Files
arcattackandClaude Opus 4.8 12fbc023a8 Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254
(@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) --
the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097).
Only missiles splash; the AC's tracer is not a Missile.

Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded
from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT
the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30
for both MP missile launchers; 0 for AC/Emitters.

Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000;
WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged;
only burstCount, radial damageForce, and impactPoint are set. Excludes shooter +
direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch.

New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the
world-impact and contact detonation paths; BTAmmoRoundModelResource bridge
(ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE
(missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live
missiles detonate + exclude the direct victim; AC does not splash; no crash.

Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers
read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the
enable. KB: combat-damage.md + open-questions.md updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 19:06:24 -05:00

228 lines
9.9 KiB
C++

//============================================================================//
// File: ammobin.hpp //
// Project: BattleTech //
// Contents: Ammunition bin -- holds rounds, feeds a ProjectileWeapon, and //
// cooks off when overheated. //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 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
// @004bd2c0-@004bdb94 + CSS @004bd6f0 in part_013.c). Only the test fragment
// AMMOBIN.TCP survives (AmmoBin::TestClass -> True; AmmoBin::ResetToInitialState
// -> empty). Member/method names are inferred from the streamed resource keys
// ("AmmoCount"/"FeedRate"/"AmmoClassID"/"ProjectileClassID"/"MissileClassID"/
// "AmmoModelFile"/"ExplosionModelFile") and from usage; see ammobin.cpp for the
// per-method @ADDR evidence. Names past the HeatWatcher base are best-effort.
//
// Inheritance chain established from the decomp:
// Subsystem -> HeatableSubsystem -> HeatWatcher (ctor @4aeb40, vtable
// @0050ed10) -> AmmoBin (ctor @4bd5c4, vtable @0051286c, classID 0x0BCB).
// AmmoBin IS a HeatWatcher: it watches a temperature against the resource's
// degradation/failure thresholds, and when the watch alarm (this+0x140) reaches
// FAILURE it arms a randomised cook-off timer that dumps all stored rounds'
// heat into the mech and empties the bin. A ProjectileWeapon links to it as a
// SharedData connection (launcher this[0x10F]@0x43C, connection ctor @4bcbb0,
// vtable @00512424) and pulls a round via FeedAmmo() each time it fires.
//
// Object byte offsets (this is an int* in the decomp, word index in parens).
// Everything below +0x180 is the HeatWatcher / HeatableSubsystem / Subsystem
// base (watch heatAlarm level @0x140 = word 0x50; base status alarm @0x2C).
//
#if !defined (AMMOBIN_HPP)
# define AMMOBIN_HPP
# if !defined(HEATFAMILY_RESLICE_HPP)
# include <heatfamily_reslice.hpp> // HeatWatcher base (heat family)
# endif
//######################### Forward Class Declarations ########################
class Mech;
//###########################################################################
//################# AmmoBin Model Resource ##############################
//###########################################################################
//
// Streamed by AmmoBin::CreateStreamedSubsystem @004bd6f0 (record size 0x104,
// classID 0x0BCB). The ammo-specific block sits at +0xF0 past the heat-watcher
// resource header. "AmmoClassID" accepts the symbolic forms "ProjectileClassID"
// (stamps 0x0BD1) and "MissileClassID" (stamps 0x0BBA), naming the entity class
// the bin spawns when a round is fired.
//
struct AmmoBin__SubsystemResource:
public HeatWatcher::SubsystemResource
{
int ammoClassID; // +0xF0 "AmmoClassID"/"ProjectileClassID"/"MissileClassID"
int ammoModelFile; // +0xF4 "AmmoModelFile" (resolved model index)
int explosionModelFile; // +0xF8 "ExplosionModelFile" (resolved model index)
int ammoCount; // +0xFC "AmmoCount"
Scalar feedRate; // +0x100 "FeedRate" (seconds per round feed)
}; // ends 0x104
static_assert(offsetof(AmmoBin__SubsystemResource, ammoClassID) == 0xF0, "AmmoBin ammoClassID must be at 0xF0");
static_assert(offsetof(AmmoBin__SubsystemResource, feedRate) == 0x100, "AmmoBin feedRate must be at 0x100");
static_assert(sizeof(AmmoBin__SubsystemResource) == 0x104, "AmmoBin record must be 0x104");
//###########################################################################
//######################### CLASS -- AmmoBin #########################
//###########################################################################
//
// (vtable @0051286c, ctor @004bd5c4, dtor @004bd6b0, CSS @004bd6f0.)
//
class AmmoBin:
public HeatWatcher
{
friend struct AmmoBinLayoutCheck; // compile-time offset locks (ammobin.cpp)
friend int *BTAmmoBinCountPtr(void *bin); // panel ammo counter bridge (Streak fix)
friend int BTAmmoBinFeeding(void *bin); // panel reload-state bridge
friend int BTAmmoRoundModelResource(void *bin); // splash-radius resolve (round GameModel +0x50)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations; // IsDerivedFrom tag 0x512488
static Receiver::MessageHandlerSet MessageHandlers;
static AttributeIndexSet AttributeIndex;
static SharedData DefaultData; // resolved as &DAT_005125bc
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ammo feed state machine (this->ammoAlarm @0x194, level @0x1A8 = word 0x6A)
//
// The 6-level AlarmIndicator carries the feed cycle. Levels confirmed from
// usage; 3 and 4 are unobserved.
//
public:
enum AmmoState {
Feeding = 0, // a round is in transit (feedTimer counting down)
Loaded = 1, // a round is chambered and ready to fire
Empty = 2, // no rounds remain
Dumped = 5 // transient pulse raised by DumpAmmo() before Empty
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
CookingOff = HeatWatcher::StateCount,
StateCount
};
typedef void
(AmmoBin::*Performance)(Scalar time_slice);
// @004bd394 -- the registered Performance. Drives the watch alarm, ticks
// the feed timer (Feeding -> Loaded), arms/fires the cook-off, and trips
// the Empty alarm when exhausted.
void
AmmoBinSimulation(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ammo feed interface (called by the linked ProjectileWeapon)
//
public:
// @004bd4f4 -- request one round. When Loaded: chamber the next round,
// reset the feed timer to feedRate, decrement ammoCount, and return the
// remaining count (Empty alarm raised at 0). Returns 0 if not ready /
// already feeding / empty / destroyed.
int
FeedAmmo();
// @004bd588 -- forcibly empty the bin (eject / strip): zero ammoCount and
// pulse the alarm Dumped(5) -> Empty(2).
void
DumpAmmo();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem virtual overrides (vtable @0051286c)
//
public:
Logical
HandleMessage(int message); // slot 8, @004bdb94
void
ReadUpdateRecord(UpdateRecord *update); // slot 9, @004bd2c0
void
ResetToInitialState(); // slot 10 (AMMOBIN.TCP: empty)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local helpers
//
protected:
// @004bd300 -- cook-off: inject (ammoCount * heatPerRound) heat into the
// mech, then zero ammoCount and raise the Empty alarm.
void
CookOff();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support (AMMOBIN.TCP)
//
public:
static Logical
TestClass(Mech &); // AMMOBIN.TCP: returns True
Logical
TestInstance() const; // @004bd1e0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef AmmoBin__SubsystemResource SubsystemResource;
AmmoBin( // @004bd5c4
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~AmmoBin(); // @004bd6b0
static int
CreateStreamedSubsystem( // @004bd6f0 (record size 0x104)
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 appended past the HeatWatcher base (offsets best-effort).
//
protected:
int ammoCount; // @0x180 (word 0x60) rounds remaining
Scalar feedTimer; // @0x184 (word 0x61) seconds left in current feed
int ammoClassID; // @0x188 (word 0x62) entity class spawned per round
int cookOffArmed; // @0x18C (word 0x63) cook-off timer running
int cookOffTime; // @0x190 (word 0x64) game clock at which it detonates
WatcherGaugeAlarm ammoAlarm; // @0x194 (0x54) 6-level feed alarm (level @0x1A8)
// (WAVE 4) `int statusState` DELETED -- it was a this+0x40 SHADOW of the
// inherited MechSubsystem::simulationState; the reads now use that base
// member. The 0x54 ammoAlarm (was an 8-byte HeatAlarm) lands ammoModelFile
// at 0x1E8 -- exact binary layout, locked by AmmoBinLayoutCheck.
int ammoModelFile; // @0x1E8 (word 0x7A) round model index
int explosionModelFile; // @0x1EC (word 0x7B) cook-off explosion model index
// @0x1F0 (word 0x7C) cook-off heat-injection descriptor, inited by
// FUN_0041db7c; CookOff() fills word 0x7D (@0x1F4) below with the total
// heat (ammoCount * heatPerRound) before injecting via HeatableSubsystem.
int cookOffHeatSource[1]; // @0x1F0 (word 0x7C)
Scalar heatPerRound; // @0x1F4 (word 0x7D)
int cookOffHeatRest[10]; // @0x1F8..0x21C (words 0x7E..0x87)
int initialAmmoCount; // @0x220 (word 0x88) ammoCount captured at ctor
Scalar feedRate; // @0x224 (word 0x89) resource FeedRate
int reserved; // @0x228 (word 0x8A) init 0 (unused)
};
#endif