps into
// animationClips[5..26]. GATED (BT_GAIT_CUTOVER) so the default STEP-1/2 path is
// untouched while the AdvanceBodyAnimation state machine is brought up (it derefs
// ResolveAnimationClip unconditionally -> will fault on any clip this mech's content
// lacks; observe under the gate first).
//
// AUTHENTIC clip-set gate (@part_012.c:10308-10320, task #59): the local cockpit
// MASTER gets the INTERIOR clip set (LoadLocomotionClipsExt @004a86c8, 4-char 'i'
// suffix) whose clips shake `jointshakey` and OMIT the `jointhip` walk lean; network
// REPLICANTS and the forced L4VIEWEXT external view get the EXTERIOR set
// (LoadLocomotionClips @004a80d4, 3-char) carrying the authored -8deg lean. This is
// the SINGLE loader call the decomp ctor makes (the earlier no-op body-LOD gate was
// this same decomp branch mis-reconstructed -- see the L4VIEWEXT block above).
//
// PORT NOTE (task #59): the authentic discriminator is the replicant COPY bit
// (instanceFlags & 0xC == 4), which the 1995 game sets when it constructs a
// network replicant. The port does NOT set that bit at construction (all MP
// mechs are built as local masters; replication rides the mech registry +
// update-records, not the copy-performance path) -- so BOTH the local mech
// and the peer's replica currently take the ELSE (interior) branch. That is
// correct for the LOCAL cockpit (level, the reported bug) but means the peer's
// mech does not carry the exterior -8deg lean in the OTHER pod's view yet;
// that lights up automatically once the replicant copy bit is set at
// construction (tracked in open-questions -- do NOT fake it with a viewpoint
// test here: the clips load once at ctor, before the viewpoint is assigned).
int loadedInterior = 0;
if (BTEnvOn("BT_GAIT_CUTOVER", 1)) // default ON (=0 to disable)
{
if (getenv("L4VIEWEXT") != 0 || (instanceFlags & 0xc) == 4)
{
LoadLocomotionClips(model); // exterior (3-char): replicant / forced-ext view
}
else
{
LoadLocomotionClipsExt(model); // interior (4-char 'i'): the local cockpit master
loadedInterior = 1;
}
}
// Register this mech's model + which clip set it currently holds, so the
// per-frame MaintainViewClipSet() (mech4 PerformAndWatch) can flip it to the
// authentic set once the viewpoint is assigned (the copy bit is never set in
// the port, so the ctor gate lands everyone on interior -- see the note above).
extern void BTStashClipState(const Mech *m, Mech__ModelResource *model, int interior);
BTStashClipState(this, model, loadedInterior);
Wword(0xe5) = 0;
Wword(0xdd) = Wword(0xde) = 1;
Wword(0xdb) = model->reticleX; // rec+0x68 -> mech+0x36c
Wword(0xdc) = model->reticleY; // rec+0x6C -> mech+0x370
//
// ---- Pass 3: build the per-zone Mech::DamageZone objects (resource type 0x14) ----
// The Entity base ctor (ENTITY.cpp:961-987 == binary FUN_0041ff38) already opened
// this SAME type-0x14 resource, did `stream >> damageZoneCount` (==20) and allocated
// the INHERITED Entity::damageZones[count] array -- leaving the entries uninitialised
// (0xCDCDCDCD). We re-open the resource and build a fresh stream positioned PAST the
// 4-byte count the base consumed (DynamicMemoryStream initial_offset=4 == the binary's
// AdvancePointer(4)), then populate that inherited array. Faithful to FUN_004a1674
// (part_012.c ~10343-10399). The engine DamageZone base ctor (DAMAGE.cpp:200, shared
// MUNGA == binary FUN_0041df5c) consumes name/effect-sites/armor/damageScale/materials,
// then our Mech__DamageZone subclass reads its scalars+crit array+redirect table --
// alignment is exact because it is the same engine source.
//
ResourceDescription *dzRes =
MechFindResource(creation_message->resourceID,
ResourceDescription::DamageZoneStreamResourceType); // SearchList(id, type=0x14)
Check_Pointer(dzRes);
dzRes->Lock(); // FUN_00406cd0 load-on-first-lock
{
DynamicMemoryStream dzStream( // FUN_004032dc
dzRes->resourceAddress, dzRes->resourceSize, 4); // initial_offset=4: skip count word
for (int z = 0; z < damageZoneCount; ++z) // INHERITED Entity::damageZoneCount (==20)
{
damageZones[z] = // INHERITED Entity::damageZones[]
new (Memory::Allocate(0x1b8)) Mech__DamageZone(this, z, &dzStream); // FUN_0049ce50
}
for (int z = 0; z < damageZoneCount; ++z)
{
Zone(z)->SetLODParentPointers(); // FUN_0049d1d0
}
}
dzRes->Unlock();
// BRING-UP verify: confirm the inherited array is now populated (was 0xCDCDCDCD).
DEBUG_STREAM << "[zonebuild] damageZoneCount=" << damageZoneCount
<< " zone[0]=" << (void *)(damageZoneCount > 0 ? damageZones[0] : 0)
<< " zone[last]=" << (void *)(damageZoneCount > 0 ? damageZones[damageZoneCount - 1] : 0)
<< "\n" << std::flush;
//
// ---- Critical-subsystem table (resource type 0x1e) + death handler ----
// Faithful to FUN_004a1674 (part_012.c ~10388-10410); conditional on the segment.
// (Raw 0x1e: BT's crit-subsystem table. Do NOT use the RP411 enum name for 0x1e --
// it reuses that number for an unrelated table; only type 0x14 is a confirmed match.)
//
deathHandler = 0; // this[0x214]
ResourceDescription *critRes =
MechFindResource(creation_message->resourceID, 0x1e);
if (critRes != 0)
{
critRes->Lock();
{
// Load each zone's damage-state descriptor table from the type-0x1e
// stream, sequentially (binary loops mech[0x47] subsystems == our zones,
// calling FUN_0041e4a8 per object over the same stream). This is what
// MechDeathHandler walks to fire destroyed-skins + explosions on damage.
DynamicMemoryStream critStream(critRes->resourceAddress, critRes->resourceSize);
for (int z = 0; z < damageZoneCount; ++z)
{
Zone(z)->LoadCriticalSubsystems(&critStream); // FUN_0041e4a8 (now the real loader)
}
}
// The REAL MechDeathHandler (mechdmg.hpp), not the binary's 0x18 placement --
// plain new (our class carries a std::vector cache). Ticked from PerformAndWatch.
deathHandler = (int)new MechDeathHandler(this); // FUN_0042a984
critRes->Unlock();
}
wreckSmokeTimer = 0.0f;
eyepointRotation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f));
//
// Cylinder hit-location table (resource type 0x1d = DamageLookupTableStream) --
// the per-impact zone resolver consumed by Mech::TakeDamageMessageHandler for
// unaimed/-1 hits (STEP 6). Faithful to the ctor @part_012.c:10411-10425: the
// table is found by the mech's DamageZoneStream (type-0x14) NAME -- the offline
// builder writes BOTH the 0x14 and 0x1d resources under the model name (see
// CreateDamageZoneStream ~line 1930), so they share it -- then streamed and
// cached at mech[0x111] (byte 0x444). (Was an empty-name StandingAnimation
// stub -> 0 rows; the real class is dmgtable.cpp.)
//
damageLookupTable = 0; // named member (Wword absorbs!)
ResourceDescription *dzForName =
MechFindResource(creation_message->resourceID,
ResourceDescription::DamageZoneStreamResourceType); // type 0x14 (for its name)
ResourceDescription *cylRes = (dzForName != 0)
? application->GetResourceFile()->FindResourceDescription(
dzForName->resourceName,
ResourceDescription::DamageLookupTableStreamResourceType) // FUN_00406ff8, type 0x1d
: 0;
if (cylRes != 0)
{
cylRes->Lock();
{
DynamicMemoryStream cylStream( // FUN_004032dc, offset 0
cylRes->resourceAddress, cylRes->resourceSize, 0);
DamageLookupTable *table = new DamageLookupTable(this, &cylStream); // FUN_0049ea48
damageLookupTable = (int)table; // named member (Wword absorbs!)
DEBUG_STREAM << "[cyl] table '" << dzForName->resourceName
<< "' layers=" << table->LayerCount() << "\n" << std::flush;
}
cylRes->Unlock();
}
else
{
DEBUG_STREAM << "[cyl] no DamageLookupTable (type 0x1d) for '"
<< (dzForName ? dzForName->resourceName : "?") << "'\n" << std::flush;
}
//
// Bind the three creation-name strings from the MakeMessage.
//
resourceNameA = creation_message->resourceNameA; // param_2+0x7c -> Wword(0x211)
resourceNameB = creation_message->resourceNameB; // param_2+0x90 -> Wword(0x212)
resourceNameC = creation_message->resourceNameC; // param_2+0xa4 -> Wword(0x213)
//
// Register this Mech in the global "Mechs" directory.
//
ReconRegistryT *registry = ReconRegistry(); // DAT_004efc94+0x24
MechDirectory *dir = registry->Find("Mechs"); // FUN_00403ad0
if (dir == 0)
{
dir = registry->Create("Mechs"); // FUN_004212b0
}
dir->Add(this); // (**(dir[4]+4))(dir+4,this)
// SLOT-0 DEMAND LATCH (task #7; see BTBuildMapperDemandLatch): every mech
// gets a base mapper in roster slot 0 so the drive harness + replicant
// gait have a demand latch; the viewpoint mech's is replaced by the real
// device mapper (SetMappingSubsystem).
{
extern Subsystem *BTBuildMapperDemandLatch(Mech *mech);
if (GetSubsystemCount() > 0 && GetSubsystem(0) == 0)
{
subsystemArray[0] = BTBuildMapperDemandLatch(this);
}
}
// @0049f788 -- distribute coolant flow across the condensers (post-init pass).
// The real RecomputeCondenserValves; sets each condenser's coolantFlowScale to
// valveState/sum(valveState) so the ValveSetting gauge reads the authentic 1/N
// (was a no-op stub -> the valve gauge showed 0).
BTRecomputeCondenserValves(this);
Check_Fpu();
}
//###########################################################################
// ~Mech -- @004a452c (vtable slot 0)
//
// Releases the animation object, removes the Mech from the "Mechs" registry
// (destroying the directory when it empties), tears down the death handler
// and the three name holders, then destructs every embedded container in
// reverse order and chains to ~JointedMover.
//
Mech::~Mech()
{
Check(this);
extern void BTDeregisterMech(Entity *m); // task #46 live-mech registry
BTDeregisterMech((Entity *)this);
extern void BTUnstashClipState(const Mech *m); // task #59 clip-set registry
BTUnstashClipState(this);
vtable = &PTR_FUN_0050cfa8;
// Teardown-health probe (env-gated): collisionLists@0x2e4 must be LIVE at ~Mech
// ENTRY. (Historical note: the old EXIT twin of this probe sat after an explicit
// `JointedMover::~JointedMover()` -- decomp epilogue glue wrongly reconstructed as
// source, since removed -- so its "FREED by a member dtor" verdict was really the
// first of a DOUBLED base-dtor chain. That double-run was the entire P5 crash.)
if (getenv("BT_ENABLE_TEARDOWN"))
{
void *cl = *(void **)((char *)this + 0x2e4);
unsigned probe = (cl != 0) ? *(unsigned *)cl : 0u;
DEBUG_STREAM << "[dtor] ~Mech ENTRY this=" << (void *)this
<< " collisionLists@0x2e4=" << cl << " *cl=0x" << std::hex << probe << std::dec
<< ((probe & 0xffffff00u) == 0xdddddd00u ? " <== ALREADY FREED (0xDD)" : " (live)")
<< "\n" << std::flush;
}
if (damageLookupTable != 0) // cylinder hit-location table (STEP 6)
{
delete (DamageLookupTable *)damageLookupTable; // frees layers/slices/entries
}
//
// Deregister from the "Mechs" directory.
//
ReconRegistryT *registry = ReconRegistry(); // DAT_004efc94+0x24
MechDirectory *dir = registry->Find("Mechs"); // FUN_00403ad0
if (dir != 0)
{
MechDirectoryIterator it(dir); // FUN_00421414
if (it.Current() == this)
{
it.Remove(); // slot 0x48
if (it.Current() == 0)
{
registry->Destroy(dir); // FUN_00421308
}
}
}
if (deathHandler != 0) // Wword(0x214)
{
delete (MechDeathHandler *)deathHandler; // real class -> plain delete
}
ReleaseRefCounted(resourceNameC); // Wword(0x213)
ReleaseRefCounted(resourceNameB); // Wword(0x212)
ReleaseRefCounted(resourceNameA); // Wword(0x211)
//
// ⚠ RECONSTRUCTION RULE (root cause of the P5 death-row crash AND the app-exit
// crash -- forensic workflow, adversarially confirmed): in a Ghidra-decompiled
// DESTRUCTOR, the trailing member-dtor calls (FUN_xxx(this+N, 2): the binary's
// FUN_0043adb5 x5 telemetryFilter, ~ReconChain x5, ~AlarmIndicator x4,
// FUN_004a4d7f) and the final base-dtor call FUN_00425550(this, 0) are
// COMPILER-EMITTED epilogue glue, NOT source statements. C++ re-emits all of
// them implicitly at this closing brace; writing them out ran the whole
// ~JointedMover -> ~Mover -> ~Entity chain TWICE per Mech: the second pass
// re-delete[]d Mover::collisionLists (count word read from 0xDD-freed fill =
// the observed 0xdddddddb) and re-ran DeletePlugs over the destroyed segment
// table (= the P5 "EntitySegment already freed" 0xC0000374). Reconstruct only
// the dtor BODY above; let the compiler emit member + base destruction once.
// (Binary-oracle note: FUN_004278d4 at this+0x1af/0x197 is really
// ~SequenceController on bodyAnimation@0x6bc/legAnimation@0x65c -- their single
// implicit dtor run Unlocks the held clip correctly; see seqctl.cpp.)
//
Check_Fpu();
// (the byte-1 flag controls operator delete in the scalar-deleting dtor)
}
//###########################################################################
// TestInstance -- @004a4c7c
//
Logical
Mech::TestInstance() const
{
return IsDerivedFrom(ClassDerivations); // FUN_0041a1a4(**this[3],0x50bdb4)
}
//###########################################################################
//###########################################################################
// Simulation / replication
//###########################################################################
//###########################################################################
//###########################################################################
// ReadUpdateRecord -- @004a1232 (vtable slot 6)
//
// Applies one Mech-level replication record. The switch key is the
// inherited Simulation::UpdateRecord recordID (u16 @+6) == the updateModel
// bit that requested the record on the master. Byte-exact against
// part_012.c:9576-9692, with every binary offset mapped to the NAMED
// engine/port member (task #1, 2026-07-11; the old Wword-absorber body is
// gone). Cross-checked field-for-field against the writer @004a0c2c. [T1]
//
// Base chains: case 0 / default -> the JointedMover-level pair
// (FUN_0042249c = Mover::ReadUpdateRecord); cases 2..8 -> ONLY the
// Simulation base (FUN_0041bd34: lastUpdate + SetSimulationState) -- the
// old reconstruction chained JointedMover everywhere, which misparsed the
// short records.
//
// simulationState rides EVERY record header (+0xC) and the base reader
// applies it -- so the replicant's MovementMode() (death 9 / limbo 2 /
// airborne 3,4) tracks the master automatically; the case-0 / tail edge
// tests below then see the old->current transition.
//
void
Mech::ReadUpdateRecord(Simulation::UpdateRecord *message)
{
static const int s_mrecLog = getenv("BT_REPL_LOG") ? 1 : 0;
if (s_mrecLog && message->recordID != 0)
DEBUG_STREAM << "[mrec-rx] type=" << (int)message->recordID
<< " ent=" << GetEntityID() << " len=" << (int)message->recordLength
<< " simState=" << (int)message->simulationState << "\n" << std::flush;
switch (message->recordID) // u16 @+6
{
case 0: // full pose (Mover record + speedDemand tail)
{
Mech__PoseUpdateRecord *record = (Mech__PoseUpdateRecord *)message;
// The mech OWNS its replicated-orientation channel (the type-4
// resync record): save updateOrigin's rotation (quat->euler
// roundtrip, exactly the binary's FUN_00408f44/FUN_00409a00) and
// the update angular velocity around the base reader, which would
// otherwise overwrite both from the pose record.
EulerAngles savedRot;
savedRot = updateOrigin.angularPosition; // FUN_00408f44 (quat->euler)
Vector3D savedAngV = updateVelocity.angularMotion; // FUN_00408440
Mover::ReadUpdateRecord(message); // FUN_0042249c
updateOrigin.angularPosition = savedRot; // FUN_00409a00 (euler->quat)
updateVelocity.angularMotion = savedAngV; // FUN_00408440
poseSyncLatch = 1; // @0x77c -- arm the dead-reckon re-base
if (getenv("BT_WIRE"))
DEBUG_STREAM << "[rx0] ent=" << GetEntityID()
<< " uvLin=(" << updateVelocity.linearMotion.x << ","
<< updateVelocity.linearMotion.z << ")"
<< " uPos=(" << updateOrigin.linearPosition.x << ","
<< updateOrigin.linearPosition.z << ")\n" << std::flush;
if (bodyAnimationState == 2 || bodyAnimationState == 3) // @0x728
{
projectedVelocity.linearMotion = ZeroVector; // FUN_0040a7f4(0x298, zeroMotion)
projectedVelocity.angularMotion = ZeroVector;
}
// Enter/leave simulation state 2 (disabled/limbo): re-base the
// local + projected origins onto the freshly replicated
// updateOrigin and drop the re-base latch.
if (GetSimulationState() != GetOldSimulationState()
&& (GetOldSimulationState() == 2 || GetSimulationState() == 2))
{
localOrigin = updateOrigin; // FUN_0040a938(0x100 <- 0x12c)
projectedOrigin = updateOrigin; // FUN_0040a938(0x260 <- 0x12c)
projectedVelocity = updateVelocity; // FUN_0040a7f4(0x298 <- 0x2c8)
poseSyncLatch = 0;
if ((instanceFlags & 0x4000) == 0) // byte(this+0x29)&0x40 [T4 bit name]
{
ResetPose(); // vcall vtable+0x34 (slot 13) [T4]
}
}
bodyTargetSpeed = record->speedDemand; // @0x6b4 <- rec+0x74
}
break;
case 2: // commanded-speed update
{
Mech__SpeedUpdateRecord *record = (Mech__SpeedUpdateRecord *)message;
Simulation::ReadUpdateRecord(message); // FUN_0041bd34
bodyTargetSpeed = record->speedDemand; // @0x6b4 <- rec+0x10
}
break;
case 3: // leg/body state + stability
{
Mech__StateUpdateRecord *record = (Mech__StateUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
bodyResetLatch = record->legResetLatch; // @0x658 <- rec+0x10
stabilityAlarm.SetLevel(record->stability); // @0x4c4 <- rec+0x18
if (record->legState == 0)
{
legAnimation.Reset(1); // FUN_004283b8(0x65c, 1)
bodyStateAlarm.SetLevel(record->legState); // @0x714
}
else if (record->legState == 1)
{
bodyStateAlarm.SetLevel(record->legState);
}
else
{
SetBodyAnimation(record->legState); // FUN_004a800c
}
bodyTargetSpeed = record->speedDemand; // rec+0x1c
}
break;
case 4: // orientation + angular-velocity re-sync
{
Mech__ResyncUpdateRecord *record = (Mech__ResyncUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
creationTime = Now(); // @0x778 -- the dead-reckon ref time
{
EulerAngles e(Radian(record->eulerX), Radian(record->eulerY),
Radian(record->eulerZ));
updateOrigin.angularPosition = e; // FUN_00409a00 (euler->quat)
}
updateVelocity.angularMotion = record->angularVelocity; // @0x2d4 <- rec+0x1c
nextUpdate = Now(); // @0x2e0
{
// extrapolate the next-update horizon unless the record is stale
Scalar age = (Scalar)(nextUpdate.ticks - lastUpdate.ticks) / FrameTimeScale;
if (age < ReSyncSpeedThreshold) // 10.0f (_DAT_004a1670)
{
nextUpdate.ticks += (nextUpdate.ticks - lastUpdate.ticks);
}
}
bodyTargetSpeed = record->speedDemand; // rec+0x28
angSyncLatch = 1; // arm the peer heading re-anchor
}
break;
case 5: // knockdown
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->heatLevel); // @0x450 <- rec+0x10
throttleState = record->throttleState; // @0x4a4 <- rec+0x14
fallDirection = record->fallDirection; // @0x4a8 <- rec+0x18
fallScalar = record->fallScalar; // @0x4b4 <- rec+0x24
SetBodyAnimation(0x20); // FUN_004a800c -- the knockdown clip
projectedVelocity.linearMotion = ZeroVector; // FUN_0040a7f4(0x298, zeroMotion)
projectedVelocity.angularMotion = ZeroVector;
bodyTargetSpeed = record->speedDemand; // rec+0x28
}
break;
case 6: // death
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->heatLevel);
throttleState = record->throttleState;
fallDirection = record->fallDirection;
fallScalar = record->fallScalar;
bodyStateAlarm.SetLevel(0); // @0x714
legResetLatch = 1; // @0x654 (reader sets BOTH latches;
bodyResetLatch = 1; // @0x658 the writer only 0x658)
projectedVelocity.linearMotion = ZeroVector;
projectedVelocity.angularMotion = ZeroVector;
bodyTargetSpeed = record->speedDemand;
}
break;
case 7: // impact (fields only, no side effects)
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->heatLevel);
throttleState = record->throttleState;
fallDirection = record->fallDirection;
fallScalar = record->fallScalar;
bodyTargetSpeed = record->speedDemand;
}
break;
case 8: // airborne/reverse cycle-rate selector
{
Mech__AirborneUpdateRecord *record = (Mech__AirborneUpdateRecord *)message;
Simulation::ReadUpdateRecord(message);
airborneSelect = record->airborne; // @0x3f4 <- rec+0x10
bodyTargetSpeed = record->speedDemand; // rec+0x14
}
break;
default: // type 1 (damage zones) + anything unknown -> the base chain
Mover::ReadUpdateRecord(message); // FUN_0042249c
break;
}
//
// Tail (shared with the writer @004a11d9): when the mech just LEFT
// simulation state 2 (re-activated from limbo), the binary rebuilt this
// entity's floating name bitmap (FUN_00436668 NameBitmapEntry +
// FUN_004364e4 RendererManager::ReplaceNameBitmap). That per-entry API
// belonged to the Division IG renderer and was removed in the WinTesla
// port -- the bulk SortAndReloadNameBitmaps refresh subsumes it (port
// precedent: btl4pb.cpp:560). The state edge is then explicitly
// acknowledged (SetState(current) collapses oldState = currentState).
//
if (GetOldSimulationState() != GetSimulationState()
&& GetOldSimulationState() == 2)
{
SetSimulationState(GetSimulationState()); // FUN_0041bbd8(this+0x2c, cur)
}
}
//###########################################################################
// WriteUpdateRecord -- @004a0c2c (vtable slot 7)
//
// Serializes one Mech-level record; the jump-table type == the updateModel
// bit that requested it (see Mech::ForceUpdate and the senders in
// mech2/mech4). Transcribed instruction-for-instruction from the recovered
// disasm (reference/decomp/mech_writeupdate_004a0c2c.disasm.txt), offsets
// mapped to named members (task #1, 2026-07-11). [T1]
//
// Conventions the engine requires: recordLength must equal each type's
// exact size (the receiver frames the stream on it, ENTITY.cpp:390) and
// subsystemID = 0 routes the record to the entity itself. The trailing
// speedDemand stamp mirrors into bodyTargetSpeed@0x6b4 -- the master-side
// "last replicated" baseline the perf-loop deadbands diff against.
//
void
Mech::WriteUpdateRecord(Simulation::UpdateRecord *message, int record_type)
{
// The binary stamps *(subsystemArray[0] + 0x128) = the controls mapper's
// speedDemand into every record tail -- roster slot 0, the mapper's one
// true home (task #7 untangle; the old [0x10d] cache is the message
// manager). (Bridge fn: this TU carries a local recon stub under the
// mapper's name, so the bridge is type-erased.)
extern Scalar BTMapperSpeedDemandRaw(void *mapper);
Scalar speedDemand = BTMapperSpeedDemandRaw((void *)MappingMapper());
static const int s_mrecLog = getenv("BT_REPL_LOG") ? 1 : 0;
if (s_mrecLog && record_type != 0)
DEBUG_STREAM << "[mrec-tx] type=" << record_type
<< " ent=" << GetEntityID() << " state=" << (int)GetSimulationState()
<< "\n" << std::flush;
switch (record_type)
{
case 0: // full pose @4a0c79
{
Mech__PoseUpdateRecord *record = (Mech__PoseUpdateRecord *)message;
EulerAngles savedRot;
savedRot = updateOrigin.angularPosition; // FUN_00408f44 (quat->euler)
Vector3D savedAngV = updateVelocity.angularMotion; // FUN_00408440
Mover::WriteUpdateRecord(message, record_type); // FUN_004225a4
record->subsystemID = 0; // word @+4
poseSyncLatch = 1; // @0x77c = 1
updateOrigin.angularPosition = savedRot; // FUN_00409a00 restore
updateVelocity.angularMotion = savedAngV; // FUN_00408440 restore
if (legAnimationState == 2 || legAnimationState == 3) // @0x3b0
{
projectedVelocity.linearMotion = ZeroVector; // FUN_0040a7f4(0x298, zero)
projectedVelocity.angularMotion = ZeroVector;
}
if (GetOldSimulationState() != GetSimulationState()
&& (GetOldSimulationState() == 2 || GetSimulationState() == 2))
{
projectedOrigin = updateOrigin; // FUN_0040a938(0x260 <- 0x12c)
projectedVelocity = updateVelocity; // FUN_0040a7f4(0x298 <- 0x2c8)
poseSyncLatch = 0;
}
record->speedDemand = speedDemand; // rec+0x74
bodyTargetSpeed = speedDemand; // @0x6b4
record->recordLength = 0x78;
}
break;
case 3: // leg/body state + stability @4a0d84
{
Mech__StateUpdateRecord *record = (Mech__StateUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type); // FUN_0041bd60
record->recordLength = 0x20;
record->subsystemID = 0;
record->legResetLatch = legResetLatch; // rec+0x10 <- @0x654
record->legState = legAnimationState; // rec+0x14 <- @0x3b0
record->stability = (int)stabilityAlarm.GetLevel(); // rec+0x18 <- @0x4d8
bodyResetLatch = record->legResetLatch; // @0x658 <- rec+0x10
// the writer runs the SAME state dispatch on itself:
if (record->legState == 0)
{
legAnimation.Reset(1); // FUN_004283b8(0x65c, 1)
bodyStateAlarm.SetLevel(record->legState);
}
else if (record->legState == 1)
{
bodyStateAlarm.SetLevel(record->legState);
}
else
{
SetBodyAnimation(record->legState); // FUN_004a800c
}
record->speedDemand = speedDemand; // rec+0x1c
bodyTargetSpeed = speedDemand;
}
break;
case 2: // commanded speed @4a0e5b
{
Mech__SpeedUpdateRecord *record = (Mech__SpeedUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x14;
record->subsystemID = 0;
record->speedDemand = speedDemand; // rec+0x10
bodyTargetSpeed = speedDemand;
}
break;
case 4: // orientation + angular-velocity re-sync @4a0e9e
{
Mech__ResyncUpdateRecord *record = (Mech__ResyncUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x2c;
record->subsystemID = 0;
localOrigin.angularPosition.Normalize(); // FUN_0040a138(0x10c)
{
EulerAngles e;
e = localOrigin.angularPosition; // FUN_00408f44 (quat->euler)
record->eulerX = e.pitch; // rec+0x10
record->eulerY = e.yaw;
record->eulerZ = e.roll;
}
record->angularVelocity = localVelocity.angularMotion; // rec+0x1c <- @0x1d0
creationTime = Now(); // @0x778
nextUpdate = Now(); // @0x2e0
{
Scalar age = (Scalar)(nextUpdate.ticks - lastUpdate.ticks) / FrameTimeScale;
if (age < ReSyncSpeedThreshold) // 10.0f
{
nextUpdate.ticks += (nextUpdate.ticks - lastUpdate.ticks);
}
}
updateOrigin.angularPosition = localOrigin.angularPosition; // FUN_00409968(0x138 <- 0x10c)
updateVelocity.angularMotion = localVelocity.angularMotion; // FUN_00408440(0x2d4 <- 0x1d0)
// RE-BASE the master's peer-estimate mirror (2026-07-14, replicant-chop
// fix): projectedOrigin/projectedVelocity model what the PEER will now
// extrapolate from this record. The send gate compares local vs projected
// (the peer's drift); without the re-base the mirror went stale, the gate
// fired EVERY frame, and the per-frame records re-based the replicant into
// the stall/snap chop. (The binary maintains this in the un-decompiled
// master perf; the writer-side re-base is the coherent reconstruction.)
projectedOrigin.angularPosition = localOrigin.angularPosition;
projectedVelocity.angularMotion = localVelocity.angularMotion;
// SCALAR peer-yaw mirror re-base (see mech.hpp): what the peer will now
// extrapolate -- this yaw, at this rate, from this moment.
{
YawPitchRoll _my; _my = localOrigin.angularPosition;
angMirrorYaw = (Scalar)_my.yaw;
angMirrorRate = (Scalar)localVelocity.angularMotion.y;
angMirrorTime = lastPerformance;
angMirrorValid = 1;
}
record->speedDemand = speedDemand; // rec+0x28
bodyTargetSpeed = speedDemand;
}
break;
case 5: // knockdown @4a0fab
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x2c;
record->subsystemID = 0;
record->heatLevel = (int)heatAlarm.GetLevel(); // rec+0x10 <- @0x464
record->throttleState = throttleState; // rec+0x14 <- @0x4a4
record->fallDirection = fallDirection; // rec+0x18 <- @0x4a8
record->fallScalar = fallScalar; // rec+0x24 <- @0x4b4
SetBodyAnimation(0x20); // FUN_004a800c(this, 0x20)
projectedVelocity.linearMotion = ZeroVector; // FUN_0040a7f4(0x298, zero)
projectedVelocity.angularMotion = ZeroVector;
record->speedDemand = speedDemand; // rec+0x28
bodyTargetSpeed = speedDemand;
}
break;
case 6: // death @4a104d
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x2c;
record->subsystemID = 0;
record->heatLevel = (int)heatAlarm.GetLevel();
record->throttleState = throttleState;
record->fallDirection = fallDirection;
record->fallScalar = fallScalar;
bodyStateAlarm.SetLevel(0); // @0x714
bodyResetLatch = 1; // @0x658 (writer sets ONLY this one)
projectedVelocity.linearMotion = ZeroVector;
projectedVelocity.angularMotion = ZeroVector;
record->speedDemand = speedDemand;
bodyTargetSpeed = speedDemand;
}
break;
case 7: // impact @4a10ff (fields only)
{
Mech__FallUpdateRecord *record = (Mech__FallUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x2c;
record->subsystemID = 0;
record->heatLevel = (int)heatAlarm.GetLevel();
record->throttleState = throttleState;
record->fallDirection = fallDirection;
record->fallScalar = fallScalar;
record->speedDemand = speedDemand;
bodyTargetSpeed = speedDemand;
}
break;
case 8: // airborne/reverse selector @4a117f
{
Mech__AirborneUpdateRecord *record = (Mech__AirborneUpdateRecord *)message;
Simulation::WriteUpdateRecord(message, record_type);
record->recordLength = 0x18;
record->subsystemID = 0;
record->airborne = airborneSelect; // rec+0x10 <- @0x3f4
record->speedDemand = speedDemand; // rec+0x14
bodyTargetSpeed = speedDemand;
}
break;
default: // type 1 (damage zones) + unknown @4a11cb
Mover::WriteUpdateRecord(message, record_type); // FUN_004225a4
break;
}
// Tail @4a11d9 -- identical to the reader's (see there for the name-
// bitmap note): acknowledge the leave-state-2 edge.
if (GetOldSimulationState() != GetSimulationState()
&& GetOldSimulationState() == 2)
{
SetSimulationState(GetSimulationState()); // FUN_0041bbd8(this+0x2c, cur)
}
}
// (The @004a4c54 body lives inline in mech.hpp as Mech::ForceUpdate -- the
// old "SetInstanceFlags" reading here was wrong twice over: +0x18 is
// Simulation::updateModel, not the entity instance flags, and FUN_0049fb54
// is IsDisabled (simulationState 2||9), not an is-network-copy test.)
//###########################################################################
//###########################################################################
// Resource authoring (offline tools)
//###########################################################################
//###########################################################################
//###########################################################################
// CreateModelResource -- @004a2da8
//
// Parses the Mech's "gamedata" notation block into a Mech::ModelResource and
// writes it to the resource file (segment 0xf). Faithful in structure; the
// long run of identical "Read field or fail" blocks is summarized -- each
// missing key logs "<model> missing <Key>!" and aborts. See Mech__ModelResource
// for the field->offset mapping.
//
ResourceDescription::ResourceID
Mech::CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
ModelResource *model
)
{
Logical owned = (model == 0);
if (owned)
{
model = (ModelResource *)Memory::Allocate(200); // 0x32 words
if (model == 0)
{
return (ResourceDescription::ResourceID)-1;
}
}
if (JointedMover::CreateModelResource( // FUN_004238bc
resource_file, model_name, model_file, directories, model) == -1
|| ParseJointResource( // FUN_00435ac8
resource_file, model_name, model_file, directories,
(char *)&model->reticleX) == -1) // rec words 0x1A-0x1B (Reticle level;
// the old 'skeletonName' block was
// fictitious -- no skl name in this record)
{
goto fail;
}
//
// AnimationPrefix (must be exactly 3 letters).
//
{
const char *prefix = 0;
if (!model_file->GetEntry("gamedata", "AnimationPrefix", &prefix))
{
DebugStream << model_name << " missing AnimationPrefix!";
goto fail;
}
if (strlen(prefix) != 3)
{
DebugStream << model_name << " must have 3 letter AnimationPrefix!";
goto fail_no_free;
}
strcpy(model->animationPrefix, prefix);
}
//
// Required scalar fields -- each aborts with a "missing <Key>!" diagnostic.
// (Order and keys exactly as in the decomp.)
//
if (!model_file->GetEntry("gamedata","MaxAcceleration", &model->maxAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","RelativeMechValue", &model->relativeMechValue)) goto miss;
if (!model_file->GetEntry("gamedata","LookLeftAngle", &model->lookLeftAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookRightAngle", &model->lookRightAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookFrontAngle", &model->lookFrontAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookBackAngle", &model->lookBackAngle)) goto miss;
if (!model_file->GetEntry("gamedata","WalkingTurnRate", &model->walkingTurnRate)) goto miss;
if (!model_file->GetEntry("gamedata","RunningTurnRate", &model->runningTurnRate)) goto miss;
{
const char *cameraOffset = 0;
if (!model_file->GetEntry("gamedata","CameraOffset",&cameraOffset))
{
DebugStream << model_name << " missing CameraOffset!";
}
ParseVector(cameraOffset, &model->cameraOffset); // FUN_00408944
}
if (!model_file->GetEntry("gamedata","DeathSplashDamage", &model->deathSplashDamage)) goto miss;
if (!model_file->GetEntry("gamedata","DeathSplashRadius", &model->deathSplashRadius)) goto miss;
//
// DeathEffect -- resolved to a resource id in the same file.
//
{
const char *deathEffect = 0;
if (!model_file->GetEntry("gamedata","DeathEffect",&deathEffect))
{
DebugStream << model_name << " missing DeathEffect!";
goto fail;
}
RDesc *fx = ((RFileX *)resource_file)->Find(deathEffect, 1, -1);
if (fx == 0)
{
DebugStream << model_name << " cannot find " << deathEffect
<< " in resource file!";
goto fail;
}
model->deathEffectResourceID = fx->id;
}
if (!model_file->GetEntry("gamedata","MaxUnstableAcceleration", &model->maxUnstableAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableAccelerationEffect", &model->unstableAccelerationEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableGunTheEngineEffect", &model->unstableGunTheEngineEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableSuperStopEffect", &model->unstableSuperStopEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableHighVelocityEffect", &model->unstableHighVelocityEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableStopedTurnEffect", &model->unstableStopedTurnEffect)) goto miss;
if (!model_file->GetEntry("gamedata","SuperStopAcceleration", &model->superStopAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","ThrottleAdjustment", &model->throttleAdjustment)) goto miss;
if (!model_file->GetEntry("gamedata","UpdateTurnVelocityDiffrence",&model->updateTurnVelocityDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","UpdateTurnDegreeDiffrence", &model->updateTurnDegreeDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","UpdatePositionDiffrence", &model->updatePositionDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","TimeDelay", &model->timeDelay)) goto miss;
//
// ShadowJointName (optional "Unspecified"; otherwise < 20 chars).
//
{
const char *shadowJoint = "Unspecified";
if (!model_file->GetEntry("gamedata","ShadowJointName",&shadowJoint))
{
DebugStream << model_name << " missing ShadowJointName!";
goto fail;
}
if (strcmp(shadowJoint, "Unspecified") != 0)
{
if (strlen(shadowJoint) > 0x13)
{
DebugStream << model_name
<< " ShadowJointName must be less than 20 characters long!";
goto fail;
}
strcpy(model->shadowJointName, shadowJoint);
}
}
if (owned)
{
RDesc *out = ((RFileX *)resource_file)->WriteResource( // FUN_00406db4
model_name, 0xf, 1, 0, model, 200, -1);
Memory::Free(model);
return out->id;
}
return (ResourceDescription::ResourceID)-1;
miss:
DebugStream << model_name << " missing field!"; // (per-key text in decomp)
fail:
if (owned)
{
Memory::Free(model);
}
fail_no_free:
return (ResourceDescription::ResourceID)-1;
}
//###########################################################################
// CreateModelResourceStub -- @004a2d78 (best-effort)
//
// Tiny wrapper that runs the JointedMover resource builder and stamps the
// Mech entity ClassID (0xBB9) into the record. Exact owner uncertain (could
// be a RegisteredClass make-callback); folded here for completeness.
//
Logical
Mech::CreateModelResourceStub(ModelResource *model)
{
if (!CreateModelResourceBase(model)) // FUN_00423864
{
return False;
}
// (the 200-byte record has NO classID field -- the old struct appended a
// fictitious one; the class identity rides the resource TYPE/segment.)
return True;
}
//###########################################################################
// CreateControlMappingStream -- @004a3794 (best-effort)
//
// Builds the I/O control-mapping table (resource segment 0x13) from the
// "<tool>:IOMapping" entries: for each control it resolves the control type,
// its owning subsystem (or the ControlsMapper itself), the Mode, and either
// an EventMapping(MessageID) or a DirectMapping(AttributeID). The decomp is
// a large diagnostic-heavy parser; reproduced in summary form. Logged
// failures use ':'-separated "<map>:<control> <reason>" messages.
//
ResourceDescription::ResourceID
Mech::CreateControlMappingStream(
const char *mapping_name,
NotationFile *mapping_file,
FindNameFunction find_name,
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
PlatformTool *current_tool
)
{
NotationIterator section(mapping_file); // FUN_0040485c
int count = ((NoteX *)mapping_file)->Count();
if (count == 0)
{
DebugStream << mapping_name << " is missing control mappings!";
return (ResourceDescription::ResourceID)-1;
}
CMapTable *table = // (count*6 + 6) * 0x18
(CMapTable *)Memory::Allocate((count * 6 + 6) * 0x18);
table->count = count;
int written = 0;
for (int i = 0; i < count; ++i)
{
ControlsMapping *entry = &table->entries[written];
const char *controlName = 0;
if (!((NoteX *)mapping_file)->ReadString(section, "IOMapping", &controlName))
{
DebugStream << mapping_name << ":" << section << " has no IOMapping!";
Memory::Free(table);
goto cleanup_fail;
}
if (!find_name(controlName, entry)) // (*param_3)
{
DebugStream << mapping_name << " control type "
<< controlName << " does not exist!";
Memory::Free(table);
goto cleanup_fail;
}
// ... resolve Subsystem / Mode / Type / Event|Direct mapping ...
// (Each branch validates a key and, on failure, logs and bails.
// On success the entry's subsystem index, mode, and target
// MessageID/AttributeID are filled, then `written`/section advance.)
// TODO: verify the per-field detail against @004a3794; the control-
// flow there is heavily duplicated by the optimizer.
++written;
}
table->count = written;
{
RDesc *out = ((RFileX *)resource_file)->WriteResource( // FUN_00406db4
mapping_name, 0x13, 1, 0, table,
table->byteSize(), -1);
Memory::Free(table);
section.Release();
return out->id;
}
cleanup_fail:
section.Release();
return (ResourceDescription::ResourceID)-1;
}
//###########################################################################
// CreateDamageZoneStream -- @004a474c
//
// Streams the skeleton (.skl), damage-zone (.dmg) and damage-lookup (.tbl)
// files for the model. Verifies DZoneCount matches the number of zones
// actually present, builds each Mech::DamageZone (FUN_0049d304) into a
// MemoryStream, writes the damage-zone segment (0x14) and the damage-lookup
// segment (0x1d), and returns the damage-zone resource id.
//
ResourceDescription::ResourceID
Mech::CreateDamageZoneStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
const char *sklName = 0;
if (!model_file->GetEntry("video", "skeleton", &sklName))
{
DebugStream << model_name << " is missing .skl file specification!";
return (ResourceDescription::ResourceID)-1;
}
CString sklPath = ((DirsX *)directories)->skeletonDir + sklName; // FUN_004064fc
NotationFile *sklFile = OpenNotation(sklPath, 1); // FUN_00403e84
if (sklFile->IsEmpty())
{
DebugStream << sklPath << " is empty or missing!";
goto fail_skl;
}
{
const char *dmgName = 0;
if (!model_file->GetEntry("gamedata", "DamageZones", &dmgName))
{
DebugStream << model_name << " is missing .dmg file specification!";
goto fail_skl;
}
CString dmgPath = ((DirsX *)directories)->gameDataDir + dmgName;
NotationFile *dmgFile = OpenNotation(dmgPath, 1);
if (dmgFile->IsEmpty())
{
DebugStream << dmgPath << " is empty or missing!";
goto fail_dmg;
}
int dzoneCount = 0;
if (!sklFile->GetEntry("DZoneInfo", "DZoneCount", &dzoneCount))
{
DebugStream << model_name << " is missing DZoneCount!";
goto fail_dmg;
}
MemStreamX dzMem; // FUN_0040328c
dzMem.Write(&dzoneCount, 4);
NotationList *zones = ((NoteX *)sklFile)->List("DamageZones", ""); // FUN_00404720
if (zones->Count() == 0)
{
DebugStream << "No dZones listed in DamageZones Part!";
DebugStream.Flush();
goto fail_dmg;
}
int found = 0;
for (NotationEntry *z = zones->First(); z != 0; z = z->Next())
{
++found;
char zoneName[32];
strcpy(zoneName, z->Name());
StreamDamageZone( // FUN_0049d304
resource_file, model_file, model_name,
sklFile, zoneName, dmgFile, directories, &dzMem);
}
if (found != dzoneCount)
{
DebugStream << "DZoneCount != damage zones found!";
DebugStream.Flush();
goto fail_dmg;
}
//
// Damage-lookup table (.tbl).
//
const char *tblName = 0;
if (!model_file->GetEntry("gamedata", "DamageLookupTable", &tblName))
{
DebugStream << model_name << " is missing .tbl file specification!";
goto fail_dmg;
}
{
CString tblPath = ((DirsX *)directories)->gameDataDir + tblName;
NotationFile *tblFile = OpenNotation(tblPath, 1);
if (tblFile->IsEmpty())
{
DebugStream << tblPath << " is empty or missing!";
goto fail_tbl;
}
MemStreamX tblMem; // FUN_0040328c
StreamDamageLookup(model_file, model_name, tblFile, // FUN_0049ed28
directories, &tblMem);
RDesc *out = // segment 0x14
((RFileX *)resource_file)->WriteResource(model_name, 0x14, 1, 0, &dzMem, -1);
((RFileX *)resource_file)->WriteResource(model_name, 0x1d, 1, 0, &tblMem, -1); // segment 0x1d
// release everything and return the damage-zone resource id
CloseNotation(sklFile);
CloseNotation(dmgFile);
zones->Release();
CloseNotation(tblFile);
return out->id;
}
fail_tbl:
;
fail_dmg:
CloseNotation(dmgFile);
}
fail_skl:
CloseNotation(sklFile);
return (ResourceDescription::ResourceID)-1;
}
//===========================================================================//
// Embedded-container ctor/dtor/iterator thunks
//---------------------------------------------------------------------------//
// The following are compiler-emitted (de)constructors and iterator helpers
// for the Mech's member containers -- the subsystem roster ChainOf<> views
// and their Slot members. They are listed here only to document the vtable
// addresses; the actual bodies are template instantiations.
//
// @004a4d60 / @004a4d7f Slot member Wword(0x106) vtable 0050cfa0
// @004a4dab / @004a4dca ChainOf member Wword(0x1eb) vtable 0050cf98 (heatable)
// @004a4df6 / @004a4e15 ChainOf member Wword(0x1ef) vtable 0050cf90 (powered)
// @004a4e41 / @004a4e60 ChainOf member this[499] vtable 0050cf88 (damageable)
// @004a4e8c .. @004a4ee9 ChainNode iterator vtable 0050cf34
// @004a4f15 .. @004a4f72 ChainOf<>::Iterator vtable 0050cee4
// @004a4f9e .. @004a4ffb ChainOf<>::Iterator vtable 0050ce94 (used in ctor)
//===========================================================================//
//===========================================================================//
// CONTINUED IN mech2.cpp .. mech4.cpp
//---------------------------------------------------------------------------//
// mech2.cpp @004a5028 : MoveAndCollide / per-frame Simulate, WriteUpdateRecord,
// LoadLowDetailBody @004a80d4, LoadHighDetailBody @004a86c8,
// SetStatusState @004a800c, damage routing.
// mech3.cpp : status reporting / cockpit display feed (vtable
// slot 15 @004abb40 lands here), PrintState.
// mech4.cpp : AI / pathing / scoring, registry glue.
//
// Also uncaptured (mech.cpp gap 0x004a0c2c, vtable slot 7): the pose/state
// writer paired with ReadUpdateRecord above.
//===========================================================================//