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>
312 lines
13 KiB
C++
312 lines
13 KiB
C++
//===========================================================================//
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// File: emitter.hpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: Emitter -- energy/beam weapon base (PPC, GaussRifle derive) //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 JM Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
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// @004ba478-@004bb478, file=bt/emitter.cpp; the abstract-stub @004ba45c is
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// emitted at the head of this translation unit but belongs to mechweap.hpp).
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// Cross-referenced HEAVILY against:
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// * the SURVIVING derived sources PPC.HPP/PPC.CPP and GAUSS.HPP/GAUSS.CPP
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// (both `: public Emitter`; both chain ctor + FireWeapon to Emitter), and
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// * the SURVIVING EMITTER.TCP test (names: dischargeVoltage, outputVoltage,
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// currentLevel, EmitterSimulation, ResetToInitialState), and
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// * the reconstructed base mechweap.hpp/mechweap.cpp (MechWeapon layout).
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// See emitter.cpp for per-method @ADDR evidence and the resolved constants.
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//
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// Inheritance chain (from CLASSMAP.md + the ctor chain @004bb120 -> @004b99a8):
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// ... -> PoweredSubsystem -> MechWeapon (vtable @00511d2c, ctor @004b99a8)
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// -> Emitter (vtable @00512078, ctor @004bb120)
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// ├─ PPC (vtable @0051214c, ctor @004bb888)
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// └─ GaussRifle (vtable @00512934)
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//
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// The Emitter ctor @004bb120 installs PTR_FUN_00512078 and chains to the
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// MechWeapon ctor @004b99a8. PPC::FireWeapon (@004bb878) is a one-liner that
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// tail-calls Emitter::FireWeapon (@004bace8) -- exactly as PPC.CPP shows.
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// GaussRifle::FireWeapon overrides instead (sets outputVoltage = 0).
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//
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// Field offsets in comments are byte offsets into the shipped object. Member
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// names come from EMITTER.TCP / GAUSS.HPP where available, otherwise inferred
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// from usage and flagged best-effort. PoweredSubsystem occupies everything
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// below +0x31c; MechWeapon occupies +0x31c..+0x3ef; Emitter starts at +0x3f0.
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//
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#if !defined(EMITTER_HPP)
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# define EMITTER_HPP
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#if !defined(MECHWEAP_HPP)
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# include <mechweap.hpp>
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#endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class ResourceFile;
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class NotationFile;
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//###########################################################################
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//#################### Emitter Model Resource #######################
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//###########################################################################
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//
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// Extends the MechWeapon resource record. The Emitter-specific fields begin
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// at +0x1BC in the parsed record (see CreateStreamedSubsystem @004bb478).
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// The parser stamps subsystemModelSize = 0x1DC and classID = EmitterClassID
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// (0xBC8).
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//
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struct Emitter__SubsystemResource:
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public MechWeapon::SubsystemResource
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{
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Scalar graphicLength; // +0x1BC "GraphicLength" (beam visual length)
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Scalar dischargeTime; // +0x1C0 "DischargeTime" (beam-on duration)
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Scalar seekVoltage[5]; // +0x1C4 "SeekVoltage" (per-index charge curve)
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int seekVoltageRecommendedIndex;// +0x1D8 "SeekVoltageRecommendedIndex"
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}; // sizeof == 0x1DC
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//###########################################################################
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//######################### Emitter ##########################
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//###########################################################################
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//
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// Base class for charge-and-discharge beam weapons. It accumulates charge
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// (currentLevel) toward a per-index target (seekVoltage), exposing a
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// normalised outputVoltage; when fully charged and triggered it discharges,
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// converting the stored energy into damage + self-heat and projecting a beam
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// at the owning Mech's current target. (vtable @00512078, ctor @004bb120,
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// dtor @004bb3c8.)
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//
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class Emitter:
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public MechWeapon
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static Receiver::MessageHandlerSet MessageHandlers;
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static AttributeIndexSet AttributeIndex;
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static SharedData DefaultData;
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// Update record (replication) -- extends the MechWeapon record with the
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// Emitter beam-replication fields appended by WriteUpdateRecord (@004ba65c).
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struct Emitter__UpdateRecord:
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public MechWeapon::UpdateRecord
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{
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int firingActive; // message[6]
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int targetLocalFlag; // message[10]
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Point3D beamEndpoint; // message[7]
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int beamFlag; // message[11]
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RGBColor color;
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int payloadCount; // message+0xc (AdvanceSeekVoltage)
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};
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typedef Emitter__UpdateRecord UpdateRecord;
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// Proxy for the linked voltage source (Generator segment) the decomp reads
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// through the SharedData connection (voltage/state/ratedVoltage/heatLoad).
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struct VoltageSource {
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Scalar voltage;
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int state;
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Scalar ratedVoltage;
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Scalar heatLoad;
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};
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protected:
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// State / flag accessors the recovered bodies read (mapped onto the
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// MechWeapon weaponAlarm + Simulation flags).
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int GetWeaponState();
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int GetVoltageState();
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LWord GetFlags();
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int GetFaultState();
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void SetDirty();
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void ClearDirty();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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// The per-frame step runs through the Simulation "activePerformance"
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// member-function pointer (see GAUSS.HPP SetPerformance). EmitterSimulation
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// is the installed performance for this class.
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//
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public:
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typedef void (Emitter::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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// @004baa88 -- the installed per-frame performance: drive the
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// Loading->Loaded->Firing state machine, recharge, and fire on edge.
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void
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EmitterSimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Firing
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//
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// The real discharge implementation. PPC::FireWeapon chains straight here
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// (@004bb878); GaussRifle::FireWeapon overrides it.
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//
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protected:
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virtual void
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FireWeapon(); // vtable slot 18, @004bace8
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Subsystem / Simulation virtual overrides (vtable @00512078)
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//
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// Slot indices verified against the MechWeapon vtable @00511d2c:
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// slot 6 TakeDamage (MechWeapon base @004b964c)
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// slot 7 WriteUpdateRecord (MechWeapon base @004b9690)
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// slot 10 ResetToInitialState (MechWeapon base @004b96ec)
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// slot 13 PrintState (MechWeapon base @004b9d00)
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// slot 16 ReadyToDischarge (Simulation interface)
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// slot 17 ComputeOutputVoltage (Simulation interface)
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// slot 18 FireWeapon
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//
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public:
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void
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TakeDamage(Damage &damage); // slot 6, @004ba568
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void
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ResetToInitialState(); // slot 10, @004ba4d0
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void
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PrintState(); // slot 13, @004bb014
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protected:
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void
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WriteUpdateRecord( // slot 7, @004ba65c
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UpdateRecord *message,
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int update_model
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);
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// @004ba6e0 -- True when the supplied (or linked) voltage source can
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// satisfy the current seekVoltage index and is in the "ready" state (2).
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Logical
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ReadyToDischarge(VoltageSource *source); // slot 16
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// @004ba738 -- recompute outputVoltage = currentLevel / seekVoltage[idx],
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// snapped to 1.0 near full and clamped to [0,1].
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void
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ComputeOutputVoltage(); // slot 17
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Internal charge / discharge helpers (non-virtual; called by the sim)
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//
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protected:
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// @004ba838 -- track the linked voltage source: derive a seek rate and
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// integrate currentLevel; dump the I^2R heat back into the source.
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void
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TrackSeekVoltage(Scalar time_slice);
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// @004ba8d0 -- count the beam-on dischargeTimer down; when it expires
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// (or the firing message is refused) drop back to the Loaded state.
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void
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ServiceDischarge(Scalar time_slice);
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// @004ba9a8 -- reset the transient firing/beam fields and re-arm to the
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// Loading state (alarm level 3).
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void
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ResetFiringState();
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// @004baa20 -- keep an active beam alive for another frame (re-send the
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// beam message, or tear it down if the target subsystem is gone).
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void
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ContinueDischarge();
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// @004ba478 -- advance the seekVoltage index, wrapping modulo the count;
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// re-arm if it wrapped. (best-effort name)
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int
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AdvanceSeekVoltage(UpdateRecord *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support (EMITTER.TCP)
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//
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public:
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static Logical
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TestClass(Mech&);
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Emitter__SubsystemResource SubsystemResource;
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Emitter(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~Emitter();
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static int
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CreateStreamedSubsystem( // @004bb478
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local data for the energy-weapon base class.
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// Byte offsets into the shipped object; MechWeapon ends at +0x3EF.
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//
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protected:
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// --- charge curve (seek voltage) ---
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int seekVoltageIndex; // @0x3F0 current charge-curve index
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int seekVoltageRecommendedIndex;// @0x3F4 resource recommended index (reset target)
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int seekStepCounter; // @0x3F8 reset 0 (best-effort)
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int seekVoltageCount; // @0x3FC index modulus / count-1 (best-effort)
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Scalar seekVoltage[5]; // @0x400 per-index target voltages (heat-scaled)
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Scalar currentLevel; // @0x414 accumulated charge (EMITTER.TCP: currentLevel)
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Scalar outputVoltage; // normalised discharge readiness (EMITTER.TCP: outputVoltage)
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// --- additional firing/beam scratch referenced by the recovered bodies ---
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Point3D beamHitPoint; // last hit point
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Vector3D beamImpact; // impact delta
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Scalar beamImpactScalar; // per-shot damage energy at impact
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RGBColor beamColor; // beam/team colour
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LinearMatrix beamHitData; // pip transform for DrawWeaponPip
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int firingArmed; // trigger-armed flag
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Scalar energyRampTime; // seek-curve ramp time working value
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// heatAccumulator removed -- it SHADOWED the inherited HeatSink::pendingHeat
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// (@0x1c8, the heat sim's per-frame input); FireWeapon now writes pendingHeat (E5).
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// NOTE: outputVoltage is MechWeapon's recharge-level slot @0x320, reused
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// by Emitter as the normalised discharge readiness (EMITTER.TCP:
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// outputVoltage; == 1.0 means "fully charged -> Loaded").
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// --- beam / firing transient state (network-replicated) ---
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int firingActive; // @0x418 reset 0; FireWeapon sets 1 (best-effort)
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EulerAngles beamOrientation; // @0x41C aim orientation (3 floats), zeroed at reset
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Vector3D beamScale; // @0x42C reset (1,1,1) (best-effort)
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Scalar beamLengthRatio; // @0x434 range / graphicLength (best-effort)
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Scalar graphicLength; // @0x438 resource GraphicLength
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Scalar dischargeTime; // @0x43C resource DischargeTime
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Scalar dischargeTimer; // @0x440 beam-on countdown (reset = dischargeTime)
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Scalar damageFraction; // @0x444 damageAmount / (damageAmount + heatCostToFire)
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Scalar energyTotal; // @0x448 (damageAmount + heatCostToFire) * 1.0e7 (best-effort)
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Scalar damagePortion; // @0x44C per-shot damage energy (best-effort)
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Scalar heatPortion; // @0x450 per-shot self-heat energy (best-effort)
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Scalar energyCoefficient; // @0x454 energyTotal / (seekVoltage^2 * k) (best-effort)
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Scalar seekReserved; // @0x458 reset 0 (best-effort)
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Scalar seekRate; // @0x45C d(level)/dt working value (best-effort)
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Point3D beamEndpoint; // @0x460 last hit / beam-end point (replicated)
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int beamFlag; // @0x46C beam-active flag (replicated)
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int targetLocalFlag; // @0x470 target-relative vs world (replicated)
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Entity *targetEntity; // @0x474 current beam target (replicated)
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}; // sizeof ~= 0x478
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#endif
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