//===========================================================================// // File: emitter.hpp // // 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 (Ghidra pseudo-C, module cluster // @004ba478-@004bb478, file=bt/emitter.cpp; the abstract-stub @004ba45c is // emitted at the head of this translation unit but belongs to mechweap.hpp). // Cross-referenced HEAVILY against: // * the SURVIVING derived sources PPC.HPP/PPC.CPP and GAUSS.HPP/GAUSS.CPP // (both `: public Emitter`; both chain ctor + FireWeapon to Emitter), and // * the SURVIVING EMITTER.TCP test (names: dischargeVoltage, outputVoltage, // currentLevel, EmitterSimulation, ResetToInitialState), and // * the reconstructed base mechweap.hpp/mechweap.cpp (MechWeapon layout). // See emitter.cpp for per-method @ADDR evidence and the resolved constants. // // Inheritance chain (from CLASSMAP.md + the ctor chain @004bb120 -> @004b99a8): // ... -> PoweredSubsystem -> MechWeapon (vtable @00511d2c, ctor @004b99a8) // -> Emitter (vtable @00512078, ctor @004bb120) // ├─ PPC (vtable @0051214c, ctor @004bb888) // └─ GaussRifle (vtable @00512934) // // The Emitter ctor @004bb120 installs PTR_FUN_00512078 and chains to the // MechWeapon ctor @004b99a8. PPC::FireWeapon (@004bb878) is a one-liner that // tail-calls Emitter::FireWeapon (@004bace8) -- exactly as PPC.CPP shows. // GaussRifle::FireWeapon overrides instead (sets outputVoltage = 0). // // Field offsets in comments are byte offsets into the shipped object. Member // names come from EMITTER.TCP / GAUSS.HPP where available, otherwise inferred // from usage and flagged best-effort. PoweredSubsystem occupies everything // below +0x31c; MechWeapon occupies +0x31c..+0x3ef; Emitter starts at +0x3f0. // #if !defined(EMITTER_HPP) # define EMITTER_HPP #if !defined(MECHWEAP_HPP) # include #endif //##################### Forward Class Declarations ####################### class Mech; class ResourceFile; class NotationFile; //########################################################################### //#################### Emitter Model Resource ####################### //########################################################################### // // Extends the MechWeapon resource record. The Emitter-specific fields begin // at +0x1BC in the parsed record (see CreateStreamedSubsystem @004bb478). // The parser stamps subsystemModelSize = 0x1DC and classID = EmitterClassID // (0xBC8). // struct Emitter__SubsystemResource: public MechWeapon::SubsystemResource { Scalar graphicLength; // +0x1BC "GraphicLength" (beam visual length) Scalar dischargeTime; // +0x1C0 "DischargeTime" (beam-on duration) Scalar seekVoltage[5]; // +0x1C4 "SeekVoltage" (per-index charge curve) int seekVoltageRecommendedIndex;// +0x1D8 "SeekVoltageRecommendedIndex" }; // sizeof == 0x1DC //########################################################################### //######################### Emitter ########################## //########################################################################### // // Base class for charge-and-discharge beam weapons. It accumulates charge // (currentLevel) toward a per-index target (seekVoltage), exposing a // normalised outputVoltage; when fully charged and triggered it discharges, // converting the stored energy into damage + self-heat and projecting a beam // at the owning Mech's current target. (vtable @00512078, ctor @004bb120, // dtor @004bb3c8.) // class Emitter: public MechWeapon { //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Shared Data Support // public: static Derivation ClassDerivations; static Receiver::MessageHandlerSet MessageHandlers; static AttributeIndexSet AttributeIndex; static SharedData DefaultData; // Update record (replication) -- extends the MechWeapon record with the // Emitter beam-replication fields appended by WriteUpdateRecord (@004ba65c). struct Emitter__UpdateRecord: public MechWeapon::UpdateRecord { int firingActive; // message[6] int targetLocalFlag; // message[10] Point3D beamEndpoint; // message[7] int beamFlag; // message[11] RGBColor color; int payloadCount; // message+0xc (AdvanceSeekVoltage) }; typedef Emitter__UpdateRecord UpdateRecord; // Proxy for the linked voltage source (Generator segment) the decomp reads // through the SharedData connection (voltage/state/ratedVoltage/heatLoad). struct VoltageSource { Scalar voltage; int state; Scalar ratedVoltage; Scalar heatLoad; }; protected: // State / flag accessors the recovered bodies read (mapped onto the // MechWeapon weaponAlarm + Simulation flags). int GetWeaponState(); int GetVoltageState(); LWord GetFlags(); int GetFaultState(); void SetDirty(); void ClearDirty(); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Simulation Support // // The per-frame step runs through the Simulation "activePerformance" // member-function pointer (see GAUSS.HPP SetPerformance). EmitterSimulation // is the installed performance for this class. // public: typedef void (Emitter::*Performance)(Scalar time_slice); void SetPerformance(Performance performance) { Check(this); activePerformance = (Simulation::Performance)performance; } // @004baa88 -- the installed per-frame performance: drive the // Loading->Loaded->Firing state machine, recharge, and fire on edge. void EmitterSimulation(Scalar time_slice); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Firing // // The real discharge implementation. PPC::FireWeapon chains straight here // (@004bb878); GaussRifle::FireWeapon overrides it. // protected: virtual void FireWeapon(); // vtable slot 18, @004bace8 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Subsystem / Simulation virtual overrides (vtable @00512078) // // Slot indices verified against the MechWeapon vtable @00511d2c: // slot 6 TakeDamage (MechWeapon base @004b964c) // slot 7 WriteUpdateRecord (MechWeapon base @004b9690) // slot 10 ResetToInitialState (MechWeapon base @004b96ec) // slot 13 PrintState (MechWeapon base @004b9d00) // slot 16 ReadyToDischarge (Simulation interface) // slot 17 ComputeOutputVoltage (Simulation interface) // slot 18 FireWeapon // public: void TakeDamage(Damage &damage); // slot 6, @004ba568 void ResetToInitialState(); // slot 10, @004ba4d0 void PrintState(); // slot 13, @004bb014 protected: void WriteUpdateRecord( // slot 7, @004ba65c UpdateRecord *message, int update_model ); // @004ba6e0 -- True when the supplied (or linked) voltage source can // satisfy the current seekVoltage index and is in the "ready" state (2). Logical ReadyToDischarge(VoltageSource *source); // slot 16 // @004ba738 -- recompute outputVoltage = currentLevel / seekVoltage[idx], // snapped to 1.0 near full and clamped to [0,1]. void ComputeOutputVoltage(); // slot 17 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Internal charge / discharge helpers (non-virtual; called by the sim) // protected: // @004ba838 -- track the linked voltage source: derive a seek rate and // integrate currentLevel; dump the I^2R heat back into the source. void TrackSeekVoltage(Scalar time_slice); // @004ba8d0 -- count the beam-on dischargeTimer down; when it expires // (or the firing message is refused) drop back to the Loaded state. void ServiceDischarge(Scalar time_slice); // @004ba9a8 -- reset the transient firing/beam fields and re-arm to the // Loading state (alarm level 3). void ResetFiringState(); // @004baa20 -- keep an active beam alive for another frame (re-send the // beam message, or tear it down if the target subsystem is gone). void ContinueDischarge(); // @004ba478 -- advance the seekVoltage index, wrapping modulo the count; // re-arm if it wrapped. (best-effort name) int AdvanceSeekVoltage(UpdateRecord *message); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Test Class Support (EMITTER.TCP) // public: static Logical TestClass(Mech&); Logical TestInstance() const; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Construction and Destruction // public: typedef Emitter__SubsystemResource SubsystemResource; Emitter( Mech *owner, int subsystem_ID, SubsystemResource *subsystem_resource, SharedData &shared_data = DefaultData ); ~Emitter(); static int CreateStreamedSubsystem( // @004bb478 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 = 1 ); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Local data for the energy-weapon base class. // Byte offsets into the shipped object; MechWeapon ends at +0x3EF. // protected: // --- charge curve (seek voltage) --- int seekVoltageIndex; // @0x3F0 current charge-curve index int seekVoltageRecommendedIndex;// @0x3F4 resource recommended index (reset target) int seekStepCounter; // @0x3F8 reset 0 (best-effort) int seekVoltageCount; // @0x3FC index modulus / count-1 (best-effort) Scalar seekVoltage[5]; // @0x400 per-index target voltages (heat-scaled) Scalar currentLevel; // @0x414 accumulated charge (EMITTER.TCP: currentLevel) Scalar outputVoltage; // normalised discharge readiness (EMITTER.TCP: outputVoltage) // --- additional firing/beam scratch referenced by the recovered bodies --- Point3D beamHitPoint; // last hit point Vector3D beamImpact; // impact delta Scalar beamImpactScalar; // per-shot damage energy at impact RGBColor beamColor; // beam/team colour LinearMatrix beamHitData; // pip transform for DrawWeaponPip int firingArmed; // trigger-armed flag Scalar energyRampTime; // seek-curve ramp time working value // heatAccumulator removed -- it SHADOWED the inherited HeatSink::pendingHeat // (@0x1c8, the heat sim's per-frame input); FireWeapon now writes pendingHeat (E5). // NOTE: outputVoltage is MechWeapon's recharge-level slot @0x320, reused // by Emitter as the normalised discharge readiness (EMITTER.TCP: // outputVoltage; == 1.0 means "fully charged -> Loaded"). // --- beam / firing transient state (network-replicated) --- int firingActive; // @0x418 reset 0; FireWeapon sets 1 (best-effort) EulerAngles beamOrientation; // @0x41C aim orientation (3 floats), zeroed at reset Vector3D beamScale; // @0x42C reset (1,1,1) (best-effort) Scalar beamLengthRatio; // @0x434 range / graphicLength (best-effort) Scalar graphicLength; // @0x438 resource GraphicLength Scalar dischargeTime; // @0x43C resource DischargeTime Scalar dischargeTimer; // @0x440 beam-on countdown (reset = dischargeTime) Scalar damageFraction; // @0x444 damageAmount / (damageAmount + heatCostToFire) Scalar energyTotal; // @0x448 (damageAmount + heatCostToFire) * 1.0e7 (best-effort) Scalar damagePortion; // @0x44C per-shot damage energy (best-effort) Scalar heatPortion; // @0x450 per-shot self-heat energy (best-effort) Scalar energyCoefficient; // @0x454 energyTotal / (seekVoltage^2 * k) (best-effort) Scalar seekReserved; // @0x458 reset 0 (best-effort) Scalar seekRate; // @0x45C d(level)/dt working value (best-effort) Point3D beamEndpoint; // @0x460 last hit / beam-end point (replicated) int beamFlag; // @0x46C beam-active flag (replicated) int targetLocalFlag; // @0x470 target-relative vs world (replicated) Entity *targetEntity; // @0x474 current beam target (replicated) }; // sizeof ~= 0x478 #endif