gauge wave P3: wire the combat scoring feed (KILLS tracks combat)

The Comm roster + score gauges read 0 for 4 independent reasons (none was handler
logic -- the BTPlayer ScoreMessage/VehicleDead/ScoreInflicted handlers were already
reconstructed).  Mapped by the scoring-feed-decode workflow; fixed all 4:

- NO PRODUCER: combat only dispatched Entity::TakeDamageMessage, never a scoring
  message.  Added producers (btplayer.cpp bridges, called from mech4.cpp): per-hit
  ScoreInflicted at the beam (:2171) + projectile (:831) damage dispatch -> SCORE;
  KillScore at the TARGET-DESTROYED edge (:2198) -> KILLS.  senderMechID = the
  VICTIM (so the local player is credited via the !=our-mech branch, not the
  suicide-negate branch); dispatched to application->GetMissionPlayer().
- CROSS-FAMILY MECH OFFSETS: MECH_OWNING_PLAYER/TONNAGE/DAMAGE_BIAS read raw binary
  offsets (garbage in our 0x638 Mech).  MECH_OWNING_PLAYER -> Entity::GetPlayerLink()
  (NULL for the ownerless dummy); tonnage/bias stubbed 1.0/0.0 (bring-up).
- NULL scenarioRole: the BTMission role registry has no WinTesla analog, so every
  award path NULL-deref'd.  CalcInflictedScore returns the neutral (damage+bias)
  when scenarioRole==0; DamageReceived guarded.
- NULL-owner dummy: the KillScore sender-owner increment + StatusMessage now guard
  GetPlayerLink() (the dummy has none) so a solo kill credits only the local player.
- DATABINDING: the PilotList read KILLS/DEATHS at raw offsets (pilot+0x27c/+0x200)
  that don't match our compiled layout -> silent 0.  Repointed to the compiled
  members via bridges (BTPilotKills/BTPilotDeaths -> BTPlayer::GetKillCount/GetDeaths).
  ⚠ ROOT-CAUSE of the empty scoreboard: the PilotList SELECT-TARGET highlight did a
  raw-offset deref (*(local+0x284) objectiveMech, then *(tgt+0x190)) that AV'd on our
  layout -- caught silently by the SEH GuardedExecute, aborting Execute BEFORE the
  KILLS/DEATHS draw.  Replaced with BTPilotIsSelected (accessors + GetPlayerLink).
- SCORE persistence: PlayerSimulation's 10s flush zeroed currentScore (the binary's
  console delta); now only flushes/zeros when a console host exists (solo keeps the
  running score for the gauge + CalcRanking).

Verified DBASE+dev gauges (BT_SCORE_LOG): SCORE climbs +5.83/hit -> 164; on the
kill KILLS 0->1, and the Comm roster RENDERS KILLS=1 (screenshot).  No crash.
Follow-ups (noted): DEATHS=1 is a pre-existing spawn/respawn-handshake artifact
(not from the producers -- the dummy's GetPlayerLink is NULL so no VehicleDead is
posted; confirmed killCount=1 not 2); RANK=-1 is CalcRanking's non-scoring mark
(Plasma serial surface, invisible on dev); MP VehicleDead/tonnage/role registry
remain per the plan.  Diagnostics kept: BT_SCORE_LOG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-07 19:03:38 -05:00
co-authored by Claude Opus 4.8
parent f998f2a023
commit 34aaa7dda4
4 changed files with 219 additions and 30 deletions
+25 -9
View File
@@ -187,6 +187,11 @@ Logical
// the bridge (mechmppr.cpp, a complete-Mech TU) resolves it -- this TU only sees
// the pilot as an opaque pointer read at BTPlayer raw offsets.
extern void *BTResolveRosterPilot(int slot);
// gauge scoring wave: read a roster pilot's scoreboard via its compiled BTPlayer
// members (btplayer.cpp), not raw offsets (which don't match our layout).
extern int BTPilotKills(void *pilot);
extern int BTPilotDeaths(void *pilot);
extern int BTPilotIsSelected(void *pilot, void *local_player); // SELECT-TARGET highlight (safe)
// App+0xC8 player-name-bitmap cache is not wired in the port (same deferral
// PlayerStatus uses for its nameImage) -> NULL routes DrawMechIcon to the binary's
@@ -344,6 +349,11 @@ void
PilotList::Execute()
{
void *local = BTResolveRosterPilot(0); // slot-0 (local) pilot gates the body
{
static int s_pl = 0;
if (getenv("BT_SCORE_LOG") && (s_pl++ % 120) == 0)
DEBUG_STREAM << "[score] PilotList::Execute local=" << local << "\n" << std::flush;
}
if (local == NULL)
return;
@@ -375,8 +385,11 @@ void
}
else
{
void *tgt = *(void **)((char *)local + 0x284); // local pilot's target (objectiveMech)
int selected = (tgt != NULL) && (pilot == *(void **)((char *)tgt + 0x190)); // target's owningPlayer
// SELECT-TARGET highlight -- via the safe bridge (accessors), NOT raw offsets:
// the old `*(local+0x284)` objectiveMech + deref `*(tgt+0x190)` read garbage in
// our compiled layout and AV'd inside the SEH-guarded Execute, silently aborting
// it before the KILLS/DEATHS draw below (= the empty scoreboard).
int selected = BTPilotIsSelected(pilot, local);
if ((int)(size_t)pilot != e.resolvedMech || e.selected != selected)
{
localView.MoveToAbsolute(e.x, e.y); // vtbl+0x24
@@ -385,13 +398,16 @@ void
// (byte-faithful: the binary does NOT latch e.resolvedMech here, so the
// icon redraws each occupied frame.)
}
// KILLS = killCount@0x27c (real; ScoreMessageHandler kill branch increments it).
e.nameDisplay->Draw(&localView, (Scalar)(*(int *)((char *)pilot + 0x27c)));
// DEATHS: the binary reads pad_0x280 (NO writer anywhere -> perpetual 0 = a
// shipped dead field). FIX (correctness deviation, per "if it doesn't work,
// fix it"): read the real deaths counter Player::deathCount@0x200
// (VehicleDeadMessageHandler increments it), so DEATHS is meaningful in MP.
e.mechDisplay->Draw(&localView, (Scalar)(*(int *)((char *)pilot + 0x200)));
// KILLS / DEATHS -- gauge scoring wave (Step 1, the databinding fix): read the
// pilot's COMPILED named members via the BTPlayer bridge, NOT raw binary offsets.
// The earlier pilot+0x27c / +0x200 reads assumed the 1995 layout; our compiled
// BTPlayer/Player layout differs (engine base != binary), so those offsets read a
// stale/garbage slot -> a silent 0 even after the handlers increment the members.
// The bridge reads the SAME members the ScoreMessageHandler/VehicleDead handlers
// write (killCount / Player::deathCount). (DEATHS uses the real deathCount, not
// the binary's dead pad_0x280.)
e.nameDisplay->Draw(&localView, (Scalar)BTPilotKills(pilot)); // KILLS (killCount)
e.mechDisplay->Draw(&localView, (Scalar)BTPilotDeaths(pilot)); // DEATHS (Player::deathCount)
}
++currentSlot;
+166 -21
View File
@@ -154,9 +154,16 @@ static const Scalar TicksPerSecond = 1.0f; // (see note in PlayerSimulation)
// mech.hpp (owned by the mech family). Accessed through the documented byte
// offsets. CROSS-FAMILY -- ideally Mech would expose these accessors.
//
#define MECH_TONNAGE(m) (*(Scalar *)((char *)(m) + 0x4bc)) // +0x4bc
#define MECH_DAMAGE_BIAS(m) (*(Scalar *)((char *)(m) + 0x354)) // +0x354
#define MECH_OWNING_PLAYER(m) (*(BTPlayer **)((char *)(m) + 0x190)) // +0x190
// gauge scoring wave: the raw binary offsets are garbage in our compiled Mech
// (engine Entity base ~0x1BC vs the binary's 0x300; 0x638 Mech vs 0x854), and the
// scoring handlers deref them -> a fault the moment a ScoreMessage is dispatched.
// Reconcile: the owning player via the engine playerLink accessor (NULL for the
// uncontrolled BT_SPAWN_ENEMY dummy -- exactly what the null-guards below rely on);
// tonnage ratio stubbed 1.0 + damage bias stubbed 0.0 for bring-up (SCORE == raw
// damage, un-tonnage-scaled; the real per-mech tonnage/bias accessors are a follow-up).
#define MECH_TONNAGE(m) (1.0f) // bring-up: ratio == 1
#define MECH_DAMAGE_BIAS(m) (0.0f) // bring-up: factor = 0*bias+1 = 1
#define MECH_OWNING_PLAYER(m) ((BTPlayer *)((Mech *)(m))->GetPlayerLink()) // ENTITY.h:430 (NULL for the dummy)
//#############################################################################
//############################### BTPlayer ##############################
@@ -406,7 +413,7 @@ void
//
// Points lost for damage we took (unless we hit ourselves).
//
if (sender_mech != our_mech)
if (sender_mech != our_mech && scenarioRole != 0) // scoring wave: guard the NULL bring-up role
{
Scalar received =
scenarioRole->CalcDamageReceivedScore(message->damageAmount); // FUN_00429b94
@@ -442,6 +449,10 @@ void
case BTPlayer::ScoreMessage::KillScore: // 2
{
// gauge scoring wave: the attacking mech's owner (NULL for the ownerless
// BT_SPAWN_ENEMY dummy). Resolved once, guarded everywhere below.
BTPlayer *sender_owner = MECH_OWNING_PLAYER(sender_mech); // *(sender+0x190), NULL for the dummy
//
// A kill (or a self-kill). Inflicted value scaled by the
// sender/self tonnage ratio.
@@ -457,29 +468,35 @@ void
else
{
//
// Credit a kill to us and to the attacking player.
// Credit a kill to us and (if it has one) to the attacking player.
// The solo demo posts this to the LOCAL player with senderMechID=the
// victim, so `this->killCount++` fires (KILLS -> 1); the ownerless
// dummy's sender_owner is NULL -> the second increment is guarded away.
//
++killCount; // this+0x27c
++MECH_OWNING_PLAYER(sender_mech)->killCount; // *(sender+0x190)+0x27c
if (sender_owner)
++sender_owner->killCount; // *(sender+0x190)+0x27c
}
//
// Pop a "destroyed by" status message onto the pilot HUD.
// Pop a "destroyed by <killer>" status message onto the pilot HUD.
// Gated on a real attacker player (+ the status pool, a NULL stub in
// bring-up), so the ownerless-dummy solo path skips it (no player to name).
//
StatusMessage *status = (StatusMessage *)StatusMessagePool->New(); // FUN_00402f74(0x512f6c)
if (status)
if (sender_owner && StatusMessagePool)
{
new (status) Player__StatusMessage(
MECH_OWNING_PLAYER(sender_mech), // *(sender+0x190)
0,
STATUS_DISPLAY_TIME // 0x40c00000 == 6.0f
);
// install the BT status-message vtable + clear its flag word
// (Player__StatusMessage exposes neither in WinTesla -- raw).
/* removed decompiler vtable artifact -- C++ ctor sets the real vtable (was: *(void**)status = &BTStatusMessageVTable). */
*(int *)((char *)status + 0x18) = 0; // status[6] = 0
StatusMessage *status = (StatusMessage *)StatusMessagePool->New(); // FUN_00402f74(0x512f6c)
if (status)
{
new (status) Player__StatusMessage(
sender_owner, // *(sender+0x190)
0,
STATUS_DISPLAY_TIME // 0x40c00000 == 6.0f
);
*(int *)((char *)status + 0x18) = 0; // status[6] = 0
AddStatusMessage(status); // FUN_0042e580
}
}
AddStatusMessage(status); // FUN_0042e580
//
// If we just killed our designated objective mech, notify it.
@@ -518,6 +535,16 @@ Scalar
Scalar bias
)
{
// gauge scoring wave: scenarioRole is NULL in bring-up (the BTMission role
// registry has no WinTesla analog -- ctor lookup stubbed), and every modifier
// deref below would fault the moment a score message is dispatched. A NULL
// role == the neutral role (all modifiers 1, no penalties, bias 0), so the
// award is just (damage + bias). Real per-role modifiers are a follow-up.
if (scenarioRole == 0)
{
return damage_amount + bias;
}
Scalar factor;
//
@@ -575,8 +602,18 @@ void
score
); // FUN_00420ea4(0x20, 0x1a, 1, ...)
Dispatch(&score_message); // (**(*this+0xc))(this, &msg)
currentScore = 0; // this[0x9e] = 0
// gauge scoring wave: the binary's currentScore is a console DELTA that is
// flushed to the operator console then zeroed. Our SCORE/RANK gauges read
// currentScore as the RUNNING total, so only flush+zero when a console host
// is actually present (MP / pod); in solo there is no console -> keep the
// running score so the SCORE gauge + CalcRanking don't reset every 10s.
Host *console_host =
application->GetHostManager()->GetConsoleHost(); // FUN_00429078
if (console_host)
{
Dispatch(&score_message); // (**(*this+0xc))(this, &msg)
currentScore = 0; // this[0x9e] = 0
}
}
}
}
@@ -1013,3 +1050,111 @@ Logical
{
return IsDerivedFrom(*GetClassDerivations()); // FUN_0041a1a4(**this[3], 0x512f94)
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// gauge scoring wave: scoreboard bridges for the PilotList gauge (btl4gau3.cpp).
// The pilot roster entries are BTPlayer* delivered as void* (BTResolveRosterPilot);
// these read the COMPILED named members the scoring handlers write, replacing the
// earlier raw-offset reads (pilot+0x27c / +0x200) that don't match our layout.
//
int BTPilotKills(void *pilot)
{
int k = pilot ? ((BTPlayer *)pilot)->GetKillCount() : 0;
static int s_n = 0;
if (getenv("BT_SCORE_LOG") && (s_n++ % 120) == 0) // ~throttled
DEBUG_STREAM << "[score] gauge read: pilot=" << pilot << " kills=" << k << "\n" << std::flush;
return k;
}
int BTPilotDeaths(void *pilot) { return pilot ? ((BTPlayer *)pilot)->GetDeaths() : 0; }
// Is `pilot` the owner of `local_player`'s current target? (the SELECT-TARGET row
// highlight). Computed here via accessors -- the PilotList's raw-offset version
// (local+0x284 objectiveMech, then deref target+0x190) reads garbage in our layout
// and AV'd inside the SEH-guarded Execute, silently aborting it BEFORE the KILLS/
// DEATHS draw. GetPlayerLink() is NULL for the ownerless dummy target -> not selected.
int BTPilotIsSelected(void *pilot, void *local_player)
{
if (pilot == 0 || local_player == 0)
{
return 0;
}
Mech *target = ((BTPlayer *)local_player)->GetObjectiveMech(); // @0x284
if (target == 0)
{
return 0;
}
return ((void *)((BTPlayer *)pilot) == (void *)target->GetPlayerLink()) ? 1 : 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// gauge scoring wave: PRODUCERS -- posted by the combat path (mech4.cpp) to feed
// the scoreboard. The inflictor is always the viewpoint mech in bring-up, so the
// local (crediting) player is application->GetMissionPlayer(). Bridges (not inline
// in mech4.cpp) so the message construction lives in this complete-BTPlayer TU.
//
void BTPostDamageScore(Entity *victim, Scalar damage) // Step 6: per-hit SCORE
{
if (application == 0 || victim == 0)
{
return;
}
BTPlayer *local_player = (BTPlayer *)application->GetMissionPlayer();
if (local_player == 0)
{
return;
}
// ScoreInflicted (scoreType 0): senderMechID = the mech that TOOK the damage.
// -> ScoreInflictedMessageHandler: currentScore += tonnageRatio*CalcInflictedScore.
BTPlayer::ScoreMessage message(
BTPlayer::ScoreInflictedMessageID, // 0x16
sizeof(BTPlayer::ScoreMessage),
BTPlayer::ScoreMessage::DamageInflictedScore, // 0
0.0f, // scoreAward (unused for inflicted)
damage, // damageAmount
victim->GetEntityID()); // senderMechID = victim
local_player->Dispatch(&message);
if (getenv("BT_SCORE_LOG"))
DEBUG_STREAM << "[score] +damage " << damage << " -> currentScore="
<< (Scalar)local_player->GetScore() << "\n" << std::flush;
}
void BTPostKillScore(Entity *victim, Scalar damage) // Step 7: KILL (+ MP death)
{
if (application == 0 || victim == 0)
{
return;
}
BTPlayer *local_player = (BTPlayer *)application->GetMissionPlayer();
if (local_player != 0)
{
// KillScore (scoreType 2): senderMechID MUST be the VICTIM (!= our mech) so
// the local player is credited via `this->killCount++` -- if it were our own
// mech, ScoreMessageHandler takes the suicide branch (award negated, no kill).
BTPlayer::ScoreMessage kill(
Player::ScoreMessageID, // 0x12
sizeof(BTPlayer::ScoreMessage),
BTPlayer::ScoreMessage::KillScore, // 2
0.0f, // scoreAward (killBonus; 0 for bring-up)
damage, // damageAmount (killing-blow)
victim->GetEntityID()); // senderMechID = victim
local_player->Dispatch(&kill);
if (getenv("BT_SCORE_LOG"))
DEBUG_STREAM << "[score] *** KILL *** localPlayer=" << (void *)local_player
<< " killCount=" << local_player->GetKillCount()
<< " deaths=" << local_player->GetDeaths()
<< " score=" << (Scalar)local_player->GetScore()
<< " rank=" << local_player->GetRanking() << "\n" << std::flush;
}
// MP DEATH: credit a death to the VICTIM's own player. NULL for the solo
// BT_SPAWN_ENEMY dummy (GetPlayerLink()==0) -> skipped, so DEATHS stays 0 in
// solo (authentic -- DEATHS only lands on a real pilot in multiplayer).
BTPlayer *victim_player = (BTPlayer *)((Mech *)victim)->GetPlayerLink();
if (victim_player != 0)
{
Player::VehicleDeadMessage dead(
Player::VehicleDeadMessageID, // 0x13
sizeof(Player::VehicleDeadMessage));
victim_player->Dispatch(&dead);
}
}
+13
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@@ -312,6 +312,19 @@ class DropZone__ReplyMessage;
Logical
TestInstance() const; // @004c0f28
//
// gauge scoring wave: public scoreboard accessors so the cockpit gauges
// (PilotList KILLS/DEATHS) read the SAME compiled members the scoring
// handlers write -- the earlier raw-offset reads (pilot+0x27c / +0x200)
// don't match our compiled layout (engine base != the 1995 binary) and
// silently read 0. currentScore/playerRanking are inherited Player fields.
//
int GetKillCount() const { return killCount; } // @0x27c
int GetDeaths() const { return deathCount; } // @0x200 (Player)
Scalar GetScore() const { return currentScore; } // @0x278 (Player)
int GetRanking() const { return playerRanking; } // (Player)
Mech *GetObjectiveMech() const { return objectiveMech; } // @0x284 (current target)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data
//
+15
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@@ -611,6 +611,9 @@ static int gEnemyDestroyed = 0;
// BRING-UP: the spawned target/enemy mech (defined in btplayer.cpp). The player
// mech locks onto it as its current target each frame (see targeting step below).
extern Entity *gEnemyMech;
// gauge scoring wave: producers (btplayer.cpp) -- feed the scoreboard from combat.
extern void BTPostDamageScore(Entity *victim, Scalar damage); // per-hit SCORE (ScoreInflicted)
extern void BTPostKillScore(Entity *victim, Scalar damage); // KILL (+ MP death)
// Mech target slots (verified vs the binary's weapon/fire path, part_013.c):
// mech+0x37c Point3D current target world position (range/aim source)
@@ -829,6 +832,9 @@ static void
Entity::TakeDamageMessageID, sizeof(Entity::TakeDamageMessage),
0 /*inflictor id: bring-up*/, zone, dmg);
tgt->Dispatch(&take_damage);
// gauge scoring wave (Step 6): a projectile hit credits SCORE too
// (tgt == gEnemyMech here; local player is the viewpoint shooter).
BTPostDamageScore((Entity *)tgt, p.damage);
DEBUG_STREAM << "[projectile] IMPACT damage=" << p.damage << " zone=" << zone << "\n" << std::flush;
}
}
@@ -2170,6 +2176,10 @@ void
dmg);
gEnemyMech->Dispatch(&take_damage);
// gauge scoring wave (Step 6): credit the local player for damage
// dealt -> SCORE climbs per hit (currentScore += tonnageRatio*award).
BTPostDamageScore(gEnemyMech, kShotDamage);
Scalar s = ((Mech *)gEnemyMech)->Zone(zone)->damageLevel; // [0,1], 1.0=destroyed (engine base field)
DEBUG_STREAM << "[damage] hit zone " << zone << "/" << zc
<< " structure=" << s << "\n" << std::flush;
@@ -2190,6 +2200,11 @@ void
{
gEnemyDestroyed = 1;
// gauge scoring wave (Step 7): credit the KILL to the local player
// -> KILLS 0->1 (senderMechID = the VICTIM, so the !=our-mech branch
// fires; the ownerless dummy yields no death, DEATHS stays 0).
BTPostKillScore(gEnemyMech, kShotDamage);
// Death explosion at the target.
Origin death_origin = ((Mech *)gEnemyMech)->localOrigin;
Explosion::MakeMessage death_exp(