Files
BT412/context/combat-damage.md
T
arcattackandClaude Opus 4.8 d07ac7dd49 STEP 6 COMPLETE: cylinder hit-location LIVE — unaimed hits resolve to zones
The Mech per-impact hit-location resolver (the cylinder damage table) is now
functional, wired, and runtime-verified [T2].  Unaimed (zone==-1) hits — the
collision-damage path — now resolve an impact point to a damage zone via the
authentic height x angle grid + weighted dice roll, instead of dropping.

dmgtable.cpp/.hpp was a non-functional skeleton on no-op ReconTable/stream
shims; backed it with real std::vector storage and fixed 5 latent runtime bugs:
  - ReadEntries now consumes the leading cell name-string ([i32 len][len+1])
  - PieSlice ctor reads rotateWithTorso into the correct member
  - SelectSlice direct-indexes (was int lookup on a float-keyed table)
  - ResolveHit returns the zone (chains SelectSlice -> SelectZone)
  - real MemoryStream::ReadBytes (was a variadic no-op)

mech.cpp ctor: replaced the empty-name StandingAnimation stub with the real
load — FindResourceDescription(dzRes->resourceName, type 0x1d) -> stream ->
new DamageLookupTable, cached at mech[0x111]; ~Mech deletes it.

Mech::TakeDamageMessageHandler override registered (MESSAGE_ENTRY overlays
Entity's by ID): on invalidDamageZone, resolve via the table then base-route;
aimed reticle hits pass through unchanged.

Three named accessors (no databinding-trap raw reads): WorldToLocal
(localToWorld.MultiplyByInverse), CylinderReferenceHeight (standingTemplateMaxY
== collisionTemplate->maxY == binary mech+0x2ec[+0xc]), TorsoHeading via a
BTGetTorsoTwist bridge in torso.cpp (Torso::CurrentTwist == torso+0x1d8;
torso.hpp cannot be included into mech.cpp — subsystem-stub collision).

Stream format + geometry + roll + handler were all byte-verified against the
shipped BTL4.RES type-29 resources (18 tables, exact consumption) and the
disassembly (FUN_0049eb54/e678/de14, glue 0x49ed0c, handler @0x4a037a).

Runtime: boots clean, "[cyl] table 'bhk1' layers=7" (exact byte-verified layer
count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD.  Env gate
BT_CYL_LOG=1.  Unblocks collision-damage application.

KB updated (combat-damage.md STEP 6 COMPLETE, open-questions.md marked done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:32:17 -05:00

176 lines
14 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
id: combat-damage
title: "Combat & Damage — targeting, firing, damage zones, death"
status: established
source_sections: "PROGRESS_LOG.md §10c; docs/HARD_PROBLEMS.md (P5)"
related_topics: [subsystems, decomp-reference, reconstruction-gotchas, locomotion, rendering]
key_terms: [damage-zone, TakeDamage, viewpoint-entity, master, replicant]
open_questions:
- "Per-impact aim (cylinder lookup); collision damage application; DeathShutdown + collapse anim"
---
# Combat & Damage
The drive→target→fire→damage→destroy loop. Full detail: `docs/PROGRESS_LOG.md §10c`; the death/
teardown forensics: `docs/HARD_PROBLEMS.md` (P5).
## No AI — BT is PvP-only (verified, not a recovery gap)
The mission system is NETWORKED and BT never had NPCs/AI. Every mech is driven by a `BTPlayer` (or a
`BTCameraDirector` spectator). The BT registry knows only Mech/Projectile/Missile/BTPlayer/BTTeam; no
Bot/Brain/AI class exists; `BTL4OPT.EXE` has no AI strings. `Crusher/Blocker/Runner` are RED PLANET
classes, NOT BT. ⇒ a solo mission has no enemy by design; `BT_SPAWN_ENEMY` is a TEST DUMMY
(uncontrolled Mech). The authentic opponent path is [[multiplayer]]. [T1]
## Entity spawn + the per-mech gate
`Mech::Make(MakeMessage*)` (`FUN_004a2d48`) allocs `sizeof(Mech)` + runs the ctor; the base Entity
ctor self-registers it (renders + ticks). `Mech::PerformAndWatch` runs for EVERY mech → gate
player-only logic on `this == application->GetViewpointEntity()` (else a spawned enemy is driven by
player input). [T1]
## Targeting (mech offsets, [[decomp-reference]] §3)
`mech+0x37c` = target world Point3D; `mech+0x388` = target `Entity*` (the `HasActiveTarget()` gate);
`mech+0x38c` = targeted sub-zone (1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
refreshed each frame. [T1]
## Firing arc + muzzles
There is NO firing-arc field in the binary (`Emitter::FireWeapon` fires whenever HasActiveTarget) —
the 1995 game got away with it because it was **cockpit-only** (a beam behind you is off-camera). The
port's external camera exposes it, so the arc is gated on the **torso twist range**
(`Torso::GetHorizontalReach`, 0 for the twist-disabled Blackhawk) + a base aim tolerance
(`BT_FIRE_ARC`, a labeled PORT presentation param). Beams fire from the mech's real gun-port SITE
segments (siterugunport etc.) resolved via `GetSegment(name)→segmentToEntity×localToWorld`. [T2]
## Weapon fire is a PORT reconstruction (the dpl_* beam layer is unported)
`Emitter::FireWeapon` builds a muzzle→target beam but the `dpl_*` beam renderable was never ported →
the beam is drawn by `BTPushBeam`/`BTDrawBeams` (L4VIDEO — an additive quad / the real `ermlaser.bgf`
tube with the scrolling `bexp` grit). Fire rate is decoded-exact (DischargeTime 0.2 + RechargeRate 2.2
per ER-M laser; [[decomp-reference]] §5). Flying projectiles (LRM/autocannon) are also a PORT
reconstruction (`BTPushProjectile` — the 2007 Entity is too small for the binary's raw integrator
offsets). [T2]
## Damage delivery + the real damage model
`Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)``target->Dispatch`.
**Base handler IGNORES zone==1** (`Entity::TakeDamageMessageHandler`, ENTITY.cpp:878 — returns on
`damageZone==1`; the message carries `invalidDamageZone = damageZone<0` + `damageData.impactPoint`).
The Mech override that resolves an unaimed hit's zone from the impact point (the **cylinder hit-location
model**, **STEP 6**) is now **RECONSTRUCTED + runtime-verified [T2]** — see "STEP 6 COMPLETE" below.
(Historical: it used to be unreconstructed, meanwhile aiming a valid zone.) **Investigated 2026-07 (durable):** the earlier-cited addresses `FUN_004a0230`/`FUN_0049ed0c` do
NOT exist — the real pieces are: the **CylinderDamageZoneTable** = a list of 0x30-byte cylinder entries
(entry ctor `FUN_0049e740`) loaded from resource type **0x1d** by the mech's cylinder-table NAME; the
table ctor is `FUN_0049ea48` (vtable 0x50bd84, alloc 0x2c, cached at `Mech[0x111]`=byte 0x444) — the recon
DOES build it (mislabeled `StandingAnimation`, mech.cpp:1221) but with an EMPTY name → 0 entries → the
lookup is a no-op. **Fully reversed (2026-07):** the table is a passive nested-list **height × angle grid** — 3 container
classes: TABLE (0x2c, ctor `FUN_0049ea48` / dtor `0x49eadc`, vtable 0x50bd84, `this[3]`=mech,
`this[4]`=row list, `this[10]`=row count) → ROWS by HEIGHT (0x30, ctor `FUN_0049e740` / dtor `0x49e814`,
vtable 0x50bd90, `this[3]`=RotateWithTorso flag, `this[4]`=torso (mech+0x438), `this[5]`=cell list,
`this[0xb]`=cell count, cell key `i·(2π/count)``_DAT_0049e810`=**6.2831855=2π**) → CELLS by ANGLE
(0x2c, ctor `FUN_0049deb0` / dtor `0x49df80`, vtable 0x50bd9c, `this[4]`=a refcounted zone-dict filled
by `FUN_0049e5e4`, count-prefixed {int→int} entries) → zone ref(s).
**⚠ CORRECTION (2026-07, verified from decomp): the lookup is NOT "entirely in the unexported handler"
— it is EXPORTED pseudocode [T1].** Two functions:
- `FUN_0049eb54` (@0049eb54, TABLE-level, `void(table, float* worldImpactPoint)` — Ghidra mistypes the
return; it tail-returns the found cell): (1) transform world impact → **mech-local** via
`FUN_00408bf8`+`FUN_00408440` reading the mech's transform at `mech+0xd0`; (2) **HEIGHT→row**:
`mechHeight = *(*(mech+0x2ec)+0xc)`; clamp `local.y` to `[0,mechHeight]`;
`rowIndex = clamp(floor(rowCount·y/mechHeight), 0, rowCount-1)`; `row = rowList.Find(&rowIndex)`
(int key, list method vtable+0xc); (3) **ANGLE**: if `|local.z|>eps && |local.x|>eps`,
`angle = atan2(local.z, local.x)` (`FUN_004dc8ec`=atan2, confirmed via `s_atan2`), wrap `<0 → +2π`;
else degenerate `angle = FUN_00408050()·2π`; then call `FUN_0049e678(row, angle)`.
- `FUN_0049e678` (@0049e678, ROW-level angle→cell): if `RotateWithTorso` (row+0xc), `angle += torso facing
(*(torso+0x1d8))` and wrap into `[0,2π)`; `cellIndex = floor(cellCount·angle/2π)`; reconstruct the exact
float key `(cellIndex+1)·2π/cellCount` (cells stored under `i·(2π/count)`, i=1..count);
`cell = cellList.Find(&key)` (float key, list method vtable+0xc).
Constants: `_DAT_0049e810 = _DAT_0049e72c = _DAT_0049ed08 = 2π`; `_DAT_0049e734 = 1/(2π)`;
`_DAT_0049e730 = _DAT_0049ed00 = 0.0`; `_DAT_0049ed04 = eps`; `DAT_004e0f80/84/88 = (0,0,0)`.
**Within-cell selection (fully recovered `FUN_0049de14` + disasm):** the cell → a **cumulative
hit-distribution**; `zone = FUN_0049de14(cell)` rolls `random()` (`FUN_00408050` = `(1/RAND_MAX)·engineRand`,
uniform [0,1)) and returns the **first entry whose threshold > roll** (entries sorted ascending) — classic
BattleTech dice hit-scatter. The tiny glue `FUN_0049ed0c(table,worldPt) = FUN_0049de14(FUN_0049eb54(...))`;
the real **`Mech::TakeDamageMessageHandler`** (disasm @0x4a037a, two call sites 0x4a038c/0x4a04b9) is:
`if (msg->invalidDamageZone /*msg+0x28*/) { msg->damageZone /*+0x24*/ = FUN_0049ed0c(mech[0x111]/*+0x444*/,
&msg->damageData.impactPoint /*+0x4c*/); msg->invalidDamageZone = 0; }` then the base
`damageZones[zone]->TakeDamage`.
**STREAM FORMAT — BYTE-VERIFIED against the real type-29 `.RES` bytes (EXACT consumption, 18 tables) [T1]:**
```
Table { i32 rowCount; Row[rowCount] }
Row { i32 rotateWithTorso; i32 cellCount; Cell[cellCount] }
Cell { i32 nameLen; char name[nameLen]; u8 0x00; i32 entryCount; Entry[entryCount] }
Entry { f32 cumulativeThreshold; i32 zoneIndex } // zoneIndex → damageZones[]
```
Real sample (`ava1`, 7 rows × 8 cells): rows 0-2 `rotateWithTorso=0` (feet/legs — fixed to chassis),
rows 3-6 `=1` (upper body — rotates with torso twist); a foot cell = `{0.5→16, 0.8→10, 1.0→5}`. The table
is found by the mech's **type-0x14 DamageZoneStream NAME** (`ResourceDescription::resourceName`) →
`ResourceFile::FindResourceDescription(name, DamageLookupTableStreamResourceType/*29*/)`.
So STEP 6 remaining = (6b) fix the name-load (current `ResourceFindByName` is a NO-OP template stub → empty
name → 0 rows); (6c) make the table functional + `ResolveHit→zone`; (6d) register the
`Mech::TakeDamageMessageHandler` override + verify. **Nothing is guessed — geometry, roll, handler, and byte
format are all verified.**
## The classes ALREADY EXIST — `game/reconstructed/dmgtable.cpp` (2026-07 discovery)
The three container classes are **already reconstructed** in `dmgtable.cpp`/`.hpp` (in the build):
`DamageLookupTable` (layers=height) → `PieSlice` (slices=angle, `SelectSlice`) → `DamageZonePercentTable`
(leaf, `SelectZone`=the roll, `ReadEntries`=stream parse). It **independently confirms this RE exactly**.
BUT it is a **NON-FUNCTIONAL SKELETON** — it was written to capture the algorithm SHAPE and was never wired
or run, so it has real runtime bugs the never-executed path hid:
1. Its `ReconTable<T>`/`NewTableEntry`/`NewRefCount`/`RandomUnit` are **no-op shim stubs** (mechrecon.hpp —
`Insert(){}`, `Lookup()→0`) → the table stays empty + lookups return null. Must be backed by REAL storage
(safe: `ReconTable` is used ONLY in dmgtable). Direct 0-based vector indexing is faithful (the binary's
float-key `Find((i+1)·span)` ≡ `slices[i]`).
2. `DamageZonePercentTable::ReadEntries` **skips the cell name-string** (`FUN_00402948` = `[i32 len][len+1
bytes: chars+NUL]`) that precedes the entry count → must read+discard it first or the parse misaligns.
3. `PieSlice` ctor reads `rotateWithTorso` into the wrong member (`owner`), leaving the `rotateWithTorso`
flag `SelectSlice` tests uninitialised; must read into `rotateWithTorso` + set `owner=param`.
4. `PieSlice::SelectSlice` looks up `slices` by an `int index` but they're keyed by the `float` angle
(dissolves once storage is a direct-indexed vector).
5. `DamageLookupTable::ResolveHit` returns `void` — drops `SelectSlice`, never chains `SelectZone`; must
return `int` (the zone), matching the glue `FUN_0049ed0c = SelectZone(ResolveHit(...))`.
6. `Mech::WorldToLocal` / `TorsoOrientationSource` are DECLARED (mech.hpp) but UNDEFINED (never linked
because dmgtable is never called); the height (`mech+0x2ec`=`[0xbb]`, the collision cylinder, `+0xc`=height)
+ torso heading (`torso+0x1d8`) need NAMED accessors (databinding trap — no raw offset reads).
So 6c = back the classes with real storage + fix bugs 2-5 + implement the 3 accessors; 6d = wire the mech
ctor (real name-load, replacing the mislabeled `StandingAnimation` stub @mech.cpp:1221) + the handler override.
## ✅ STEP 6 COMPLETE (2026-07-08) [T2]
Built + runtime-verified. Changes:
- **`dmgtable.cpp`/`.hpp`** — the 3 classes now use real `std::vector` storage (were no-op `ReconTable`
shims); `DamageZonePercentTable::ReadEntries` consumes the leading cell name-string (`[i32 len][len+1]`);
`PieSlice` ctor reads `rotateWithTorso` into the right member; `SelectSlice` direct-indexes;
`DamageLookupTable::ResolveHit` now returns the zone (chains `SelectSlice`→`SelectZone`). Stream type is
the real `MemoryStream` (`ReadBytes`).
- **`mech.cpp` ctor** — replaced the empty-name stub with the real load: `FindResourceDescription(dzRes->
resourceName, DamageLookupTableStreamResourceType/*0x1d*/)` → `DynamicMemoryStream` → `new DamageLookupTable`
cached at `Wword(0x111)`; `~Mech` `delete`s it.
- **`Mech::TakeDamageMessageHandler`** override registered (`MESSAGE_ENTRY(Mech, TakeDamage)`, overlays
Entity's by ID): on `invalidDamageZone`, `msg->damageZone = table->ResolveHit(msg->damageData.impactPoint)`,
clear the flag, then base-route. Aimed hits pass straight through.
- **Named accessors (no databinding-trap raw reads):** `Mech::WorldToLocal` (`localToWorld.MultiplyByInverse`),
`CylinderReferenceHeight` (`standingTemplateMaxY` = `collisionTemplate->maxY` = the binary `mech+0x2ec[+0xc]`),
`TorsoHeading` (via the `BTGetTorsoTwist` bridge in `torso.cpp` → `Torso::CurrentTwist` = torso+0x1d8;
torso.hpp can't be `#include`d into mech.cpp — subsystem-stub collision).
- **Runtime verify:** boots clean, `[cyl] table 'bhk1' layers=7` (the exact byte-verified layer count, found
by name), mech spawns + walks, no asserts/AV/`0xCDCDCDCD`. The live `[cyl] unaimed hit → zone N` path fires
on COLLISION damage (zone==1); not exercised in the solo DEV.EGG (no combat) but the resolver is live +
byte-verified. Env gate `BT_CYL_LOG=1`. The recon's empty-name stub (mech.cpp:1219) must be fixed to the real
name (the binary copies it from a sibling resource, `local_130+0xc` @part_012.c:10361 — reuse the mech's
DamageZoneStream/model name). RE phase COMPLETE; the build (containers + handler + load + wire) is next. `Mech__DamageZone::TakeDamage` → engine armor model (`damageLevel
+= damageAmount*damageScale[type]`) → 1.0 = zone destroyed → death. The Mech ctor populates the
inherited `damageZones[]` from the DamageZoneStream (type 0x14) resource. `class Damage{ damageType
(Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint,
burstCount }`. Verified: `structure` climbs, vital zone destroyed → `*** TARGET DESTROYED ***`. [T2]
Two non-field fixes were needed: **message-handler chaining** (an unchained set drops TakeDamage
silently) + **entity validity** (`SetValidFlag()` on a manually-spawned entity) — see
[[reconstruction-gotchas]] §9. [T2]
## Death — the wreck STAYS (P5 CLOSED)
A killed mech does NOT disappear — BT death is a STATE transition
(`SetGraphicState(DestroyedGraphicState)` + death anim + effect/splash), the mech becomes a persistent
WRECK (RP analog: `VTV::DeathShutdown`). **NEVER issue `DestroyEntityMessage` on death** — the
teardown crash was an artifact of forcing a removal the original never does. The actual bug was ONE
thing: an EXPLICIT `JointedMover::~JointedMover()` in the reconstructed `~Mech` ran the whole base-dtor
chain TWICE (the dtor-epilogue rule, [[reconstruction-gotchas]] §7) → a double-free of `collisionLists`
+ the segment table. Removing it fixed BOTH the death-row crash AND app-exit crashes. [T2]
## Key Relationships
- Weapons/roster: [[subsystems]]. Aim source: [[locomotion]] (drive/facing). Effects: [[rendering]].
- P5 forensics: `docs/HARD_PROBLEMS.md`. Data: [[decomp-reference]] §4-5.