Files
BT412/game/reconstructed/emitter.hpp
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

312 lines
13 KiB
C++

//===========================================================================//
// 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 <mechweap.hpp>
#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