Files
BT411/game/reconstructed/emitter.cpp
T
arcattackandClaude Fable 5 c2f70f6348 Beams CUT on a destroyed target (the real FUN_0049fb54, was a mislabeled stub)
Answers "can I keep targeting the dead mech?": the lock isn't cleared by
anything we've found, but the binary REFUSES to sustain energy beams on a
destroyed mech: ServiceDischarge (@004ba8d0) and ContinueDischarge (@004baa20)
check the beam's target EVERY discharge frame -- IsDerivedFrom(Mech) then
Mech::IsDestroyed (FUN_0049fb54 = movementMode 2||9) -- and kill the beam the
moment it dies.  EmitterSimulation (@004baa88) applies the same check to the
OWNER (a dead mech's own weapons drop everything).

Our recon had FUN_0049fb54 as a mislabeled "cockpit/HUD query" no-op stub
called with NULL, and never set the beam's target (0x474) at fire -- all three
authentic gates were dead.  Now: FireWeapon stashes the owner's target entity;
both discharge paths + the owner gate run the real check (BTMechDestroyed).

Verified: 40 beam samples before the kill, 0 after -- lasers flash-fail on the
wreck instead of cutting it like butter (heat is still spent per the binary's
FireWeapon, which fires blind; only the DISCHARGE checks the corpse).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 18:46:08 -05:00

898 lines
35 KiB
C++

//===========================================================================//
// File: emitter.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Emitter -- energy/beam weapon base (PPC, GaussRifle derive) //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 JM Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
// pseudo-C for the module cluster @004ba478-@004bb478 (file=bt/emitter.cpp).
// Method and member names follow the surviving sources EMITTER.TCP, PPC.CPP,
// GAUSS.CPP/GAUSS.HPP and the reconstructed base mechweap.cpp; the remainder
// are inferred from usage and flagged best-effort. Each non-trivial method
// cites the originating @ADDR.
//
// Resolved read-only constants (4 LE bytes from section_dump CODE):
// _DAT_004ba818 = 00 00 00 00 = 0.0f (zero / lower clamp)
// _DAT_004ba81c = 17 b7 d1 38 = 1.0e-4 (currentLevel "non-zero" epsilon)
// _DAT_004ba820 = 00 00 80 3f = 1.0f (full-charge reference / upper clamp)
// _DAT_004ba824 = 0a d7 23 3c = 0.01f (snap-to-1.0 tolerance)
// _DAT_004ba828 = 00 00 00 00 = 0.0f (below-range clamp result)
// _DAT_004ba830 = 00 00 00 00 = 0.0f (above-range clamp result)
// _DAT_004ba9a4 = 00 00 00 00 = 0.0f (dischargeTimer expiry threshold)
// _DAT_004bac04 = 00 00 80 3f = 1.0f (outputVoltage "fully charged" test)
// _DAT_004bac08 = 00 00 00 00 = 0.0f (firing dischargeTimer expiry threshold)
// _DAT_004bafb8 = 00 00 00 3f = 0.5f (1/2 in the E = 1/2 k V^2 energy term)
// _DAT_004bb3ac = 80 96 18 4b = 1.0e7 (energyTotal unit scale)
// _DAT_004bb3b0 = 00 00 80 bf = -1.0f (SeekVoltage "unset" sentinel)
// _DAT_004bb3b4 = 00 00 00 3f = 0.5f (energyCoefficient denominator term)
// _DAT_004bb3c4 = 00 00 80 3f = 1.0f (voltage-curve constant)
// _DAT_004bb428 = 00 00 00 3f = 0.5f
// _DAT_004bb798 = 00 00 80 bf = -1.0f (resource "unset" sentinel)
// (the firing-physics multipliers _DAT_004bafbc, _DAT_004bb3b8 sit inside
// this TU's literal pool and resolve to non-finite singles in the dump;
// they are part of larger double-precision operands and are left
// symbolic below -- a human should re-derive them from the FPU stream.)
//
// Helper-function name mapping (engine internals referenced by the decomp):
// FUN_004b99a8 MechWeapon base constructor FUN_004b9b9c ~MechWeapon
// FUN_004b96ec MechWeapon::ResetToInitialState FUN_004b96d4 MechWeapon::ReadUpdateRecord
// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 MechWeapon::WriteUpdateRecord
// FUN_004b9d00 MechWeapon::PrintState FUN_004b9d10 MechWeapon::CreateStreamedSubsystem
// FUN_004b9608 MechWeapon::CheckFireEdge FUN_004b9bdc MechWeapon::UpdateTargeting
// FUN_004b9948 MechWeapon::GetMuzzlePoint FUN_004b9864 MechWeapon::ComputeAimOrientation
// FUN_004b9728 MechWeapon::DrawWeaponPip FUN_004b9cbc MechWeapon::GetTargetPosition
// FUN_004b0bd0 PoweredSubsystem simulation step FUN_004b0d50 PoweredSubsystem scalar query
// FUN_004ad7d4 HeatableSubsystem "is online/active" FUN_004ac9c8 HeatableSubsystem heat-state query
// FUN_00417ab4 follow a SharedData link (voltage source / ammo bin)
// FUN_0049fb54 Mech::IsDestroyed (movementMode 2||9) FUN_0041a1a4 IsDerivedFrom(classDerivations)
// FUN_0041bbd8 AlarmIndicator::SetLevel(n) (weaponAlarm @0x350, state @0x364)
// FUN_0041c350 Subsystem::SendMessage(template, a, b)
// FUN_00408440 Vector copy FUN_00409968 Vector set FUN_0040a968 Vector negate/copy
// FUN_00408644 Vector subtract FUN_00408bf8 Vector subtract (pt - pt) FUN_0040a138 normalise
// FUN_0040aadc Matrix identity FUN_00424da8 resolve segment world point
// FUN_0041f216 / FUN_0041f235 segment-iterator construct / destruct
// FUN_004dd138 sqrtf FUN_004dce24 expf/logf FUN_004dcd00 fabsf
// FUN_00404118 Read(scalar) FUN_00404720 Read(list) FUN_00403b60 list-empty?
// FUN_004dbb24 DebugStream<< FUN_004d9c38 DebugStream flush FUN_0040385c Verify()
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(EMITTER_HPP)
# include <emitter.hpp>
#endif
#if !defined(TESTBT_HPP)
# include <testbt.hpp>
#endif
// E8 (bring-up): the player fire input. The controls mapper that would normally write
// the weapon's fireImpulse is bypassed (mech4.cpp), so EmitterSimulation reads this
// global directly. Defined in btl4main.cpp; layout must match (see mech4.cpp).
struct BTDriveInput { float throttle; float turn; int forced; int fire; int fireForced; float forcedThrottle;
int keyFwd; int keyBack; int keyLeft; int keyRight; int allStop; };
extern BTDriveInput gBTDrive;
//#############################################################################
// Reconstruction support: artifact constants, globals and helper stand-ins.
//
static const Scalar kDamageScale = 1.0f; // _DAT_004bafbc firing-physics scale (best-effort)
static const Vector3D DAT_004e0fa4(0.0f, 0.0f, 0.0f); // zero vector
static char DAT_00522524[4] = { 0 }; // default colour tag
static int PTR_LAB_00511e6c, DAT_00511e70, DAT_00511e74; // beam-keepalive message template
static int PTR_LAB_00511e78, DAT_00511e7c, DAT_00511e80; // beam-keepalive message template
static Scalar Fabs(Scalar x) { return (x < 0.0f) ? -x : x; }
static void Copy(Vector3D &o, const Vector3D &v) { o = v; }
static void Set(Vector3D &o, const Vector3D *v) { o = *v; }
static void Subtract(Vector3D &o, const Point3D &a, const Point3D &b) { o.x=a.x-b.x; o.y=a.y-b.y; o.z=a.z-b.z; }
static void Negate(Point3D &o, const LinearMatrix &) { o = Point3D(0.0f,0.0f,0.0f); } // extract origin (best-effort)
static void Normalize(EulerAngles &) {}
static void MakeIdentity(LinearMatrix &m) { m.BuildIdentity(); }
static Scalar VoltageCurve(Scalar) { return 1.0f; } // _DAT_004bb3c4 - _DAT_004bb3b8*v
static void CopyColor(void *, const void *) {}
// engine-internal artifacts the decomp called by address (stand-ins)
static int FUN_004ad7d4(void *) { return 1; } // HeatableSubsystem active?
// FUN_0049fb54 == Mech::IsDestroyed (movementMode 2||9; reconstructed as
// Mech::IsDisabled). Was a mislabeled "cockpit/HUD query" no-op stub -- so a
// live beam never CUT when its target mech died (@004ba8d0/@004baa20 check
// this every discharge frame), and a destroyed mech's own weapons kept firing
// (@004baa88). The binary's call sites first verify the object IS a Mech
// (IsDerivedFrom vs 0x50bdb4 = Mech::ClassDerivations), reproduced here.
static int BTMechDestroyed(Entity *e)
{
if (e == 0)
return 0;
if (!e->IsDerivedFrom(*Mech::GetClassDerivations()))
return 0;
return ((Mech *)e)->IsDisabled() ? 1 : 0;
}
static Scalar FUN_004b0d50(void *) { return 1.0f; }// PoweredSubsystem dt scale
static int FUN_004ac9c8(void *) { return 0; } // heat-state query
static void *FUN_00417ab4(void *) { return 0; } // follow SharedData link
static int FUN_00421070(void *, void *) { return 0; } // damage source resolve
static void *ResolveSource(void *) { return 0; } // named source registry lookup
//#############################################################################
// Shared Data Support
//
Derivation
Emitter::ClassDerivations(
&MechWeapon::ClassDerivations,
"Emitter"
);
Receiver::MessageHandlerSet Emitter::MessageHandlers;
Simulation::AttributeIndexSet Emitter::AttributeIndex;
Emitter::SharedData
Emitter::DefaultData(
&Emitter::ClassDerivations,
Emitter::MessageHandlers,
MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty)
Emitter::StateCount
);
//#############################################################################
// State / flag accessors (recovered reads mapped onto the engine members).
//
int Emitter::GetWeaponState() { return weaponAlarm.GetLevel(); } // this+0x364
int Emitter::GetVoltageState() { return electricalStateAlarm.GetLevel(); } // this+0x278
LWord Emitter::GetFlags() { return simulationFlags; }
int Emitter::GetFaultState() { return 0; }
void Emitter::SetDirty() { simulationFlags |= 0x1; }
void Emitter::ClearDirty() { simulationFlags &= ~0x2; }
//#############################################################################
// Firing -- the real discharge
//
// @004bace8 -- vtable slot 18. Only fires when the owning Mech actually has a
// target (entity+0x388 != 0). It converts the stored charge into a damage
// portion and a self-heat portion (E = 1/2 k V^2, split by damageFraction),
// applies the heat to itself, drains the charge, then builds the beam geometry
// (muzzle -> target), aims it, registers the hit/pip and marks the weapon dirty
// for replication. PPC::FireWeapon (@004bb878) tail-calls straight into this.
//
void
Emitter::FireWeapon()
{
if (!HasActiveTarget()) // entity+0x388 == 0
{
return;
}
// re-arm the beam-on countdown
dischargeTimer = dischargeTime; // 0x440 = 0x43c
// E = 1/2 * currentLevel^2 * energyCoefficient
Scalar energy = 0.5f * currentLevel * currentLevel * energyCoefficient; // _DAT_004bafb8
damagePortion = damageFraction * energy; // 0x44c
heatPortion = energy - damagePortion; // 0x450
damagePortion = kDamageScale * damagePortion; // firing-physics scale (best-effort)
// dump the heat portion into our INHERITED thermal accumulator if heatable/online.
// E5: pendingHeat (HeatSink @0x1C8) is the field the heat sim absorbs each frame
// (heatEnergy += pendingHeat -> temperature); the old Emitter-local heatAccumulator
// was a SHADOW at the wrong offset, so firing never reached the heat model.
if (FUN_004ad7d4(this)) // HeatableSubsystem active
{
pendingHeat += heatPortion; // inherited HeatSink::pendingHeat @0x1c8
}
// BRING-UP verify (rate-limited): prove the real fire path executes + feeds the heat
// sim (heatPortion -> pendingHeat -> flows to the central sink -> mech temp climbs).
static int s_fireLog = 0;
if ((s_fireLog++ % 20) == 0)
DEBUG_STREAM << "[emitter] FIRED #" << s_fireLog << " damage=" << damagePortion
<< " heat=" << heatPortion << " pendingHeat=" << pendingHeat << "\n" << std::flush;
// recompute output voltage now that the charge is about to be spent
ComputeOutputVoltage(); // (*vtable+0x44)()
currentLevel = 0.0f; // 0x414 -- discharge
firingActive = 1; // 0x418
// --- build the beam: muzzle point -> target point ---
Point3D muzzlePoint;
GetMuzzlePoint(muzzlePoint); // FUN_004b9948 (cached muzzle)
Point3D targetPoint;
GetTargetPosition(targetPoint); // entity+0x37c (cached target)
beamFlag = 1; // 0x46c
Vector3D beamVector;
beamVector.Subtract(targetPoint, muzzlePoint); // FUN_00408bf8
LinearMatrix aimTransform; // was the phantom beamHitData member
ComputeAimOrientation(aimTransform, beamVector); // FUN_004b9864 -> aim matrix
Vector3D delta;
delta.Subtract(targetPoint, muzzlePoint); // FUN_00408644
Scalar dist = (Scalar)Sqrt(delta.x*delta.x + delta.y*delta.y + delta.z*delta.z); // FUN_004dd138
beamScale.z = dist / graphicLength; // 0x434 (== beamScale[2]) = dist / 0x438
if (dist <= effectiveRange) // this+0x328
{
// The binary writes the impact point/delta/energy into the inherited Damage
// damageData (0x3C8/0x3B0/0x3AC); the recon's beamHitPoint/beamImpact/
// beamImpactScalar copies were dead (no readers) -> removed. Register the pip.
DrawWeaponPip(aimTransform); // FUN_004b9728
}
// stash the beam endpoint for replication (world hit point) + the beam's
// TARGET (0x474 -- the discharge checks read it every frame: the beam cuts
// the moment this mech is destroyed). The owner's target slot is the same
// raw 0x388 the rest of the weapon path uses (HasActiveTarget/mech4).
beamEndpoint = targetPoint; // 0x460 <- targetPoint
targetEntity = (owner != 0)
? *(Entity **)((char *)owner + 0x388) : 0; // 0x474 <- mech target entity
targetLocalFlag = 1; // 0x470
SetDirty(); // this+6 |= 1 (needs replication)
}
//
// @004bb878 -- PPC::FireWeapon, reproduced from PPC.CPP for context: it simply
// chains to Emitter::FireWeapon(). GaussRifle::FireWeapon overrides instead
// (GAUSS.CPP: outputVoltage = 0.0f).
//
// void PPC::FireWeapon() { Emitter::FireWeapon(); }
//
//#############################################################################
// Simulation -- the installed per-frame "performance"
//
// @004baa88 -- run the PoweredSubsystem step, sample the fire-edge and the
// target range, then advance the Loading -> Loaded -> Firing state machine.
// The "state" is carried in the weapon alarm level (this+0x364):
// 0 = Firing 2 = Loaded(ready) 3 = Loading 4 = TriggerDuringLoad.
//
void
Emitter::EmitterSimulation(Scalar time_slice)
{
// Real PoweredSubsystem step (@004b0bd0): runs HeatSink::HeatSinkSimulation
// (absorb pendingHeat -> heatEnergy/temperature, then ConductHeat flows it to
// the linked central sink) and advances the electrical state machine. This is
// what makes weapon self-heat propagate to the mech's heat sinks.
PoweredSubsystem::PoweredSubsystemSimulation(time_slice);
// E8 (bring-up trigger): write the weapon's fireImpulse from the player fire input
// (the controls mapper is bypassed). gBTWeaponTrigger is pulsed per-FRAME by mech4
// (1,0,1,0...) so CheckFireEdge sees clean rising edges for repeated auto-fire under a
// held/forced trigger. HasActiveTarget (E3) limits firing to the mech with a locked
// target (the player) -- enemy emitters read this too but never fire (no target).
extern int gBTWeaponTrigger;
fireImpulse = (Scalar)gBTWeaponTrigger;
Logical fireEdge = CheckFireEdge(); // @004b9608
targetWithinRange = UpdateTargeting(); // @004b9bdc -> this+0x34c
// hard failure: powered-off, faulted, or the OWNING MECH destroyed (@004baa88
// checks IsDestroyed on the owner -- a dead mech's weapons drop everything)
if (GetFlags() == 1 || GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
{
ResetFiringState(); // @004ba9a8
currentLevel = 0.0f; // 0x414
ComputeOutputVoltage(); // (*vtable+0x44)()
return;
}
switch (GetWeaponState()) // this+0x364
{
case 0: // Firing -- count the beam-on timer down
dischargeTimer -= time_slice; // 0x440
if (dischargeTimer <= 0.0f) // _DAT_004bac08
{
ResetFiringState();
}
else
{
ContinueDischarge(); // @004baa20
}
break;
case 2: // Loaded -- ready; fire on the trigger's rising edge
if (fireEdge)
{
if (useConfiguredPip && HasActiveTarget()) // this+0x3E0 (Loaded->Firing gate) && entity+0x388
{
weaponAlarm.SetLevel(0); // -> Firing
FireWeapon(); // (*vtable+0x48)()
ContinueDischarge();
}
else
{
weaponAlarm.SetLevel(4); // TriggerDuringLoad
weaponAlarm.SetLevel(2); // back to Loaded
}
}
break;
case 3: // Loading -- keep charging
if (fireEdge)
{
weaponAlarm.SetLevel(4); // TriggerDuringLoad blip
weaponAlarm.SetLevel(3);
}
if (GetVoltageState() == 4) // this+0x278
{
TrackSeekVoltage(time_slice); // @004ba838 (inert: unresolved src)
}
// E7 (bring-up): the real charge path is inert in the port -- the voltage-source
// plug (this+0x1d0) doesn't resolve, so TrackSeekVoltage can't raise currentLevel
// (and it runs whenever vState==4, so the old `else` force-charge never fired).
// Force the charge to the seek level UNCONDITIONALLY so the weapon reaches Loaded
// and the real fire path (E3/E4/E8 -> FireWeapon) executes.
if (currentLevel < seekVoltage[seekVoltageIndex])
currentLevel = seekVoltage[seekVoltageIndex]; // -> ComputeOutputVoltage == 1.0
ComputeOutputVoltage(); // (*vtable+0x44)()
if (rechargeLevel == 1.0f) // _DAT_004bac04 -- fully charged (== inherited @0x320)
{
weaponAlarm.SetLevel(2); // -> Loaded
}
break;
default:
break;
}
}
//#############################################################################
// Charge / discharge helpers
//
//
// @004ba838 -- integrate the charge from the linked voltage source. Derive a
// seek rate from (sourceVoltage - currentLevel)/dt, step currentLevel by
// rate/energyCoefficient * dt, and (if heatable) feed rate^2 * dt back as heat.
//
void
Emitter::TrackSeekVoltage(Scalar time_slice)
{
VoltageSource *src = (VoltageSource *)FUN_00417ab4(this + 0x1d0);
Scalar dtScale = FUN_004b0d50(this); // PoweredSubsystem dt scale
// No voltage source resolved (the source plug at this+0x1d0 binds via the registry;
// not yet linked in the bring-up) or a zero dt scale -> can't charge this frame.
// Guard the deref instead of crashing; charging resumes once the source links.
if (src == 0 || dtScale == 0.0f)
return;
seekRate = (src->voltage - currentLevel) / dtScale; // 0x45c = (src+0x1dc - 0x414)/..
currentLevel = (seekRate / energyCoefficient) * time_slice + currentLevel; // 0x414
if (FUN_004ad7d4(this)) // heatable/online
{
// Raw @004ba838:7544 feeds rate^2*dt into the RESOLVED SOURCE's pendingHeat
// (src+0x1c8). The VoltageSource overlay here is a compact shortcut reading
// offsets 0/4/8/0xc, NOT the real 0x1dc/0x1c8 -- inert in bring-up (src never
// resolves, guarded above). FOLLOW-UP (Emitter re-base tail): type src as the
// real HeatSink-derived source and write src->pendingHeat@0x1c8.
src->heatLoad += seekRate * seekRate * dtScale * time_slice;
}
}
//
// @004ba8d0 -- service an active discharge / beam. When the firing flag is
// clear, just mark for replication. Otherwise decrement dischargeTimer; on
// expiry (or when the HUD refuses the beam) tear the beam down and re-arm to
// the Loaded state, restoring dischargeTimer from dischargeTime.
//
void
Emitter::ServiceDischarge(Scalar time_slice)
{
if (firingActive == 0) // 0x418
{
SetDirty(); // this+0x28 |= 2
return;
}
weaponAlarm.SetLevel(0); // Firing
dischargeTimer -= time_slice; // 0x440
if (dischargeTimer <= 0.0f // _DAT_004ba9a4
|| BTMechDestroyed(targetEntity)) // the beam CUTS when its target mech dies
{
firingActive = 0;
weaponAlarm.SetLevel(2); // Loaded
beamFlag = 0; // 0x46c
dischargeTimer = dischargeTime; // 0x440 = 0x43c
SetDirty();
return;
}
// keep the beam alive for another frame (re-send the beam message).
// CROSS-FAMILY (messaging): SendMessage(PTR_LAB_00511e6c,..) -- FUN_0041c350.
(void)PTR_LAB_00511e6c; (void)DAT_00511e70; (void)DAT_00511e74;
}
//
// @004ba9a8 -- reset the transient firing/beam fields and re-arm to Loading.
//
void
Emitter::ResetFiringState()
{
beamOrientation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f)); // 0x41c <- (0,0,0)
beamScale = Vector3D(1.0f, 1.0f, 1.0f); // 0x42c <- (1,1,1)
targetEntity = 0; // 0x474
firingActive = 0; // 0x418
beamFlag = 0; // 0x46c
weaponAlarm.SetLevel(3); // Loading
}
//
// @004baa20 -- keep an active beam alive for another frame. If the targeted
// subsystem has gone away, reset; otherwise re-send the beam message.
//
void
Emitter::ContinueDischarge()
{
if (beamFlag != 0) // 0x46c
{
if (BTMechDestroyed(targetEntity)) // the beam CUTS when its target mech dies
{
ResetFiringState(); // @004ba9a8
return;
}
// re-send the beam-keepalive message (CROSS-FAMILY messaging, FUN_0041c350)
(void)PTR_LAB_00511e78; (void)DAT_00511e7c; (void)DAT_00511e80;
}
}
//
// @004ba478 -- advance the seek-voltage index, wrapping modulo (count+1). If
// the index wrapped past the recommended one, re-arm via ResetFiringState.
// Reached only when the heat-state query is clear and the message has payload.
// (best-effort -- exact role of param +0xc unconfirmed.)
//
int
Emitter::AdvanceSeekVoltage(UpdateRecord *message)
{
if (FUN_004ac9c8(this)) // heat-state set -> skip
{
return /*non-zero status*/ 1;
}
if (!FUN_004ad7d4(this) || message->payloadCount <= 0) // message+0xc
{
return 0;
}
int prev = seekVoltageIndex; // 0x3f0
int modulus = seekVoltageCount + 1; // 0x3fc + 1
int next = (prev + 1) % modulus;
seekVoltageIndex = next; // 0x3f0
if (prev < next)
{
ResetFiringState(); // @004ba9a8
}
return next;
}
//#############################################################################
// Simulation virtual overrides (slots 16, 17)
//
//
// @004ba6e0 -- True if the (supplied or linked) voltage source can satisfy the
// current seekVoltage index and is itself in the "ready" state (source+0x210==2).
//
Logical
Emitter::ReadyToDischarge(VoltageSource *source)
{
if (source == 0)
{
source = (VoltageSource *)FUN_00417ab4(this + 0x1d0);
}
if (source == 0)
{
return False;
}
if (seekVoltage[seekVoltageIndex] <= source->voltage // 0x400[idx] <= src+0x1dc
&& source->state == 2) // src+0x210
{
return True;
}
return False;
}
//
// @004ba738 -- recompute outputVoltage from the accumulated charge:
// outputVoltage = currentLevel / seekVoltage[index] (0 if charge ~= 0)
// snap to 1.0 within 0.01, then clamp to [0,1]. (outputVoltage aliases the
// MechWeapon recharge-level slot @0x320.)
//
void
Emitter::ComputeOutputVoltage()
{
// outputVoltage IS the inherited MechWeapon::rechargeLevel@0x320 (the binary keeps
// no separate Emitter slot; the recon's own `outputVoltage` was a duplicate).
if (Fabs(currentLevel - 0.0f) > 1.0e-4f) // _DAT_004ba818 / _DAT_004ba81c
{
rechargeLevel = currentLevel / seekVoltage[seekVoltageIndex]; // 0x320
}
else
{
rechargeLevel = 0.0f;
}
if (Fabs(rechargeLevel - 1.0f) <= 0.01f) // _DAT_004ba820 / _DAT_004ba824
{
rechargeLevel = 1.0f;
}
if (rechargeLevel < 0.0f) // _DAT_004ba818
{
rechargeLevel = 0.0f; // _DAT_004ba828
}
else if (rechargeLevel > 1.0f) // _DAT_004ba820
{
rechargeLevel = 0.0f; // _DAT_004ba830 (NB: also 0.0f)
}
}
//#############################################################################
// Subsystem virtual overrides
//
//
// @004ba568 -- slot 6. Resolve the incoming damage's source subsystem (the
// VoltageSource link), then apply the base MechWeapon damage and replicate the
// extra Emitter fields (firingActive, beam endpoint, target). A "no-source"
// damage clears the link and sets the alarm to 2 (Loaded) / 0 (active).
//
void
Emitter::TakeDamage(Damage &damage)
{
int src = FUN_00421070(&damage, DAT_00522524); // damage source (damage+0x30)
if (src == 0)
{
targetEntity = 0; // 0x474
}
else
{
// look up the named source through the global subsystem registry
targetEntity = (Entity *)ResolveSource(&damage); // this+0x474
if (targetEntity == 0)
{
return;
}
}
MechWeapon::TakeDamage(damage); // FUN_004b964c
// CROSS-FAMILY (replication): the shipped Emitter also pulled its beam state
// (firingActive, beamFlag, beamEndpoint, beamColor, targetLocalFlag) out of the
// networked damage record. Those fields are not present on the engine Damage;
// they arrive through the update-record path (WriteUpdateRecord) instead.
if (firingActive == 0)
{
weaponAlarm.SetLevel(2); // Loaded
}
else
{
weaponAlarm.SetLevel(0); // Firing
}
ClearDirty(); // this+0x28 &= ~2
rechargeLevel = effectiveRange; // this+0x10 = this+0x14 (best-effort)
}
//
// @004ba65c -- slot 7. Append the Emitter beam-replication fields to the
// update record (record type 0x38): firingActive, targetLocalFlag, beam
// endpoint, beamFlag and the target's colour tag.
//
void
Emitter::WriteUpdateRecord(UpdateRecord *message, int update_model)
{
MechWeapon::WriteUpdateRecord(message, update_model); // FUN_004b9690
message->recordID = 0x38; // *message
message->firingActive = firingActive; // message[6] <- 0x418
message->targetLocalFlag= targetLocalFlag; // message[10] <- 0x470
message->beamEndpoint = beamEndpoint; // message[7] <- 0x460
message->beamFlag = beamFlag; // message[11] <- 0x46c
if (targetEntity == 0) // 0x474
{
CopyColor(&message->color, DAT_00522524); // FUN_00420ef4
}
else
{
CopyColor(&message->color, (void*)((char*)targetEntity + 0x184));
}
}
//
// @004ba4d0 -- slot 10. Reset to Loading: chain to MechWeapon, set the alarm
// to 3 (Loading), clear the firing/beam transients and re-prime beamScale to
// (1,1,1). Matches EMITTER.TCP ResetToInitialState (SetSimulationState(Loaded)
// then base reset).
//
void
Emitter::ResetToInitialState()
{
MechWeapon::ResetToInitialState(); // FUN_004b96ec
weaponAlarm.SetLevel(3); // Loading
currentLevel = 0.0f; // 0x414
beamFlag = 0; // 0x46c
targetLocalFlag = 0; // 0x470
targetEntity = 0; // 0x474
beamScale = Vector3D(1.0f, 1.0f, 1.0f); // 0x42c
beamOrientation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f)); // 0x41c
firingActive = 0; // 0x418
SetDirty(); // this+6 |= 1
}
//
// @004bb014 -- slot 13. Print the base state, then the Emitter weapon state
// from the alarm level (this+0x364): 0 "Firing", 2 "Loaded", 3 "Loading",
// 4 "TriggerDuringLoad".
//
void
Emitter::PrintState()
{
MechWeapon::PrintState(); // FUN_004b9d00
switch (GetWeaponState()) // this+0x364
{
case 0: DebugStream << GetName() << " Firing"; break;
case 2: DebugStream << GetName() << " Loaded"; break;
case 3: DebugStream << GetName() << " Loading"; break;
case 4: DebugStream << GetName() << " TriggerDuringLoad"; break;
default: break;
}
}
//#############################################################################
// Construction / Destruction
//
// @004bb120 -- chain to the MechWeapon ctor (subsystem kind 5), install the
// Emitter vtable PTR_FUN_00512078, choose the firing-message template (the
// (flags & 0xC)==4 "external model" variant vs. the default), then seed the
// firing state machine to Loading and derive the discharge-energy constants
// from the resource's SeekVoltage curve.
//
Emitter::Emitter(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data)
{
// vtable installed by the compiler (PTR_FUN_00512078)
// @004bb120 -- install the per-frame "performance". this[7..9] is the
// Simulation::activePerformance member pointer (the same slot every sibling
// subsystem fills via SetPerformance), and the ctor picks one of two variants:
// default this[7..9] = {0x004baa88,0,0} == EmitterSimulation
// external model this[7..9] = {0x004ba8d0,0,0} == ServiceDischarge
// (member-pointer constants @00511e84 / @00511e90, resolved from section_dump:
// 511e84: 88 aa 4b 00 -> 0x004baa88 ; 511e90: d0 a8 4b 00 -> 0x004ba8d0).
// Installing it here is what makes the weapon tick: without it the chained
// PoweredSubsystem ctor's PoweredSubsystemSimulation would run instead and the
// Loading->Loaded->Firing charge/fire machine below would never execute.
if ((GetFlags() & 0xC) == 4) // resource+0x28 -- external model
{
SetPerformance(&Emitter::ServiceDischarge); // this[7..9] = {0x004ba8d0,0,0}
simulationFlags |= 0x2; // this[10] |= 2 (external model)
}
else
{
SetPerformance(&Emitter::EmitterSimulation); // this[7..9] = {0x004baa88,0,0}
}
// (E4 removed) the former `firingArmed = 1` wrote this+0x3e8 == MechWeapon::recoil,
// NOT the Loaded->Firing gate: the binary gate reads useConfiguredPip@0x3E0 (set by
// the MechWeapon ctor from usesExternalModel), so no separate arming is needed.
weaponAlarm.SetLevel(3); // Loading
beamEndpoint = Point3D(0.0f, 0.0f, 0.0f); // 0x460 <- (0,0,0)
beamFlag = 0; // 0x46c
targetEntity = 0; // 0x474
targetLocalFlag = 0; // 0x470
beamScale = Vector3D(1.0f, 1.0f, 1.0f); // 0x42c
beamOrientation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f)); // 0x41c
firingActive = 0; // 0x418
currentLevel = 0.0f; // 0x414
damagePortion = 0.0f; // 0x44c
heatPortion = 0.0f; // 0x450
seekReserved = 0.0f; // 0x458
// E2 (bring-up): pre-init the seek-voltage table + energy coefficient so they are
// valid even when the voltage-source plug below doesn't resolve (the electrical
// block overwrites these with real values when src is live). Nominal seekVoltage=1
// lets the E7 force-charge reach Loaded (currentLevel=seek -> outputVoltage=1.0).
energyCoefficient = 1.0f; // 0x454
seekVoltageIndex = 0; // 0x3f0
seekVoltageRecommendedIndex = 0; // 0x3f4
seekVoltageCount = 0; // 0x3fc
for (int sv = 0; sv < 5; ++sv)
seekVoltage[sv] = 1.0f; // 0x400[]
graphicLength = subsystem_resource->graphicLength; // 0x438 <- +0x1bc
dischargeTime = subsystem_resource->dischargeTime; // 0x43c <- +0x1c0
dischargeTimer = dischargeTime; // 0x440
// energyTotal = (damageAmount + heatCostToFire) * 1.0e7
energyTotal = (damageData.damageAmount + heatCostToFire) * 1.0e7f; // _DAT_004bb3ac
// SeekVoltage curve is only meaningful for an electrically-driven weapon
// ((flags & 0xC)==0 && (flags & 0x100)!=0): copy the per-index voltages,
// scaled by the linked voltage source's rated voltage, then size the curve.
if ((GetFlags() & 0xC) == 0 && (GetFlags() & 0x100) != 0)
{
VoltageSource *src = (VoltageSource *)FUN_00417ab4(this + 0x74);
for (int i = 0; i < 5; ++i)
{
seekVoltage[i] = 0.0f; // 0x400[i]
}
for (int i = 0; i < 5; ++i)
{
if (subsystem_resource->seekVoltage[i] == -1.0f) // _DAT_004bb3b0 sentinel
{
seekVoltageCount = i - 1; // 0x3fc
break;
}
seekVoltage[i] = subsystem_resource->seekVoltage[i] * src->ratedVoltage; // src+0x1d8
}
seekVoltageRecommendedIndex = subsystem_resource->seekVoltageRecommendedIndex; // 0x3f4 <- +0x1d8
seekVoltageIndex = seekVoltageRecommendedIndex; // 0x3f0
seekStepCounter = 0; // 0x3f8
// energyCoefficient = energyTotal / (seekVoltage[rec]^2 * 0.5)
Scalar v = seekVoltage[seekVoltageRecommendedIndex];
energyCoefficient = energyTotal / (v * v * /*_DAT_004bb3b4*/ 0.5f); // 0x454
// voltage-curve coefficient -> ramp time (expf of the seek curve). The binary
// stores this in the base slot voltageScale@0x310 and never reads it back, so the
// recon's own `energyRampTime` member was a phantom -> computed into a local.
Scalar curve = /*_DAT_004bb3c4 - _DAT_004bb3b8 * v*/ VoltageCurve(v); // best-effort
Scalar energyRampTime = (rechargeRate / -curve) / energyCoefficient;
(void)energyRampTime;
}
// damageFraction = damageAmount / (damageAmount + heatCostToFire)
damageFraction = damageData.damageAmount /
(damageData.damageAmount + heatCostToFire); // 0x444
seekStepCounter = 0; // 0x3f0/0x45c bookkeeping
Check_Fpu();
}
//
// @004bb3c8 -- reinstall the Emitter vtable, chain to ~MechWeapon, then (when
// the deleting-dtor bit is set) free the object.
//
Emitter::~Emitter()
{
Check(this);
// vtable reset to PTR_FUN_00512078; FUN_004b9b9c handles the base chain.
Check_Fpu();
}
//#############################################################################
// Test Class Support (EMITTER.TCP)
//
Logical
Emitter::TestClass(Mech &mech)
{
return True;
}
Logical
Emitter::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//#############################################################################
// CreateStreamedSubsystem
//
// @004bb478 -- parse the Emitter-specific resource fields after the MechWeapon
// base parser. Stamps subsystemModelSize = 0x1DC and classID = EmitterClassID
// (0xBC8). On the first pass GraphicLength/DischargeTime are primed to the
// -1.0 sentinel and the SeekVoltage curve to -1.0; then DischargeTime,
// GraphicLength, the SeekVoltage list and its RecommendedIndex are read.
//
int
Emitter::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!MechWeapon::CreateStreamedSubsystem( // FUN_004b9d10
resource_file, model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes
)
)
{
return False;
}
subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource); // 0x1DC
subsystem_resource->classID = (RegisteredClass::ClassID)Mech::WeaponEmitterClassID; // 0xBC8
if (passes == 1)
{
subsystem_resource->graphicLength = -1.0f; // +0x1bc _DAT_004bb798
subsystem_resource->dischargeTime = -1.0f; // +0x1c0
for (int i = 0; i < 5; ++i)
{
subsystem_resource->seekVoltage[i] = -1.0f; // +0x1c4..
}
subsystem_resource->seekVoltageRecommendedIndex = -1; // +0x1d8
}
if (
!model_file->GetEntry(subsystem_name, "DischargeTime", &subsystem_resource->dischargeTime)
&& subsystem_resource->dischargeTime == -1.0f
)
{
DebugStream << subsystem_name << " missing DischargeTime!";
return False;
}
if (
!model_file->GetEntry(subsystem_name, "GraphicLength", &subsystem_resource->graphicLength)
&& subsystem_resource->graphicLength == -1.0f
)
{
DebugStream << subsystem_name << " missing GraphicLength!";
return False;
}
//
// SeekVoltage: in the shipped build this is a NotationList of named scalar
// entries -- curve samples plus a "SeekVoltageRecommendedIndex" tag. The list
// iterator (FUN_00404720) is an engine artifact; here we read the recommended
// index and the first curve sample directly via the keyed notation API.
//
if (
!model_file->GetEntry(subsystem_name, "SeekVoltageRecommendedIndex",
&subsystem_resource->seekVoltageRecommendedIndex)
&& subsystem_resource->seekVoltageRecommendedIndex == -1
)
{
DebugStream << subsystem_name << " missing SeekVoltage!";
return False;
}
model_file->GetEntry(subsystem_name, "SeekVoltage", &subsystem_resource->seekVoltage[0]);
return True;
}
//===========================================================================//
// WAVE 3b factory bridge -- the Emitter beam weapon. Used for BOTH 0xBC8
// (Emitter) and 0xBD4 (PPC): PPC's FireWeapon tail-calls Emitter::FireWeapon
// and the renderer keys off the streamed classID, so behaviour is identical.
//===========================================================================//
Subsystem *CreateEmitterSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(Emitter) <= 0x478);
return (Subsystem *) new (Memory::Allocate(0x478))
Emitter(owner, id, (Emitter::SubsystemResource *)seg, Emitter::DefaultData);
}