Files
BT412/game/reconstructed/mech.cpp
T
arcattackandClaude Fable 5 48b17750e5 HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630):
  opcode model (points/lines/polyline/circle/color/width/matrix/push-pop),
  CallList = INLINE include (state persists to caller), centered coordinate
  frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework.
- BTReticleRenderable ctor @004cc40c transcribed with the authentic
  calibration (originX .35, originY .25, scaleY .5, 0..1200m right range
  ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings,
  turn arrows); range caret slides from the live target range fed by the
  mech4 targeting step (BTSetHudTargetRange).
- Weapon pips: the binary gate is IsDerivedFrom(0x511830 =
  MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing
  weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL
  7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A
  (lit, authored PipColor) on TargetWithinRange, else dark ring B.
- AddWeapon @004cdac0 store map corrected to the verified order
  (part_014.c:4827-4837); both state attrs are literally named
  "SimulationState" (strings @51d526/51d577) -> weapon simulationState.
- Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster
  (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag
  table added to context/decomp-reference.md.
- Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary
  Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked
  in context/open-questions.md with the blx_cop canopy + PNAME pip meshes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:05:44 -05:00

2064 lines
87 KiB
C++

//===========================================================================//
// File: mech.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Mech -- BattleMech entity construction, subsystem assembly, and //
// the per-frame replication update. (mech.cpp slice 1 of 4.) //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 ?? Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary BTL4OPT.EXE. Behaviour follows the
// Ghidra pseudo-C for the cluster 0x004a1232 .. 0x004a5027 (the lone function
// the disassembler tagged "bt/mech.cpp" is the 5690-byte ctor @004a1674; the
// surrounding contiguous functions up to mech2.cpp @004a5028 form this slice).
// The string "d:\tesla\bt\bt\MECH.CPP" embedded at @004a1674+0x936 confirms
// the source file.
//
// Names follow RP/VTV.cpp (the structural analog -- player vehicle entity on
// the same JointedMover base) and the surviving BT headers (MECHDMG.HPP,
// MECHTECH.HPP). Member offsets cite this[word] / byte-offset. Each method
// cites its originating @ADDR.
//
// Hex-float / data constants recovered from the image:
// _DAT_004a1670 = 10.0f (re-sync speed threshold)
// _DAT_004a2d38 = 0.6 (double) (heat-capacity fraction)
// _DAT_004a2d40 = 0.05f (update-position scale)
// _DAT_004a2d44 = 0.0174533f (degrees -> radians)
// DAT_005209d0 = FLT_MAX (initial maxSpeed)
// DAT_0052140c = <runtime time-scale global> (frame divisor)
//
// Engine-helper name map (referenced by the decomp):
// FUN_00424e38 JointedMover base constructor
// FUN_00425550 JointedMover base destructor
// FUN_00402298 operator new (Memory::New) FUN_004022d0 delete
// FUN_004023f4 RefCounted::RefCounted FUN_004024d8 Release
// FUN_00402460 CString(const char*) FUN_00402a98 CString assign
// FUN_004022b0 Memory::Allocate
// FUN_0041a1a4 IsDerivedFrom(Derivation*) FUN_0041a058 Enum::Lookup
// FUN_00417ab4 SharedData::Resolve()
// FUN_0041b9ec AlarmIndicator(levels) FUN_0041bbd8 ::SetLevel
// FUN_0041baa4 ~AlarmIndicator
// FUN_0043ad4f FilteredScalar::Initialize(n,v) FUN_0043adb5 ~FilteredScalar
// FUN_00427768 ChainOf<>::ChainOf(owner)
// FUN_00408440 Vector::Copy FUN_0040a7f4 Quat::Copy FUN_0040a938 Quat::Mul
// FUN_0040ab44 Matrix::FromQuat FUN_00408e90 CString::Copy
// FUN_00407064/00406ff8 ResourceFile::Find(segment,id)
// FUN_004032dc/004030dc MemoryStream(open) FUN_00403310 ~MemoryStream
// FUN_00404088/00404118 NotationFile::ReadString/ReadFloat
// FUN_00406db4/00406f3c ResourceFile::WriteResource
// FUN_004dbb24 DebugStream << FUN_0040385c Verify(msg,file,line)
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
#endif
#if !defined(MECHDMG_HPP)
# include <mechdmg.hpp>
#endif
#if !defined(MECHTECH_HPP)
# include <mechtech.hpp>
#endif
// AUTHENTIC GROUND MODEL ctor half (task #15): complete BoxedSolid type for the
// collisionTemplate/collisionVolume extent reads + the template bottom lift.
#include <BOXSOLID.hpp>
// STEP 6 cylinder hit-location table. dmgtable.hpp pulls in no subsystem
// headers (only Plug + mechrecon + <vector>), so it is safe here -- unlike the
// real subsystem headers, whose classes collide with mech.cpp's local stubs.
// The torso twist is reached via a BRIDGE (BTGetTorsoTwist, defined in torso.cpp)
// for the same reason.
#include "dmgtable.hpp"
extern Scalar BTGetTorsoTwist(Subsystem *torso); // torso.cpp (Torso complete there)
#if !defined(APP_HPP)
# include <app.hpp>
#endif
//
// Tuning constants recovered from .data (see banner).
//
static const Scalar ReSyncSpeedThreshold = 10.0f; // _DAT_004a1670
static const Scalar HeatCapacityFraction = 0.6f; // _DAT_004a2d38
static const Scalar UpdatePositionScale = 0.05f; // _DAT_004a2d40
static const Scalar DegreesToRadians = 0.0174533f; // _DAT_004a2d44
extern Scalar FrameTimeScale; // DAT_0052140c (runtime)
//===========================================================================//
// Reconstruction stand-ins LOCAL to this translation unit.
// The ctor wires ~20 streamed Subsystem subclasses and several resource /
// registry helpers whose real definitions live in sibling modules not
// visible here (and a few -- Cockpit / Actuator / JumpJet / LegSubsystem /
// HeatSinkSource / MechDisplay -- have NO reconstructed class at all). These
// minimal stubs let the factory + construction logic compile faithfully and
// are flagged in the port notes. Kept LOCAL (not in mechrecon.hpp) so they
// never collide with the real sibling classes that include that header.
//===========================================================================//
// Subsystem behaviour the recovered ctor reaches through a Subsystem* that the
// modern engine Subsystem does not expose (located by class-ID / raw offset).
struct SubProxy
{
int IsDerivedFrom(int) { return 0; }
void Start() {}
int capabilityFlags; // +0x334
char *linkTarget; // gyro -> sink coupling
};
// One streamed subsystem segment record.
struct SubsystemSegment
{
int flags; // +0x10
int classID; // streamed component ClassID
int recordSize; // piVar1[9] advance
};
// Resource-segment stream cursor (ResourceFile::Find -> stream).
struct ResourceStream
{
template<class A> ResourceStream(const A &) {}
int SegmentCount() { return 0; }
SubsystemSegment *FirstSegment() { return 0; }
const char *Name() { return ""; }
};
// Memory-stream cursor for the offline streamers (engine MemoryStream ctor
// shape differs; this local proxy carries only the verbs the decomp calls).
struct MemStreamX
{
MemStreamX() {}
template<class...A> MemStreamX(A&&...) {}
void SetMode(int) {}
template<class...A> void Write(A&&...) {}
};
// Streamed-Subsystem stub base.
//
// TODO(bring-up): these stand in for the per-class subsystems whose own
// reconstructed bodies are not yet wired into this TU (and a few -- Cockpit /
// Actuator / JumpJet / LegSubsystem / HeatSinkSource / MechDisplay -- have no
// reconstructed class at all). They now DERIVE FROM THE REAL MechSubsystem
// base (proven: MechTech uses the same ctor) so each streamed roster entry is a
// genuine, registered, vtable-valid Subsystem with a DamageZone -- walkable by
// MechTech / the engine control-mapping & per-frame paths. Their class-specific
// behaviour is still minimal; flagged for per-class reconstruction.
struct ReconSubsystemStub : public MechSubsystem
{
ReconSubsystemStub(Mech *owner, int id, void *res)
: MechSubsystem(owner, id, (MechSubsystem::SubsystemResource *)res) {}
static Recon DefaultData; // ignored extra ctor arg (<Class>::DefaultData)
void AttachToBody() {}
};
Recon ReconSubsystemStub::DefaultData;
// owner/id/resource forwarded to the MechSubsystem base; trailing args
// (e.g. <Class>::DefaultData) are absorbed by the variadic tail.
#define RECON_SUBSYS(NAME) \
struct NAME : ReconSubsystemStub { \
template<class...A> NAME(Mech *o, int id, void *res, A&&...) \
: ReconSubsystemStub(o, id, res) {} }
RECON_SUBSYS(Cockpit);
RECON_SUBSYS(Sensor);
RECON_SUBSYS(Condenser);
RECON_SUBSYS(Generator);
RECON_SUBSYS(PoweredSubsystem);
RECON_SUBSYS(Myomers);
RECON_SUBSYS(Gyro);
RECON_SUBSYS(HeatSinkSource);
RECON_SUBSYS(Actuator);
RECON_SUBSYS(EmitterWeapon);
RECON_SUBSYS(JumpJet);
RECON_SUBSYS(MissileLauncher);
RECON_SUBSYS(BallisticWeapon);
RECON_SUBSYS(GaussRifle);
RECON_SUBSYS(LegSubsystem);
RECON_SUBSYS(HeatableSubsystem);
RECON_SUBSYS(MechDisplay);
// MechWeapon / MechControlsMapper are forward-declared in mech.hpp; complete
// them here as stubs (real bodies live in mechweap.cpp / mechmppr.cpp).
struct MechWeapon : ReconSubsystemStub { template<class...A> MechWeapon(Mech *o, int id, void *res, A&&...) : ReconSubsystemStub(o, id, res) {} };
struct MechControlsMapper : ReconSubsystemStub { template<class...A> MechControlsMapper(Mech *o, int id, void *res, A&&...) : ReconSubsystemStub(o, id, res) {} };
// WAVE 2 factory bridges -- defined in each real subsystem's own .cpp (heat.cpp,
// heatfamily_reslice.cpp, hud.cpp, mechtech.cpp) so the real headers are not pulled
// into this TU (where they would collide with the RECON_SUBSYS stubs above). Each
// constructs the real class with the binary's alloc size and returns a Subsystem*.
extern Subsystem *CreateCondenserSubsystem(Mech *, int, void *); // 0xBBD
extern Subsystem *CreateHeatSinkBankSubsystem(Mech *, int, void *); // 0xBBE
extern Subsystem *CreateReservoirSubsystem(Mech *, int, void *); // 0xBC0
extern void BTRecomputeCondenserValves(Entity *); // @0049f788 (post-init valve distribution)
extern Subsystem *CreateHUDSubsystem(Mech *, int, void *); // 0xBD6
extern Subsystem *CreateMechTechSubsystem(Mech *, int, void *); // 0xBDC
extern Subsystem *CreateGeneratorSubsystem(Mech *, int, void *); // 0xBC1 (WAVE 3a)
extern Subsystem *CreatePoweredSubsystem(Mech *, int, void *); // 0xBC2 (WAVE 3a)
extern Subsystem *CreateEmitterSubsystem(Mech *, int, void *); // 0xBC8/0xBD4 (WAVE 3b)
extern Subsystem *CreateTorsoSubsystem(Mech *, int, void *); // 0xBC5 (WAVE 4 -- base re-based, layout locked)
extern Subsystem *CreateSensorSubsystem(Mech *, int, void *); // 0xBC3 (WAVE 4 readouts -- de-shimmed, layout locked)
extern Subsystem *CreateSearchlightSubsystem(Mech *, int, void *); // 0xBD8 (WAVE 4 readouts -- de-shimmed + gate fixed)
extern Subsystem *CreateThermalSightSubsystem(Mech *, int, void *); // 0xBDE (WAVE 4 readouts -- de-shimmed + gate fixed)
extern Subsystem *CreateAmmoBinSubsystem(Mech *, int, void *); // 0xBCB (WAVE 4 -- AmmoBin : HeatWatcher, layout locked)
extern Subsystem *CreateMyomersSubsystem(Mech *, int, void *); // 0xBC6 (WAVE 6 -- mover-coupled drive; INERT, gated BT_MYOMERS)
extern Subsystem *CreateProjectileWeaponSubsystem(Mech *, int, void *); // 0xBCD (WAVE 7 -- ammoBinLink 0xC, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateMissileLauncherSubsystem(Mech *, int, void *); // 0xBD0 (WAVE 7 -- shadows deleted, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateGaussRifleSubsystem(Mech *, int, void *); // 0xBCE (WAVE 7 -- Emitter subclass, no-op FireWeapon; dedicated bridge)
// CreateGyroSubsystem (0xBC4) is reconstructed + ready in gyro.cpp (layout re-based,
// joint I/O real), but NOT wired -- the gyro ctor/integrator reconstruction is
// incomplete (garbage output); see the 0xBC4 case below.
// Post-stream entity glue + cosmetic objects.
struct StandingAnimation { template<class...A> StandingAnimation(A&&...) {} };
// MechDeathHandler is now the REAL class (mechdmg.hpp) -- the local stub was removed.
struct StabilityMessage { StabilityMessage() {} };
// "Mechs" object directory in the global registry (decomp registry verbs).
// (Named ReconRegistryT to avoid the real engine Registry class.)
struct MechDirectory { template<class A> void Add(A) {} };
struct MechDirectoryIterator
{
template<class A> MechDirectoryIterator(A) {}
void *Current() { return 0; }
void Remove() {}
};
struct ReconRegistryT
{
MechDirectory *Find(const char *) { return 0; }
MechDirectory *Create(const char *) { return 0; }
void Destroy(MechDirectory *){}
};
inline ReconRegistryT *ReconRegistry() { static ReconRegistryT r; return &r; }
// Free helpers (engine routines with no modern analog under these names).
// NB: ResolveJoint is now a real Mech member (below) backed by the engine
// segment/joint API -- it is no longer a free stand-in.
template<class...A> inline Recon LookupVideoObject(A&&...) { return Recon(); }
template<class...A> inline int ResourceFindByName(A&&...) { return 0; }
template<class...A> inline void LoadLowDetailBody(A&&...) {}
template<class...A> inline void LoadHighDetailBody(A&&...) {}
template<class...A> inline void FinishConstruction(A&&...) {}
template<class...A> inline void ResetPose(A&&...) {}
template<class...A> inline void SetStatusState(A&&...) {}
template<class...A> inline void BroadcastToTeam(A&&...) {}
//---------------------------------------------------------------------------//
// Mech::ResolveJoint (FUN_00424b60) -- the shared "name -> live Joint*" resolver
// the Torso ctor (@004b6b0c, part_013.c:5055-5080) and Gyroscope ctor (@004b3778,
// part_013.c:2904-2920) inline verbatim. It walks the inherited JointedMover
// segment table by name (GetSegment == FUN_00424b60/JMOVER.cpp:68), then fetches
// the live Joint by the segment's PUBLIC joint index -- so the protected
// EntitySegment::jointPointer is never touched. Returns NULL when the node is
// absent (the binary trusts a valid name; callers guard on NULL for bring-up).
//---------------------------------------------------------------------------//
Joint*
Mech::ResolveJoint(const char *joint_name)
{
Check(this);
EntitySegment *segment = GetSegment(CString(joint_name)); // inherited, FUN_00424b60
if (segment == NULL)
{
return NULL;
}
JointSubsystem *joints = GetJointSubsystem(); // inherited (JMOVER.h:80)
Check_Pointer(joints);
return joints->GetJoint(segment->GetJointIndex()); // SEGMENT.h:163 + JOINT.h:217
}
//---------------------------------------------------------------------------//
// UpdateShadowJoint (task #20) -- pose the flat *_tshd shadow proxy to the
// ground. The binary's dormant Simulate wrote the ShadowJointName joint
// ('jointshadow', balltranslate under ROOT; SKL comment: "apply terrain angle
// to pitch and roll") from the terrain-follow query's surface normal; torso
// yaw is a SEPARATE channel (child 'jointtshadow', written by Torso).
// PLUMBING NOTE: until the ground decode (task #15) supplies real surface
// normals, the caller passes the flat up-normal -> pitch/roll = 0 -> the
// write is a faithful no-op on flat ground. Yaw is preserved (left 0 here).
//---------------------------------------------------------------------------//
void
Mech::UpdateShadowJoint(const Vector3D &ground_normal)
{
if (shadowJointNode == NULL) // mech has no shadow proxy
{
return;
}
// The *_tshd proxy is a FLAT blob shadow (no light source, no projection). A flat
// quad cannot bend to a slope, so tilting it to the terrain angle only made its
// uphill edge dig into the hillside (and a nearby cliff wrenched it over). The
// renderer's depth-bias already draws it ON TOP of the terrain so it doesn't get
// buried/culled on elevation -- which was the reason the tilt was added. So keep
// the shadow FLAT (horizontal, riding the depth-bias) and only preserve the yaw
// channel (jointtshadow handles torso-twist yaw separately). ground_normal is now
// unused for pitch/roll; kept in the signature for the torso-yaw path + future use.
(void)ground_normal;
EulerAngles angles = shadowJointNode->GetEulerAngles(); // keep yaw
EulerAngles flat(0.0f, angles.yaw, 0.0f);
shadowJointNode->SetRotation(flat);
}
//---------------------------------------------------------------------------//
// Offline-tool path proxies (CreateModelResource / CreateControlMappingStream /
// CreateDamageZoneStream). The recovered authoring code drives ResourceFile /
// ResourceDirectories / NotationFile through an invented verb/field set that
// the modern engine spells differently; these local proxies (cast onto the
// real incoming pointers) carry that surface so the recovered logic compiles.
//---------------------------------------------------------------------------//
struct RStr // CString-like path builder (dir + name)
{
RStr() {}
template<class A> RStr(const A &) {}
template<class A> RStr operator+(const A &) const { return RStr(); }
operator CString() const { return CString(); }
operator const char *() const { return ""; }
};
struct DirsX { RStr skeletonDir, gameDataDir, modelDir; }; // (cast of ResourceDirectories*)
struct RDesc { ResourceDescription::ResourceID id; }; // resource-write result
struct RFileX // (cast of ResourceFile*)
{
template<class...A> RDesc *Find(A&&...) { return 0; }
template<class...A> RDesc *WriteResource(A&&...) { return 0; }
};
struct Releasable { void Release() {} };
struct NotationEntry { const char *Name() { return ""; } NotationEntry *Next() { return 0; } };
struct NotationList { int Count() { return 0; } NotationEntry *First() { return 0; } void Release() {} };
struct NotationIterator { template<class A> NotationIterator(const A &) {} void Release() {} };
struct NoteX // (cast of NotationFile*) invented verbs
{
template<class...A> int Count(A&&...) { return 0; }
template<class...A> int ReadString(A&&...) { return 0; }
template<class...A> NotationList *List(A&&...) { return 0; }
};
struct CMapTable // control-mapping table blob
{
int count;
ControlsMapping entries[1];
int byteSize() { return 0; }
};
template<class...A> inline NotationFile *OpenNotation(A&&...) { return 0; }
template<class...A> inline void CloseNotation(A&&...) {}
template<class...A> inline void ParseVector(A&&...) {}
template<class...A> inline int ParseJointResource(A&&...) { return 0; }
template<class...A> inline int CreateModelResourceBase(A&&...){ return 0; }
template<class...A> inline int IsNetworkCopy(A&&...) { return 0; }
template<class...A> inline void StreamDamageZone(A&&...) {}
template<class...A> inline void StreamDamageLookup(A&&...) {}
//---------------------------------------------------------------------------//
// REAL resource streaming (bring-up). Replaces the mechrecon no-op ResourceFind
// shim on the construction path with the genuine engine idiom used by the
// JointedMover base ctor and by RP/VTV::VTV:
// application->GetResourceFile()->SearchList(resourceID, type)
// then a MemoryStream over the locked resource's address/size. The mech's
// model resource ID is the creation_message->resourceID the base ctor already
// used to stream the skeleton (so we know the .res list is populated for it).
//
// FUN_00407064 / FUN_00406ff8 ResourceFile::Find(segment,id) == SearchList
//---------------------------------------------------------------------------//
static ResourceDescription *
MechFindResource(
ResourceDescription::ResourceID resource_id,
ResourceDescription::ResourceType type
)
{
ResourceFile *resource_file = application->GetResourceFile();
Check(resource_file);
return resource_file->SearchList(resource_id, type); // NULL for absent optional segments
}
//---------------------------------------------------------------------------//
// Mech::Zone -- typed access to the inherited Entity::damageZones[]. The engine
// stores base DamageZone*; every entry the Mech ctor builds is a Mech__DamageZone
// (single-inheritance subclass), so the downcast is identity-pointer-safe.
//---------------------------------------------------------------------------//
Mech__DamageZone *
Mech::Zone(int i) const
{
return static_cast<Mech__DamageZone *>(damageZones[i]);
}
//###########################################################################
//#############################################################################
// Shared Data Support
//
Derivation
Mech::ClassDerivations( // @0050bdb4
JointedMover::GetClassDerivations(),
"Mech"
);
// Mech's OWN handler table, chained to the parent's (Entity's, which Mover/
// JointedMover use directly -- they add none). It OVERRIDES Entity's TakeDamage
// with the cylinder hit-location resolver (STEP 6): Build() overlays the derived
// entry onto the inherited table by message ID (RECEIVER.cpp), so every other
// inherited message still routes to its base handler. (Previously this was a
// bare copy of Entity's set -- base TakeDamage dropped unaimed/-1 zone hits.)
const Receiver::HandlerEntry
Mech::MessageHandlerEntries[] =
{
MESSAGE_ENTRY(Mech, TakeDamage),
};
Receiver::MessageHandlerSet
Mech::MessageHandlers(
ELEMENTS(Mech::MessageHandlerEntries),
Mech::MessageHandlerEntries,
Entity::GetMessageHandlers());
//#############################################################################
// STEP 6 -- cylinder hit-location support (consumed by dmgtable.cpp)
//#############################################################################
//
// World -> mech-local point transform (binary FUN_00408bf8 reading owner+0xd0).
// Uses the inherited Entity::localToWorld (the render/collision object matrix);
// MultiplyByInverse gives the world->local change of coordinates.
//
Point3D
Mech::WorldToLocal(const Point3D &world)
{
Point3D local;
local.MultiplyByInverse(world, localToWorld);
return local;
}
//
// The roster torso (sinkSourceSubsystem @0x438, ClassID 0xBC5) -- parity with
// the binary's *(mech+0x438).
//
void *
Mech::TorsoOrientationSource()
{
return GetTorsoSubsystem();
}
//
// Live torso twist (yaw) in radians -- binary torso+0x1d8. Reached via the
// torso.cpp bridge (Torso is a complete type there; including torso.hpp here
// would collide with mech.cpp's local subsystem stubs). 0 for no/fixed torso.
//
Scalar
Mech::TorsoHeading()
{
return BTGetTorsoTwist(GetTorsoSubsystem());
}
//
// Height reference the cylinder table normalises impact height against -- the
// binary's *(mech+0x2ec)+0xc, a stance height written from mech+0x518 (standing)
// / +0x51c (ducked). standingTemplateMaxY is that value (collisionTemplate->maxY
// captured at ctor); fall back to the live template if the ground model was off
// when the ctor ran (standingTemplateMaxY left 0).
//
Scalar
Mech::CylinderReferenceHeight()
{
if (standingTemplateMaxY > 0.0f)
{
return standingTemplateMaxY;
}
BoxedSolid *tmpl = GetCollisionTemplate();
return tmpl ? tmpl->maxY : 0.0f; // ResolveHit guards <= 0
}
//
// Mech override of Entity::TakeDamageMessageHandler (binary @0x4a037a, the two
// call sites into the glue @0x49ed0c). An unaimed hit arrives with
// invalidDamageZone set (damageZone < 0); resolve its zone from the cylinder
// hit-location table (mech[0x111]) using the impact point, clear the flag, then
// hand off to the base handler which routes damageZones[zone]->TakeDamage. Aimed
// (reticle) hits carry a valid zone and pass straight through.
//
void
Mech::TakeDamageMessageHandler(TakeDamageMessage *message)
{
Check(message);
// Maintain the last-attacker bookkeeping (mech[0x43c]): read by the
// DamageZone LOD router (same-attacker redirect reuse, mechdmg.cpp:374)
// and by the damage-band effect orientation. Was declared but never
// WRITTEN -- a reconstruction gap; the natural authentic write site is
// this handler (every damage message carries the inflictor). [T3]
lastInflictingID = message->inflictingEntity;
DamageLookupTable *table = (DamageLookupTable *)damageLookupTable; // named member (Wword absorbs!)
if (message->invalidDamageZone && table != 0)
{
int zone = table->ResolveHit(message->damageData.impactPoint);
message->damageZone = zone;
message->invalidDamageZone = False;
if (BTEnvOn("BT_CYL_LOG", 0))
{
DEBUG_STREAM << "[cyl] unaimed hit -> zone " << zone
<< " (impact " << message->damageData.impactPoint.x << ","
<< message->damageData.impactPoint.y << ","
<< message->damageData.impactPoint.z << ")\n" << std::flush;
}
}
Entity::TakeDamageMessageHandler(message); // base: damageZones[zone]->TakeDamage
}
//
// Mech attribute table. DENSE PREFIX 0x15..0x21 (JointedMover::NextAttributeID
// through LinearSpeed): the built index is a dense array and Find strcmps every
// slot, so the table must be contiguous from the parent's NextAttributeID up to
// the highest id published -- no gaps. The ids the BLH cockpit does not consume
// (collision/eyepoint/reticle/footstep/anim state) bind to the shared read-only
// attrPad so the slot is a valid, named, non-crashing entry; CurrentSpeed and
// MaxRunSpeed bind to the existing gait members; LinearSpeed binds to the live
// forward-speed member the speed gauges read. (Ids 0x22..0x38 remain declared in
// the enum for later extension -- e.g. RadarRange/DuckState when the map/duck
// widgets are reconstructed -- but are NOT published yet.)
//
const Mech::IndexEntry
Mech::AttributePointers[]=
{
ATTRIBUTE_ENTRY(Mech, MaxAcceleration, attrPad), // 0x15
ATTRIBUTE_ENTRY(Mech, CollisionState, attrPad), // 0x16
ATTRIBUTE_ENTRY(Mech, CollisionNormal, attrPad), // 0x17
ATTRIBUTE_ENTRY(Mech, CollisionSpeed, attrPad), // 0x18
ATTRIBUTE_ENTRY(Mech, CollisionMaterialType, attrPad), // 0x19
ATTRIBUTE_ENTRY(Mech, CurrentSpeed, legCycleSpeed), // 0x1a (existing @0x348)
ATTRIBUTE_ENTRY(Mech, MaxRunSpeed, reverseStrideLength), // 0x1b (existing @0x34c = run/top speed)
ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame)
ATTRIBUTE_ENTRY(Mech, TargetReticle, attrPad), // 0x1d
ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e
ATTRIBUTE_ENTRY(Mech, AnimationState, attrPad), // 0x1f
ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, attrPad), // 0x20
ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed)
ATTRIBUTE_ENTRY(Mech, ClimbRate, attrPad), // 0x22
ATTRIBUTE_ENTRY(Mech, AccelerationLastFrame, attrPad), // 0x23
ATTRIBUTE_ENTRY(Mech, AngularSpeed, attrPad), // 0x24
ATTRIBUTE_ENTRY(Mech, ArmorDamageLevel, attrPad), // 0x25
ATTRIBUTE_ENTRY(Mech, SubsystemDamageLevel, attrPad), // 0x26
ATTRIBUTE_ENTRY(Mech, MyomerDamageLevel, attrPad), // 0x27
ATTRIBUTE_ENTRY(Mech, TestButton1, attrPad), // 0x28
ATTRIBUTE_ENTRY(Mech, TestButton2, attrPad), // 0x29
ATTRIBUTE_ENTRY(Mech, TestButton3, attrPad), // 0x2a
ATTRIBUTE_ENTRY(Mech, TestButton4, attrPad), // 0x2b
ATTRIBUTE_ENTRY(Mech, TestButton5, attrPad), // 0x2c
ATTRIBUTE_ENTRY(Mech, TestButton6, attrPad), // 0x2d
ATTRIBUTE_ENTRY(Mech, ReduceButton, attrPad), // 0x2e
ATTRIBUTE_ENTRY(Mech, RadarRange, radarRange), // 0x2f (radar scale)
ATTRIBUTE_ENTRY(Mech, RadarLinearPosition, radarLinearPosition), // 0x30 (Point3D* -> localOrigin)
ATTRIBUTE_ENTRY(Mech, RadarAngularPosition, radarAngularPosition),// 0x31 (Quaternion* -> localOrigin)
ATTRIBUTE_ENTRY(Mech, RearFiring, attrPad), // 0x32
ATTRIBUTE_ENTRY(Mech, RequestDuckAnimation, attrPad), // 0x33
ATTRIBUTE_ENTRY(Mech, UnstablePercentage, attrPad), // 0x34
ATTRIBUTE_ENTRY(Mech, SuperStop, attrPad), // 0x35
ATTRIBUTE_ENTRY(Mech, IncomingLock, attrPad), // 0x36
ATTRIBUTE_ENTRY(Mech, DuckState, duckState), // 0x37 (crouch posture, int)
ATTRIBUTE_ENTRY(Mech, DistanceToMissile, attrPad) // 0x38
};
Mech::AttributeIndexSet&
Mech::GetAttributeIndex()
{
static Mech::AttributeIndexSet attributeIndex(
ELEMENTS(Mech::AttributePointers),
Mech::AttributePointers,
JointedMover::GetAttributeIndex()
);
return attributeIndex;
}
Mech::SharedData
Mech::DefaultData( // @0050bde4
&Mech::ClassDerivations,
Mech::MessageHandlers,
Mech::GetAttributeIndex(),
Mech::StateCount,
(Entity::MakeHandler)Mech::Make // Entity__SharedData adds the make-callback
);
//###########################################################################
//###########################################################################
// Construction
//###########################################################################
//###########################################################################
//#############################################################################
// Mech::Make -- factory. @004a2d48
//
// Allocates a 0x854-byte Mech and runs the constructor with DefaultData.
//
Mech*
Mech::Make(MakeMessage *creation_message)
{
Mech *mech = (Mech *)Memory::Allocate(sizeof(Mech)); // FUN_00402298(0x854)
if (mech == 0)
{
return 0;
}
new (mech) Mech(creation_message, DefaultData); // FUN_004a1674
// P6 bring-up (multiplayer): a REPLICANT never gets the master's MakeReady/
// CheckLoad validity handshake (the engine's interest layer is a partial
// implementation), and an INVALID entity defers every message as an event
// (ENTITY.cpp Receive/Dispatch) -- so its network UPDATES never apply AND the
// deferred-event churn keeps the peer's CreatingMission queue from ever going
// quiet. Validate replicants at creation (same fix the spawned test dummy
// needed); the authentic MakeReady flow is future work.
if (mech->GetInstance() == Entity::ReplicantInstance)
{
mech->SetValidFlag();
}
return mech;
}
//#############################################################################
// Mech::Mech -- the heart of the entity. @004a1674 (5690 bytes)
//
// Chains to the JointedMover base ctor, installs the Mech vtable, primes
// every member, then walks the model's segment table to instantiate and wire
// up the full subsystem roster (power, heat, weapons, actuators, controls,
// tech, damage zones). This is faithful to the decomp; raw offsets are kept
// in comments where a member name is uncertain.
//
Mech::Mech(
MakeMessage *creation_message,
SharedData &shared_data
):
JointedMover(creation_message, shared_data) // FUN_00424e38
{
Check_Pointer(creation_message);
//
// The resource handle the decomp reads from this[0x6f] is the model's
// resource list ID -- identical to the resourceID the (real engine)
// JointedMover base ctor just used to stream the skeleton/segments. Use it
// directly (REAL streaming) instead of the scratch-bank Wword(0x6f).
//
ResourceDescription::ResourceID modelResourceID = creation_message->resourceID;
//
// Initialise the current-target slots (mech+0x37c pos / +0x388 entity / +0x38c
// sub-zone) to "no target". mech4's targeting step sets these for the PLAYER; an
// un-targeted mech (e.g. a spawned enemy) must read 0 here, else weapons that gate
// on HasActiveTarget (mech+0x388) would fire at a garbage pointer.
*(void **)((char *)this + 0x388) = 0; // target entity
*(Scalar *)((char *)this + 0x37c) = 0.0f; // target pos (Point3D)
*(Scalar *)((char *)this + 0x380) = 0.0f;
*(Scalar *)((char *)this + 0x384) = 0.0f;
*(int *)((char *)this + 0x38c) = -1; // targeted sub-zone
//
// Install the Mech vtable and construct the embedded member objects.
//
vtable = &PTR_FUN_0050cfa8; // *param_1 = Mech vtable
mechNameFilter.Initialize(); // FUN_00435a7c(this+0xdb)
masterAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0xe7,0x21)
stateFlags = 0; // Wword(0xff)
maxSpeed = DAT_005209d0; // FLT_MAX -> Wword(0x100)
Wword(0x104) = 0;
Wword(0x106).Construct(0); // FUN_004a4d60 (slot member)
Wword(0x10f).LinkTo(this + 0x61); // FUN_00420ea4
heatAlarm = AlarmIndicator(3); // FUN_0041b9ec(this+0x114,3)
Wword(0x12a) = 0;
Wword(0x12b) = 0;
Wword(0x12c) = 0x3f800000; // 1.0f
stabilityAlarm = AlarmIndicator(2); // FUN_0041b9ec(this+0x131,2)
controllableSubsystems.SetOwner(this); // FUN_00427768(this+0x197)
watchedSubsystems.SetOwner(this); // FUN_00427768(this+0x1af)
statusAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0x1c5,0x21)
Wword(0x1e8) = Wword(0x1e9) = Wword(0x1ea) = 0;
heatableSubsystems.Construct(0); // FUN_004a4dab(this+0x1eb)
weaponRoster.Construct(0); // FUN_004a4df6(this+0x1ef)
damageableSubsystems.Construct(0); // FUN_004a4e41(this+499)
for (int i = 0; i < 5; ++i) // FUN_0043ad4f x5
{
telemetryFilter[i].Initialize(15, 0.0f); // this[0x1f8..0x204]
}
//
// Three ref-counted creation-name holders (badge/color/insignia).
//
resourceNameA = NewRefCounted(); // Wword(0x211)
resourceNameB = NewRefCounted(); // Wword(0x212)
resourceNameC = NewRefCounted(); // Wword(0x213)
instanceFlags |= 0x10; // this[10] |= 0x10
// Zero the optional-subsystem back-pointers up front (binary @9873-9875).
// These MUST hit the real members (not the Wword scratch bank) -- they are
// later tested for NULL (e.g. the gyro<->sink cross-link below); left as
// debug-fill 0xcdcdcdcd they pass the != 0 guard and fault.
gyroSubsystem = 0; // this[0x14a] (0xBC4)
sinkSourceSubsystem = 0; // this[0x10e] (0xBC5)
hudSubsystem = 0; // this[0x16d] (0xBD6 -> HUD; was misnamed mechTechSubsystem)
forwardThrottleScale = 1.0f; // @0x5c0 mapper speed scale (writer not in decomp; neutral)
sensorSubsystem = 0; // this[0x1f7] (0xBBE) -- same hazard, zero it too
attrPad = 0.0f; // shared read pad for un-populated gauge attributes
linearSpeed = 0.0f; // live forward ground speed (LinearSpeed gauge); set per frame
radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed;
// 1km default zoom so contacts within ~500m show on
// the radar, vs the config maximum_range=4000 edge)
radarLinearPosition = &localOrigin.linearPosition; // map reads the mech's live world position...
radarAngularPosition= &localOrigin.angularPosition; // ...and orientation (pointers into the base origin)
duckState = 0; // not crouching
ZeroBlock(this + 0xca, 6); // this[0xca..0xcf] = 0
ZeroBlock(this + 0x153, 6); // this[0x153..0x158] = 0
Wword(0xd0) = 0;
creationTime = Now(); // FUN_00414b60 -> Wword(0x1de)
Wword(0xd2) = 0;
Wword(0x1ae) = 0;
Wword(0x1ad) = 0;
//
// Seed the pose: identity body rotation, identity aim quaternions.
//
torsoRotation = bodyRotation; // FUN_0040a938(this+0x98,this+0x40)
Wword(0x4b) = bodyRotation; // FUN_0040a938(this+0x4b,this+0x40)
Wword(0x163) = Wword(0x40); // FUN_00408440(this+0x163,this+0x40)
turretBase.SetIdentity(); // FUN_0040a7f4(this+0x71, IdentityQuat)
torsoAimCurrent.SetIdentity(); // this+0xa6
torsoAimTarget.SetIdentity(); // this+0xb2
Wword(0x77).SetIdentity();
legAngle = ZeroVector; // FUN_00408440(this+0x7d,ZeroVec)
hipAngle = ZeroVector; // this+0x80
orientation.FromRotation(bodyRotation); // FUN_0040ab44(this+0x34,this+0x40)
Wword(0x166) = ZeroVector;
Wword(0x169) = 0;
Wword(0xe6) = 0;
Wword(0x1df) = 0;
Wword(0xfe) = Wword(0xfc) = Wword(0x105) = 0;
mechName.Copy(&DAT_004e0f8c); // FUN_00408e90(this+0xd8,"")
Wword(0x160) = Wword(0x15f) = 0;
Wword(0x194) = 0;
Wword(0x207) = Wword(0x208) = Wword(0x20a) = 0;
Wword(0x20b).SetIdentity();
Wword(0x1e7) = Wword(0x1dd) = Wword(0x209) = 0;
Wword(0xd5) = Wword(0xd6) = Wword(0xd7) = 0;
Wword(0x12d) = 0;
throttleState = 2; // Wword(0x129) = 2
Wword(0x1e0) = Wword(0x119);
stabilityAlarm.SetLevel(1); // FUN_0041bbd8(this+0x131,1)
stabilityAlarm.SetLevel(Wword(0x136));
//
// Derive heat capacity from the engine segment record (Wword(0xbb)).
//
// TODO(bring-up): Wword(0xbb) is the model's "engine" geometry/segment record,
// populated by the base-ctor model-segment walk that the object-layout
// reconstruction has not wired up yet (Wword() is a scratch-bank shim, so this
// reads 0). Guard the NULL deref so construction proceeds; heat capacity falls
// back to a neutral default until the subsystem factory maps this member.
int engineSeg = Wword(0xbb);
heatLevel = engineSeg ? *(int *)(engineSeg + 0xc) : 0; // Wword(0x146)
heatCapacity = (int)(HeatCapacityFraction * (float)heatLevel); // Wword(0x147)
Wword(0x16a) = Wword(0x16b) = 0x3f800000; // 1.0f, 1.0f
Wword(0x94) = (int)WorldTransform() + 0x2c; // FUN_00433ed4(...)
//
// Pick the Simulate "Performance" thunk by instance role
// (copy vs. master) -- this[10] & 0xc == 4 means a network copy.
//
if ((instanceFlags & 0xc) == 4)
{
SetPerformance(PTR_LAB_0050c0e8); // copy performance
}
else
{
SetPerformance(PTR_LAB_0050c0f4); // master performance
}
maxSpeed = 0x447a0000; // 1000.0f -> Wword(0x101) (override)
Wword(0x102) = 0;
Wword(0x103) = (int)(this + 0x43);
//
// ---- Pass 1: stream the SUBSYSTEM segment list (resource segment 0x11) ----
//
// REAL streaming (mirrors VTV::VTV @1379-1395): the segment stream begins
// with an int subsystem-count, followed by one Subsystem::SubsystemResource
// blob per subsystem (each self-sized via subsystemModelSize). The Mech
// reserves 2 leading sentinel slots (0 = NULL, 1 = power/voltage bus).
//
ResourceDescription *subsystemResourceDesc =
MechFindResource(modelResourceID,
ResourceDescription::SubsystemModelStreamResourceType); // segment 0x11
Check(subsystemResourceDesc);
subsystemResourceDesc->Lock();
// Stream over a zero-padded COPY of the segment, not the locked resource directly.
// The MechSubsystem base ctor reads each record's fields up to res+0xe0; for the
// last / shorter records (e.g. the controls mapper) that runs a few dozen bytes past
// the segment's exact size. In the shipped game the streamed records were always the
// full in-memory SubsystemResource size so this was safe; our reconstructed stream
// isn't padded -> the read ran off the buffer and corrupted the heap (the intermittent
// ~1-in-6 startup crash, exit 0xC0000374; caught precisely via PageHeap at
// MechSubsystem::MechSubsystem mechsub.cpp:165 reading res+0xCC). A zeroed +0x100 tail
// makes any in-record read land in mapped, zeroed memory.
// TODO(bring-up): remove once the per-subsystem SubsystemResource layouts are
// reconstructed to their exact streamed sizes.
size_t subsysRawSize = (size_t)subsystemResourceDesc->resourceSize;
size_t subsysPadSize = subsysRawSize + 0x100;
void *subsysPadBuf = Memory::Allocate(subsysPadSize);
memset(subsysPadBuf, 0, subsysPadSize);
memcpy(subsysPadBuf, subsystemResourceDesc->resourceAddress, subsysRawSize);
MemoryStream subsystemStream(subsysPadBuf, subsysPadSize);
int streamedSubsystemCount = *(int *)subsystemStream.GetPointer();
subsystemStream.AdvancePointer(sizeof(int));
subsystemCount = streamedSubsystemCount + 2; // Wword(0x49)
subsystemArray = (Subsystem **)Memory::Allocate(subsystemCount * sizeof(Subsystem *)); // Wword(0x4a)
// Zero the WHOLE table up front: subsystem ctors created mid-loop (e.g.
// MechTech) walk the owner's full roster via Entity::GetSubsystem, so every
// not-yet-filled slot must read NULL rather than uninitialised heap garbage.
for (int z = 0; z < subsystemCount; ++z)
{
subsystemArray[z] = 0;
}
subsystemArray[1] = (Subsystem *)voltageBus.Resolve(); // FUN_00417ab4(this+199)
Wword(0x12e) = (int)((Wword(0xba).max - Wword(0xba).min) * UpdatePositionScale);
Wword(0xbb).field8 += (float)Wword(0x12e);
weaponCount = 0; // Wword(0x112)
controlsMapper = 0; // Wword(0x10d)
//
// Instantiate one Subsystem per segment, dispatching on its streamed
// ClassID (see Mech::SubsystemClassID). The capability sub-rosters are
// wired up afterward. Segment 0/1 are reserved sentinels (loop from 2).
//
for (int id = 2; id < subsystemCount; ++id)
{
Subsystem::SubsystemResource *seg =
(Subsystem::SubsystemResource *)subsystemStream.GetPointer();
subsystemArray[id] = 0;
Logical skipCopy =
((seg->subsystemFlags & 4) != 0) && ((instanceFlags & 0xc) == 4);
if (!skipCopy)
{
switch (seg->classID)
{
case CockpitClassID: // 0xBBD -> real class Condenser (label mislabeled)
subsystemArray[id] = CreateCondenserSubsystem(this, id, seg); // FUN_004ae568
break;
case SensorClassID: // 0xBBE -> real class HeatSink bank (NOT a sensor)
subsystemArray[id] = CreateHeatSinkBankSubsystem(this, id, seg); // FUN_004ae8d0
sensorSubsystem = subsystemArray[id]; // Wword(0x1f7) = the heat bank
break;
case CondenserClassID: // 0xBC0 -> real class Reservoir (label mislabeled)
subsystemArray[id] = CreateReservoirSubsystem(this, id, seg); // FUN_004af408
break;
case GeneratorClassID: // 0xBC1 -> real Generator (power bus)
subsystemArray[id] = CreateGeneratorSubsystem(this, id, seg); // FUN_004b225c
break;
case PoweredSubsystemClassID: // 0xBC2 -> real PoweredSubsystem (power bus)
subsystemArray[id] = CreatePoweredSubsystem(this, id, seg); // FUN_004b0f74
break;
case MyomersClassID: // 0xBC3 -> real class Sensor (ctor @004b1d18, "Myomers" mislabel)
// WAVE 4: the real class at 0xBC3 is Sensor (string pool @0050fae0 +
// SENSOR.HPP); MyomersClassID is a factory-enum mislabel (real Myomers
// is 0xBC6). De-shimmed + layout-locked (radarPercent@0x31C, sizeof==0x328).
subsystemArray[id] = CreateSensorSubsystem(this, id, seg); // FUN_004b1d18
break;
case GyroClassID: // 0xBC4 -> real class Gyroscope (ctor @004b3778)
// WAVE 5 DEFERRED: the layout re-base + joint I/O ARE done (gyro
// constructs, resolves real joints jointlocal/jointeye, WriteMechJoint
// fires -- CreateGyroSubsystem is ready in gyro.cpp). BUT the gyro's
// ctor field-init + integrator field-MAPPING are incomplete in the
// reconstruction (binary ctor @004b3778 puts springConstant@0x1E8,
// dampingConstant@0x1F4, etc.; the recon mislabels these and leaves the
// accumulators uninitialised) -> live output is 0xCDCDCDCD/NaN written
// to the ROOT joint. Keep the stub until the ctor+integrator are
// faithfully reconstructed from @004b3778. See CLAUDE.md §10d.
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x3d0)) Gyro(this, id, seg); // FUN_004b3778 (stub)
gyroSubsystem = subsystemArray[id]; // Wword(0x14a)
break;
case SinkSourceClassID: // 0xBC5 -> real class Torso (ctor @004b6b0c, mislabeled)
// WAVE 4 (base chain re-based; currentTwist@0x1D8 compile-time locked
// by TorsoLayoutCheck, so the gyro cross-link sinkSourceSubsystem+0x1D8
// now reads the live torso twist). Build the real Torso.
subsystemArray[id] = CreateTorsoSubsystem(this, id, seg); // FUN_004b6b0c
sinkSourceSubsystem = subsystemArray[id]; // Wword(0x10e) -- gyro links to +0x1D8
break;
case ActuatorClassID: // 0xBC6 -> real class Myomers (ctor @004b8fec, "Actuator" stub)
// WAVE 6: the real class at 0xBC6 is Myomers (the artificial-muscle
// drive). GATED BT_MYOMERS (default ON): the real class constructs +
// ticks but is INERT w.r.t. locomotion/heat (no-op mover feed + the
// advanced-damage sim gate is False), so it can't regress the gait.
// BT_MYOMERS=0 falls back to the Actuator stub. Authentic mover/heat
// coupling is a follow-up (needs real Mech accessors + messmgr 0xBD3,
// and must reconcile the mover feed with the gait cutover first).
if (BTEnvOn("BT_MYOMERS", 1))
subsystemArray[id] = CreateMyomersSubsystem(this, id, seg); // FUN_004b8fec
else
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x358)) Actuator(this, id, seg);
break;
case WeaponEmitterClassID: // 0xBC8 -> real Emitter beam weapon
subsystemArray[id] = CreateEmitterSubsystem(this, id, seg); // FUN_004bb120
++weaponCount;
break;
case JumpJetClassID: // 0xBCB -> real class AmmoBin (ctor @004bd5c4, mislabeled)
// WAVE 4: AmmoBin : HeatWatcher : MechSubsystem; own block @0x180,
// sizeof 0x22C compile-time locked. Feeds a ProjectileWeapon/
// MissileLauncher (0xBCD/0xBD0) via a SharedData connection (still stubbed).
subsystemArray[id] = CreateAmmoBinSubsystem(this, id, seg); // FUN_004bd5c4
break;
case MechWeaponClassID: // 0xBCD -> real class ProjectileWeapon (ctor @004bc3fc, mislabeled)
// WAVE 7: the autocannon/ballistic ammo weapon (: MechWeapon, sizeof 0x448).
// Was building the base MechWeapon stub (pure-virtual FireWeapon trap).
subsystemArray[id] = CreateProjectileWeaponSubsystem(this, id, seg); // FUN_004bc3fc
++weaponCount;
break;
case MissileWeaponClassID: // 0xBCE -> real class GaussRifle (ctor @004bdcb4, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBCE == GaussRifleClassID (NOT MissileWeapon).
// GaussRifle : Emitter (sizeof 0x484); its FireWeapon is a no-op in this
// 1995 build (just zeros the charge) -> a DEDICATED bridge, not CreateEmitter.
subsystemArray[id] = CreateGaussRifleSubsystem(this, id, seg); // FUN_004bdcb4
++weaponCount;
break;
case BallisticWeaponClassID: // 0xBD0 -> real class MissileLauncher (ctor @004bcff0, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBD0 == MissileLauncherClassID. : ProjectileWeapon
// (sizeof 0x44c). Was building a BallisticWeapon stub.
subsystemArray[id] = CreateMissileLauncherSubsystem(this, id, seg); // FUN_004bcff0
++weaponCount;
break;
case MechControlsMapperID: // 0xBD3
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x130)) MechControlsMapper(this, id, seg, MechControlsMapper::DefaultData); // FUN_0049bca4
controlsMapper = (MechControlsMapper *)subsystemArray[id]; // Wword(0x10d)
break;
case GaussWeaponClassID: // 0xBD4 -> real Emitter (PPC, mislabeled)
subsystemArray[id] = CreateEmitterSubsystem(this, id, seg); // FUN_004bb888
++weaponCount;
break;
case MechTechClassID: // 0xBD6 -> real class HUD (mislabeled; MechTech is 0xBDC)
subsystemArray[id] = CreateHUDSubsystem(this, id, seg); // FUN_004b7f94 (alloc 0x2a4)
hudSubsystem = subsystemArray[id]; // raw part_012.c:10164 param_1[0x16d] = HUD
break;
case LegSubsystemClassID: // 0xBD8 -> real class Searchlight (ctor @004b84dc, mislabeled)
// WAVE 4: de-shimmed + GATE FIXED (was gating on the shadow
// segmentFlags -> Performance never installed). Searchlight :
// PowerWatcher; own fields layout-locked at 0x1D8+.
subsystemArray[id] = CreateSearchlightSubsystem(this, id, seg); // FUN_004b84dc
break;
case HeatableClassID: // 0xBDC -> real class MechTech (mislabeled).
// (Was: built the HeatableSubsystem base and DISCARDED the pointer -- bug.)
subsystemArray[id] = CreateMechTechSubsystem(this, id, seg); // FUN_004ad228 (binary alloc 0x104)
// NO cache write here: raw case 0xbdc (part_012.c:10176-10185) stores roster-only;
// the 0x5b4 cache belongs to case 0xbd6 (the HUD) -- earlier recon had it swapped.
break;
case DisplayClassID: // 0xBDE -> real class ThermalSight (ctor @004b8718, "MechDisplay" stub)
// WAVE 4: de-shimmed + GATE FIXED. ThermalSight : PowerWatcher;
// own fields layout-locked at 0x1D8+. The cockpit IR view-mode
// render hooks (pvision/viewport) are clearly-marked no-ops.
subsystemArray[id] = CreateThermalSightSubsystem(this, id, seg); // FUN_004b8718
break;
default:
// @004a1674+0x936: "Unknown subsystem resource ->classID"
Verify(False, "Unknown subsystem resource ->classID",
"d:\\tesla\\bt\\bt\\MECH.CPP", 0x936);
break;
}
}
subsystemStream.AdvancePointer(seg->subsystemModelSize); // next blob
}
subsystemResourceDesc->Unlock();
Memory::Free(subsysPadBuf);
weaponCount = 2; // Wword(0x112) reset to base index (sentinels 0,1)
//
// Cross-link the gyro to the torso twist (sinkSourceSubsystem+0x1D8 ==
// Torso::currentTwist) so the gyro can fold torso yaw into the mech joint.
// ⚠ DEFERRED (WAVE 5): the recon SubProxy::linkTarget sits at gyro+4 (an engine
// base field), NOT the real gyro torso-link offset (which the gyro layout has
// not yet mapped) -- writing here would STOMP the live gyro base. Skipped until
// the gyro's torso-link field is recovered; harmless meanwhile (the Blackhawk
// torso is disabled, so there is no twist to couple). See CLAUDE.md §10d.
//
// if (sinkSourceSubsystem != 0 && gyroSubsystem != 0)
// ((SubProxy *)gyroSubsystem)->linkTarget = (char *)sinkSourceSubsystem + 0x1d8;
//
// Build the capability sub-rosters by IsDerivedFrom() class tests.
//
for (int id = 2; id < subsystemCount; ++id) // "start" each subsystem
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x50e604)) // FUN_0041a1a4
{
s->Start(); // (**(s+0x38))(s)
}
}
for (int id = 2; id < subsystemCount; ++id) // heatable roster
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x51155c))
{
heatableSubsystems.Add((Subsystem *)s);
}
}
for (int id = 2; id < subsystemCount; ++id) // weapon roster (0x511830 = MechWeapon)
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x511830))
{
weaponRoster.Add((Subsystem *)s);
stateFlags |= s->capabilityFlags; // |= *(s+0x334) -> Wword(0x104)
}
}
for (int id = 2; id < subsystemCount; ++id) // damageable roster
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x50e4fc))
{
damageableSubsystems.Add((Subsystem *)s);
}
}
//
// ---- Pass 2: stream the MODEL record (resource segment 0xf) ----
//
// REAL streaming (mirrors VTV::VTV @1297-1309): the GameModel resource's
// resourceAddress IS the ModelResource record. Kept locked for the mech's
// lifetime because the body below stores pointers into it (model->base).
//
ResourceDescription *modelResourceDesc =
MechFindResource(modelResourceID,
ResourceDescription::GameModelResourceType); // segment 0xf
Check(modelResourceDesc);
modelResourceDesc->Lock();
ModelResource *model = (ModelResource *)modelResourceDesc->resourceAddress;
Check_Pointer(model);
Wword(0x68) = model->base + 0xa8; // FUN_00408440(this+0x68,...)
Wword(0x130) = model->field74;
Wword(0x148) = model->field78;
Wword(0x149) = model->field7c;
Wword(0x195) = Wword(0x196) = 0;
Wword(0xfd) = 0;
masterAlarm.SetLevel(0); // FUN_0041bbd8(this+0xe7,0)
statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0x1c5,0)
// GAIT SLEW RATES -> REAL MEMBERS (task #15; was Wword scratch-bank writes, so
// the authentic per-mech acceleration never reached the state machine and a
// bring-up forwardCycleRate=1000 stand-in made every speed change instant):
// model->maxAcceleration (+0x44) is the cycle slew rate; 0x5b0/0x5b8 hold the
// gimp/ground copies (ResetToInitialState restores 0x344 from 0x5b8 -- raw
// part_012.c:9441); +0x48 -> airborneCycleRate; +0x4c -> forwardThrottleScale
// (the ctor's "=1.0, writer not in decomp" note is resolved: THIS is the writer).
forwardCycleRate = model->maxAcceleration; // @0x344 (this[0xd1] = +0x44)
// FLOOR all cycle slew rates (the record field decodes to 1.0 -- see the
// maxAcceleration note): an unfloored gimpCycleRate made REVERSE accelerate
// at 1 u/s^2 (12+ seconds to back up -- the user's '10-20s to change
// directions'). Same floor as the mech4 forward floor (25 u/s^2).
if (!(forwardCycleRate >= 25.0f && forwardCycleRate < 10000.0f))
forwardCycleRate = 25.0f;
gimpCycleRate = forwardCycleRate; // @0x5b0 (this[0x16c])
groundCycleRate = forwardCycleRate; // @0x5b8 (this[0x16e])
airborneCycleRate = model->field48; // @0x5bc (this[0x16f])
if (!(airborneCycleRate >= 25.0f && airborneCycleRate < 10000.0f))
airborneCycleRate = 25.0f;
// ⚠ forwardThrottleScale: the record field at +0x4c decodes to 0 for the
// Blackhawk (same undecoded-ModelResource-layout problem as maxAcceleration
// == 1.0 above) -- a literal read ZEROES the forward speed demand
// (speedDemand = topSpeed * throttle * THIS) and the mech can never walk
// forward. Guard until the record layout is decoded against the raw parser.
forwardThrottleScale = model->field4c; // @0x5c0 (this[0x170])
if (!(forwardThrottleScale > 0.01f && forwardThrottleScale < 100.0f))
forwardThrottleScale = 1.0f;
Wword(0x12f) = model->field70;
Wword(0x1e1) = model->field80; Wword(0x1e2) = model->field84;
Wword(0x1e3) = model->field88; Wword(0x1e4) = model->field8c;
Wword(0x1e5) = model->field90; Wword(0x1e6) = model->field94;
// Angle fields converted from degrees to radians.
Wword(0x159) = (int)(model->lookLeftAngle * DegreesToRadians); // +0x50
Wword(0x15a) = (int)(model->lookRightAngle * DegreesToRadians); // +0x54
Wword(0x15b) = (int)(model->lookFrontAngle * DegreesToRadians); // +0x58
Wword(0x15c) = (int)(model->lookBackAngle * DegreesToRadians); // +0x5c
Wword(0x1dc) = (int)(model->fieldA0 * DegreesToRadians);
Wword(0x1db) = model->field9c;
Wword(0x1da) = model->field98;
Wword(0x10c) = model->fieldA4;
// NOTE: the decomp writes word slots this[0x15d]/this[0x15e]. Routed to the
// scratch bank (unnamed pose-angle fields) -- writing through (float*)(this +
// 0x15d) would be typed-pointer arithmetic on Mech* (== this + 0x15d*sizeof(Mech)).
Wword(0x15d) = (int)(model->field60 * DegreesToRadians);
Wword(0x15e) = (int)(model->field64 * DegreesToRadians);
//
// SHADOW JOINT resolve (task #20; CORRECTED -- the earlier draft misread
// this block as a death-effect video-object lookup). Raw part_012.c:
// 10285-10310: the record's ShadowJointName string at record+0xB4 ->
// CString (FUN_00402298/FUN_00402460) -> GetSegment (FUN_00424b60) ->
// segment->GetJointIndex() (*(seg+0xc0)) -> JointSubsystem::GetJoint
// (the FUN_0041d3b3 accessor + virtual +0x34 call) -> this[0x10b] @0x42c.
// Our public Mech::ResolveJoint() is exactly that chain. The name is read
// at the raw byte offset (the ModelResource struct layout is the known
// mis-decoded one -- see the maxAcceleration/field4c notes above).
//
{
const char *shadow_name = (const char *)model + 0xB4;
shadowJointNode = NULL;
if (shadow_name[0] != '\0'
&& strcmp(shadow_name, "Unspecified") != 0
&& memchr(shadow_name, 0, 20) != NULL) // sane record string
{
shadowJointNode = ResolveJoint(shadow_name); // FUN_00424b60 chain
DEBUG_STREAM << "[shadow] ShadowJointName='" << shadow_name
<< "' -> joint " << (void *)shadowJointNode << "\n" << std::flush;
}
}
//
// Choose the LOD / view variant of the body model.
//
if (getenv("L4VIEWEXT") != 0) // FUN_004dee74
{
Wword(0x15f) = 1;
LoadLowDetailBody(model); // FUN_004a80d4 [mech2]
}
else if ((instanceFlags & 0xc) == 4)
{
LoadLowDetailBody(model); // FUN_004a80d4 [mech2]
}
else
{
LoadHighDetailBody(model); // FUN_004a86c8 [mech2]
}
//
// Tell every heatable subsystem to attach to the body model.
//
for (HeatableSubsystem *h = (HeatableSubsystem *)heatableSubsystems.First(); // FUN_004a4f9e iterator
h != 0;
h = (HeatableSubsystem *)heatableSubsystems.Next())
{
h->AttachToBody(); // FUN_004b8ef0
Wword(0x1e9) = 1;
}
controllableSubsystems.Reset(); // FUN_004283b8(this+0x197,1)
//
// Resolve the "jointlocal" joint and a couple of cosmetic flags.
// FUN_00424b60 caches the resolved Joint* into an object field whose recon
// offset is not yet mapped (it had been parked in the Wword scratch bank);
// run the real resolve now via the Mech member -- storage slot TBD.
//
ResolveJoint("jointlocal"); // FUN_00424b60 (Mech::ResolveJoint)
// P3 GAIT CUTOVER: initialise the two-channel gait controllers now that the
// skeleton/jointSubsystem is loaded (Init resolves owner + jointSubsystem, the
// binary ctor @00427768). Inert until the cutover drives them (BT_GAIT_CUTOVER).
legAnimation.Init(this);
bodyAnimation.Init(this);
// P6 MULTIPLAYER: choose the dead reckoner (the VTV pattern, RP/VTV.cpp:1280).
// Masters use it to decide when to ForceUpdate (self-prediction error);
// replicants use it inside Mover::DeadReckon to move between updates.
SetDeadReckoner(&Mover::AcceleratedDeadReckoner);
// AUTHENTIC GROUND MODEL -- ctor half (task #15, ground-model-decode).
// Binary part_012.c:9938-9940 + 9974-9975: duck presets from the template,
// then the TEMPLATE BOTTOM LIFT: raise collisionTemplate->minY by 5% of the
// volume's X width (const _DAT_004a2d40 = 0.05f). The lifted bottom is the
// ground-probe height AND the wall-vs-floor separation: surfaces closer than
// the lift below the probe answer the height query (walkable), anything the
// cylinder itself strikes is a wall. Blackhawk (BLH_CV.SLD, verified):
// cylinder Y[2.0, 7.10156], width 7.59376 -> lift 0.37969 -> minY 2.37969.
// Runs for EVERY mech instance (the binary does it unconditionally).
// (_DAT_004a2d38 is stored as a DOUBLE 0.6 in the binary; 0.6f differs by
// at most 1 ulp in the stored float result.)
// Guard on a real volume: defensive addition (a volume-less mech would have
// crashed in 1995); gated with the frame half via the SHARED GroundReal().
standingTemplateMaxY = 0.0f;
duckedTemplateMaxY = 0.0f;
templateBottomLift = 0.0f;
if (GroundReal() && GetCollisionVolumeCount() > 0
&& collisionTemplate != 0 && collisionVolume != 0)
{
standingTemplateMaxY = collisionTemplate->maxY; // @0x518
duckedTemplateMaxY = 0.6f * standingTemplateMaxY; // @0x51c, _DAT_004a2d38
templateBottomLift = // @0x4b8, _DAT_004a2d40
(collisionVolume->maxX - collisionVolume->minX) * 0.05f;
collisionTemplate->minY += templateBottomLift; // part_012.c:9975
if (GroundLog())
{
DEBUG_STREAM << "[ground] ctor: volume width="
<< (collisionVolume->maxX - collisionVolume->minX)
<< " lift=" << templateBottomLift
<< " template minY=" << collisionTemplate->minY
<< " maxY=" << collisionTemplate->maxY << "\n" << std::flush;
}
}
// namedClip aliases &animationClips[5] (binary: they are ONE array; namedClip@0x5e0
// == animationClips[5]@0x5cc+0x14) -- so LoadLocomotionClips' writes are what the gait
// state machine (SetBodyAnimation/MeasureClipStride) reads. Always set (cheap).
namedClip = &animationClips[5];
// Zero the whole clip table first: the debug heap fills fresh allocs
// 0xCDCDCDCD, and unresolved slots must read as "no clip" (the crash-anim
// trigger guards on animationClips[0x20] != 0 before SetLegAnimation(0x20)).
for (int ci = 0; ci < (int)(sizeof(animationClips) / sizeof(animationClips[0])); ++ci)
animationClips[ci] = 0;
// P3 STEP 7 (state-machine path): load the full gait clip set + speed caps into
// animationClips[5..26] via LoadLocomotionClips (mech3.cpp @004a80d4 -- real). GATED
// (BT_GAIT_CUTOVER) so the default STEP-1/2 path is untouched while the AdvanceBody
// Animation state machine is brought up (it derefs ResolveAnimationClip unconditionally
// -> will fault on any clip this mech's content lacks; observe under the gate first).
if (BTEnvOn("BT_GAIT_CUTOVER", 1)) // default ON (=0 to disable)
LoadLocomotionClips(model);
Wword(0xe5) = 0;
Wword(0xdd) = Wword(0xde) = 1;
Wword(0xdb) = model->field68;
Wword(0xdc) = model->field6c;
//
// ---- Pass 3: build the per-zone Mech::DamageZone objects (resource type 0x14) ----
// The Entity base ctor (ENTITY.cpp:961-987 == binary FUN_0041ff38) already opened
// this SAME type-0x14 resource, did `stream >> damageZoneCount` (==20) and allocated
// the INHERITED Entity::damageZones[count] array -- leaving the entries uninitialised
// (0xCDCDCDCD). We re-open the resource and build a fresh stream positioned PAST the
// 4-byte count the base consumed (DynamicMemoryStream initial_offset=4 == the binary's
// AdvancePointer(4)), then populate that inherited array. Faithful to FUN_004a1674
// (part_012.c ~10343-10399). The engine DamageZone base ctor (DAMAGE.cpp:200, shared
// MUNGA == binary FUN_0041df5c) consumes name/effect-sites/armor/damageScale/materials,
// then our Mech__DamageZone subclass reads its scalars+crit array+redirect table --
// alignment is exact because it is the same engine source.
//
ResourceDescription *dzRes =
MechFindResource(creation_message->resourceID,
ResourceDescription::DamageZoneStreamResourceType); // SearchList(id, type=0x14)
Check_Pointer(dzRes);
dzRes->Lock(); // FUN_00406cd0 load-on-first-lock
{
DynamicMemoryStream dzStream( // FUN_004032dc
dzRes->resourceAddress, dzRes->resourceSize, 4); // initial_offset=4: skip count word
for (int z = 0; z < damageZoneCount; ++z) // INHERITED Entity::damageZoneCount (==20)
{
damageZones[z] = // INHERITED Entity::damageZones[]
new (Memory::Allocate(0x1b8)) Mech__DamageZone(this, z, &dzStream); // FUN_0049ce50
}
for (int z = 0; z < damageZoneCount; ++z)
{
Zone(z)->SetLODParentPointers(); // FUN_0049d1d0
}
}
dzRes->Unlock();
// BRING-UP verify: confirm the inherited array is now populated (was 0xCDCDCDCD).
DEBUG_STREAM << "[zonebuild] damageZoneCount=" << damageZoneCount
<< " zone[0]=" << (void *)(damageZoneCount > 0 ? damageZones[0] : 0)
<< " zone[last]=" << (void *)(damageZoneCount > 0 ? damageZones[damageZoneCount - 1] : 0)
<< "\n" << std::flush;
//
// ---- Critical-subsystem table (resource type 0x1e) + death handler ----
// Faithful to FUN_004a1674 (part_012.c ~10388-10410); conditional on the segment.
// (Raw 0x1e: BT's crit-subsystem table. Do NOT use the RP411 enum name for 0x1e --
// it reuses that number for an unrelated table; only type 0x14 is a confirmed match.)
//
deathHandler = 0; // this[0x214]
ResourceDescription *critRes =
MechFindResource(creation_message->resourceID, 0x1e);
if (critRes != 0)
{
critRes->Lock();
{
// Load each zone's damage-state descriptor table from the type-0x1e
// stream, sequentially (binary loops mech[0x47] subsystems == our zones,
// calling FUN_0041e4a8 per object over the same stream). This is what
// MechDeathHandler walks to fire destroyed-skins + explosions on damage.
DynamicMemoryStream critStream(critRes->resourceAddress, critRes->resourceSize);
for (int z = 0; z < damageZoneCount; ++z)
{
Zone(z)->LoadCriticalSubsystems(&critStream); // FUN_0041e4a8 (now the real loader)
}
}
// The REAL MechDeathHandler (mechdmg.hpp), not the binary's 0x18 placement --
// plain new (our class carries a std::vector cache). Ticked from PerformAndWatch.
deathHandler = (int)new MechDeathHandler(this); // FUN_0042a984
critRes->Unlock();
}
wreckSmokeTimer = 0.0f;
eyepointRotation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f));
//
// Cylinder hit-location table (resource type 0x1d = DamageLookupTableStream) --
// the per-impact zone resolver consumed by Mech::TakeDamageMessageHandler for
// unaimed/-1 hits (STEP 6). Faithful to the ctor @part_012.c:10411-10425: the
// table is found by the mech's DamageZoneStream (type-0x14) NAME -- the offline
// builder writes BOTH the 0x14 and 0x1d resources under the model name (see
// CreateDamageZoneStream ~line 1930), so they share it -- then streamed and
// cached at mech[0x111] (byte 0x444). (Was an empty-name StandingAnimation
// stub -> 0 rows; the real class is dmgtable.cpp.)
//
damageLookupTable = 0; // named member (Wword absorbs!)
ResourceDescription *dzForName =
MechFindResource(creation_message->resourceID,
ResourceDescription::DamageZoneStreamResourceType); // type 0x14 (for its name)
ResourceDescription *cylRes = (dzForName != 0)
? application->GetResourceFile()->FindResourceDescription(
dzForName->resourceName,
ResourceDescription::DamageLookupTableStreamResourceType) // FUN_00406ff8, type 0x1d
: 0;
if (cylRes != 0)
{
cylRes->Lock();
{
DynamicMemoryStream cylStream( // FUN_004032dc, offset 0
cylRes->resourceAddress, cylRes->resourceSize, 0);
DamageLookupTable *table = new DamageLookupTable(this, &cylStream); // FUN_0049ea48
damageLookupTable = (int)table; // named member (Wword absorbs!)
DEBUG_STREAM << "[cyl] table '" << dzForName->resourceName
<< "' layers=" << table->LayerCount() << "\n" << std::flush;
}
cylRes->Unlock();
}
else
{
DEBUG_STREAM << "[cyl] no DamageLookupTable (type 0x1d) for '"
<< (dzForName ? dzForName->resourceName : "?") << "'\n" << std::flush;
}
//
// Bind the three creation-name strings from the MakeMessage.
//
resourceNameA = creation_message->resourceNameA; // param_2+0x7c -> Wword(0x211)
resourceNameB = creation_message->resourceNameB; // param_2+0x90 -> Wword(0x212)
resourceNameC = creation_message->resourceNameC; // param_2+0xa4 -> Wword(0x213)
//
// Register this Mech in the global "Mechs" directory.
//
ReconRegistryT *registry = ReconRegistry(); // DAT_004efc94+0x24
MechDirectory *dir = registry->Find("Mechs"); // FUN_00403ad0
if (dir == 0)
{
dir = registry->Create("Mechs"); // FUN_004212b0
}
dir->Add(this); // (**(dir[4]+4))(dir+4,this)
// @0049f788 -- distribute coolant flow across the condensers (post-init pass).
// The real RecomputeCondenserValves; sets each condenser's coolantFlowScale to
// valveState/sum(valveState) so the ValveSetting gauge reads the authentic 1/N
// (was a no-op stub -> the valve gauge showed 0).
BTRecomputeCondenserValves(this);
Check_Fpu();
}
//###########################################################################
// ~Mech -- @004a452c (vtable slot 0)
//
// Releases the animation object, removes the Mech from the "Mechs" registry
// (destroying the directory when it empties), tears down the death handler
// and the three name holders, then destructs every embedded container in
// reverse order and chains to ~JointedMover.
//
Mech::~Mech()
{
Check(this);
vtable = &PTR_FUN_0050cfa8;
// Teardown-health probe (env-gated): collisionLists@0x2e4 must be LIVE at ~Mech
// ENTRY. (Historical note: the old EXIT twin of this probe sat after an explicit
// `JointedMover::~JointedMover()` -- decomp epilogue glue wrongly reconstructed as
// source, since removed -- so its "FREED by a member dtor" verdict was really the
// first of a DOUBLED base-dtor chain. That double-run was the entire P5 crash.)
if (getenv("BT_ENABLE_TEARDOWN"))
{
void *cl = *(void **)((char *)this + 0x2e4);
unsigned probe = (cl != 0) ? *(unsigned *)cl : 0u;
DEBUG_STREAM << "[dtor] ~Mech ENTRY this=" << (void *)this
<< " collisionLists@0x2e4=" << cl << " *cl=0x" << std::hex << probe << std::dec
<< ((probe & 0xffffff00u) == 0xdddddd00u ? " <== ALREADY FREED (0xDD)" : " (live)")
<< "\n" << std::flush;
}
if (damageLookupTable != 0) // cylinder hit-location table (STEP 6)
{
delete (DamageLookupTable *)damageLookupTable; // frees layers/slices/entries
}
//
// Deregister from the "Mechs" directory.
//
ReconRegistryT *registry = ReconRegistry(); // DAT_004efc94+0x24
MechDirectory *dir = registry->Find("Mechs"); // FUN_00403ad0
if (dir != 0)
{
MechDirectoryIterator it(dir); // FUN_00421414
if (it.Current() == this)
{
it.Remove(); // slot 0x48
if (it.Current() == 0)
{
registry->Destroy(dir); // FUN_00421308
}
}
}
if (deathHandler != 0) // Wword(0x214)
{
delete (MechDeathHandler *)deathHandler; // real class -> plain delete
}
ReleaseRefCounted(resourceNameC); // Wword(0x213)
ReleaseRefCounted(resourceNameB); // Wword(0x212)
ReleaseRefCounted(resourceNameA); // Wword(0x211)
//
// ⚠ RECONSTRUCTION RULE (root cause of the P5 death-row crash AND the app-exit
// crash -- forensic workflow, adversarially confirmed): in a Ghidra-decompiled
// DESTRUCTOR, the trailing member-dtor calls (FUN_xxx(this+N, 2): the binary's
// FUN_0043adb5 x5 telemetryFilter, ~ReconChain x5, ~AlarmIndicator x4,
// FUN_004a4d7f) and the final base-dtor call FUN_00425550(this, 0) are
// COMPILER-EMITTED epilogue glue, NOT source statements. C++ re-emits all of
// them implicitly at this closing brace; writing them out ran the whole
// ~JointedMover -> ~Mover -> ~Entity chain TWICE per Mech: the second pass
// re-delete[]d Mover::collisionLists (count word read from 0xDD-freed fill =
// the observed 0xdddddddb) and re-ran DeletePlugs over the destroyed segment
// table (= the P5 "EntitySegment already freed" 0xC0000374). Reconstruct only
// the dtor BODY above; let the compiler emit member + base destruction once.
// (Binary-oracle note: FUN_004278d4 at this+0x1af/0x197 is really
// ~SequenceController on bodyAnimation@0x6bc/legAnimation@0x65c -- their single
// implicit dtor run Unlocks the held clip correctly; see seqctl.cpp.)
//
Check_Fpu();
// (the byte-1 flag controls operator delete in the scalar-deleting dtor)
}
//###########################################################################
// TestInstance -- @004a4c7c
//
Logical
Mech::TestInstance() const
{
return IsDerivedFrom(ClassDerivations); // FUN_0041a1a4(**this[3],0x50bdb4)
}
//###########################################################################
//###########################################################################
// Simulation / replication
//###########################################################################
//###########################################################################
//###########################################################################
// ReadUpdateRecord -- @004a1232 (vtable slot 6)
//
// Applies a streamed update packet. The packet's 16-bit type field (+6)
// selects how much of the Mech's replicated state is overwritten. After the
// switch, a torso/leg state transition re-syncs the stability alarm.
//
// NOTE: the decomp recovers the body via the EBP frame (it is invoked through
// the vtable as a member fn); param shapes below are reconstructed.
//
void
Mech::ReadUpdateRecord(Simulation::UpdateRecord *message)
{
Mech__UpdateRecord *record = (Mech__UpdateRecord *)message;
switch (record->recordType) // *(u16*)(msg+6)
{
case 0: // full pose snapshot
{
Vector3D savedPos = worldPosition; // Wword(0x4e)
EulerAngles savedRot = netOrientation; // Wword(0xb5)
JointedMover::ReadUpdateRecord(message); // FUN_0042249c
worldPosition = savedPos;
netOrientation = savedRot;
Wword(0x1df) = 1;
if (throttleState == 2 || throttleState == 3) // Wword(0x1ca)
{
torsoAimCurrent.SetIdentity(); // this+0xa6
}
// torso/leg sync when the move state flips to/from "2"
if (Wword(0x10) != Wword(0xf) && (Wword(0xf) == 2 || Wword(0x10) == 2))
{
torsoRotation.Mul(Wword(0x4b));
torsoAimCurrent.Mul(Wword(0x4b));
torsoAimCurrent = torsoAimTarget;
Wword(0x1df) = 0;
if ((instanceFlags & 0x40) == 0)
{
ResetPose(); // (**(this+0x34))(this)
}
}
Wword(0x1ad) = record->sequence; // puVar1[0x1d]
}
break;
case 2: // alarm-only
JointedMover::ReadUpdateRecord(message); // FUN_0041bd34
Wword(0x1ad) = record->field4;
break;
case 3: // score / heat state
JointedMover::ReadUpdateRecord(message);
Wword(0x196) = record->field4;
stabilityAlarm.SetLevel(record->field6);
if (record->field5 == 0)
{
controllableSubsystems.Reset(); // FUN_004283b8
statusAlarm.SetLevel(record->field5);
}
else if (record->field5 == 1)
{
statusAlarm.SetLevel(record->field5);
}
else
{
SetStatusState(record->field5); // FUN_004a800c [mech2]
}
Wword(0x1ad) = record->field7;
break;
case 4: // pose + server-time re-sync
{
JointedMover::ReadUpdateRecord(message);
creationTime = Now(); // Wword(0x1de)
worldPosition = record->position; // this+0x4e <- msg+4
netOrientation = record->orientation; // this+0xb5 <- msg+7
Wword(0xb8) = Now();
Scalar age = (Scalar)(Wword(0xb8) - Wword(5)) / FrameTimeScale;
if (age < ReSyncSpeedThreshold) // 10.0f
{
Wword(0xb8) += (Wword(0xb8) - Wword(5)); // extrapolate
}
Wword(0x1ad) = record->fieldA;
}
break;
case 5: // subsystem alarm (variant A)
JointedMover::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->field4); // this+0x114
Wword(0x129) = record->field5;
Wword(0x12a) = record->field6;
Wword(0x12d) = record->field9;
SetStatusState(0x20); // FUN_004a800c [mech2]
torsoAimCurrent.SetIdentity();
Wword(0x1ad) = record->fieldA;
break;
case 6: // subsystem alarm (variant B -- death)
JointedMover::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->field4);
Wword(0x129) = record->field5;
Wword(0x12a) = record->field6;
Wword(0x12d) = record->field9;
statusAlarm.SetLevel(0);
Wword(0x195) = Wword(0x196) = 1;
torsoAimCurrent.SetIdentity();
Wword(0x1ad) = record->fieldA;
break;
case 7: // subsystem alarm (variant C)
JointedMover::ReadUpdateRecord(message);
heatAlarm.SetLevel(record->field4);
Wword(0x129) = record->field5;
Wword(0x12a) = record->field6;
Wword(0x12d) = record->field9;
Wword(0x1ad) = record->fieldA;
break;
case 8: // single scalar
JointedMover::ReadUpdateRecord(message);
Wword(0xfd) = record->field4;
Wword(0x1ad) = record->field5;
break;
default:
JointedMover::ReadUpdateRecord(message); // FUN_0042249c
break;
}
//
// Re-fire the stability alarm when the leg state transitions into "2".
//
if (Wword(0xf) != Wword(0x10) && Wword(0xf) == 2)
{
StabilityMessage msg; // FUN_00436668
BroadcastToTeam(msg); // FUN_004364e4
stabilityAlarm.SetLevel(Wword(0x10)); // FUN_0041bbd8(this+0xb,...)
}
}
//###########################################################################
// SetInstanceFlags -- @004a4c54
//
// OR a flag word into the entity instance flags (this+0x18); copies (network
// replicants) are stripped of all but the low/high reserved bits.
//
void
Mech::SetInstanceFlags(Word flags)
{
if (IsNetworkCopy()) // FUN_0049fb54
{
flags &= 0xfe03;
}
*(Word *)((char *)this + 0x18) |= flags;
}
//###########################################################################
//###########################################################################
// Resource authoring (offline tools)
//###########################################################################
//###########################################################################
//###########################################################################
// CreateModelResource -- @004a2da8
//
// Parses the Mech's "gamedata" notation block into a Mech::ModelResource and
// writes it to the resource file (segment 0xf). Faithful in structure; the
// long run of identical "Read field or fail" blocks is summarized -- each
// missing key logs "<model> missing <Key>!" and aborts. See Mech__ModelResource
// for the field->offset mapping.
//
ResourceDescription::ResourceID
Mech::CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
ModelResource *model
)
{
Logical owned = (model == 0);
if (owned)
{
model = (ModelResource *)Memory::Allocate(200); // 0x32 words
if (model == 0)
{
return (ResourceDescription::ResourceID)-1;
}
}
if (JointedMover::CreateModelResource( // FUN_004238bc
resource_file, model_name, model_file, directories, model) == -1
|| ParseJointResource( // FUN_00435ac8
resource_file, model_name, model_file, directories,
model->skeletonName) == -1)
{
goto fail;
}
//
// AnimationPrefix (must be exactly 3 letters).
//
{
const char *prefix = 0;
if (!model_file->GetEntry("gamedata", "AnimationPrefix", &prefix))
{
DebugStream << model_name << " missing AnimationPrefix!";
goto fail;
}
if (strlen(prefix) != 3)
{
DebugStream << model_name << " must have 3 letter AnimationPrefix!";
goto fail_no_free;
}
strcpy(model->animationPrefix, prefix);
}
//
// Required scalar fields -- each aborts with a "missing <Key>!" diagnostic.
// (Order and keys exactly as in the decomp.)
//
if (!model_file->GetEntry("gamedata","MaxAcceleration", &model->maxAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","RelativeMechValue", &model->relativeMechValue)) goto miss;
if (!model_file->GetEntry("gamedata","LookLeftAngle", &model->lookLeftAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookRightAngle", &model->lookRightAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookFrontAngle", &model->lookFrontAngle)) goto miss;
if (!model_file->GetEntry("gamedata","LookBackAngle", &model->lookBackAngle)) goto miss;
if (!model_file->GetEntry("gamedata","WalkingTurnRate", &model->walkingTurnRate)) goto miss;
if (!model_file->GetEntry("gamedata","RunningTurnRate", &model->runningTurnRate)) goto miss;
{
const char *cameraOffset = 0;
if (!model_file->GetEntry("gamedata","CameraOffset",&cameraOffset))
{
DebugStream << model_name << " missing CameraOffset!";
}
ParseVector(cameraOffset, &model->cameraOffset); // FUN_00408944
}
if (!model_file->GetEntry("gamedata","DeathSplashDamage", &model->deathSplashDamage)) goto miss;
if (!model_file->GetEntry("gamedata","DeathSplashRadius", &model->deathSplashRadius)) goto miss;
//
// DeathEffect -- resolved to a resource id in the same file.
//
{
const char *deathEffect = 0;
if (!model_file->GetEntry("gamedata","DeathEffect",&deathEffect))
{
DebugStream << model_name << " missing DeathEffect!";
goto fail;
}
RDesc *fx = ((RFileX *)resource_file)->Find(deathEffect, 1, -1);
if (fx == 0)
{
DebugStream << model_name << " cannot find " << deathEffect
<< " in resource file!";
goto fail;
}
model->deathEffectResourceID = fx->id;
}
if (!model_file->GetEntry("gamedata","MaxUnstableAcceleration", &model->maxUnstableAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableAccelerationEffect", &model->unstableAccelerationEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableGunTheEngineEffect", &model->unstableGunTheEngineEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableSuperStopEffect", &model->unstableSuperStopEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableHighVelocityEffect", &model->unstableHighVelocityEffect)) goto miss;
if (!model_file->GetEntry("gamedata","UnstableStopedTurnEffect", &model->unstableStopedTurnEffect)) goto miss;
if (!model_file->GetEntry("gamedata","SuperStopAcceleration", &model->superStopAcceleration)) goto miss;
if (!model_file->GetEntry("gamedata","ThrottleAdjustment", &model->throttleAdjustment)) goto miss;
if (!model_file->GetEntry("gamedata","UpdateTurnVelocityDiffrence",&model->updateTurnVelocityDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","UpdateTurnDegreeDiffrence", &model->updateTurnDegreeDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","UpdatePositionDiffrence", &model->updatePositionDiffrence)) goto miss;
if (!model_file->GetEntry("gamedata","TimeDelay", &model->timeDelay)) goto miss;
//
// ShadowJointName (optional "Unspecified"; otherwise < 20 chars).
//
{
const char *shadowJoint = "Unspecified";
if (!model_file->GetEntry("gamedata","ShadowJointName",&shadowJoint))
{
DebugStream << model_name << " missing ShadowJointName!";
goto fail;
}
if (strcmp(shadowJoint, "Unspecified") != 0)
{
if (strlen(shadowJoint) > 0x13)
{
DebugStream << model_name
<< " ShadowJointName must be less than 20 characters long!";
goto fail;
}
strcpy(model->shadowJointName, shadowJoint);
}
}
if (owned)
{
RDesc *out = ((RFileX *)resource_file)->WriteResource( // FUN_00406db4
model_name, 0xf, 1, 0, model, 200, -1);
Memory::Free(model);
return out->id;
}
return (ResourceDescription::ResourceID)-1;
miss:
DebugStream << model_name << " missing field!"; // (per-key text in decomp)
fail:
if (owned)
{
Memory::Free(model);
}
fail_no_free:
return (ResourceDescription::ResourceID)-1;
}
//###########################################################################
// CreateModelResourceStub -- @004a2d78 (best-effort)
//
// Tiny wrapper that runs the JointedMover resource builder and stamps the
// Mech entity ClassID (0xBB9) into the record. Exact owner uncertain (could
// be a RegisteredClass make-callback); folded here for completeness.
//
Logical
Mech::CreateModelResourceStub(ModelResource *model)
{
if (!CreateModelResourceBase(model)) // FUN_00423864
{
return False;
}
model->classID = MechClassID; // model[7] = 0xBB9
return True;
}
//###########################################################################
// CreateControlMappingStream -- @004a3794 (best-effort)
//
// Builds the I/O control-mapping table (resource segment 0x13) from the
// "<tool>:IOMapping" entries: for each control it resolves the control type,
// its owning subsystem (or the ControlsMapper itself), the Mode, and either
// an EventMapping(MessageID) or a DirectMapping(AttributeID). The decomp is
// a large diagnostic-heavy parser; reproduced in summary form. Logged
// failures use ':'-separated "<map>:<control> <reason>" messages.
//
ResourceDescription::ResourceID
Mech::CreateControlMappingStream(
const char *mapping_name,
NotationFile *mapping_file,
FindNameFunction find_name,
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
PlatformTool *current_tool
)
{
NotationIterator section(mapping_file); // FUN_0040485c
int count = ((NoteX *)mapping_file)->Count();
if (count == 0)
{
DebugStream << mapping_name << " is missing control mappings!";
return (ResourceDescription::ResourceID)-1;
}
CMapTable *table = // (count*6 + 6) * 0x18
(CMapTable *)Memory::Allocate((count * 6 + 6) * 0x18);
table->count = count;
int written = 0;
for (int i = 0; i < count; ++i)
{
ControlsMapping *entry = &table->entries[written];
const char *controlName = 0;
if (!((NoteX *)mapping_file)->ReadString(section, "IOMapping", &controlName))
{
DebugStream << mapping_name << ":" << section << " has no IOMapping!";
Memory::Free(table);
goto cleanup_fail;
}
if (!find_name(controlName, entry)) // (*param_3)
{
DebugStream << mapping_name << " control type "
<< controlName << " does not exist!";
Memory::Free(table);
goto cleanup_fail;
}
// ... resolve Subsystem / Mode / Type / Event|Direct mapping ...
// (Each branch validates a key and, on failure, logs and bails.
// On success the entry's subsystem index, mode, and target
// MessageID/AttributeID are filled, then `written`/section advance.)
// TODO: verify the per-field detail against @004a3794; the control-
// flow there is heavily duplicated by the optimizer.
++written;
}
table->count = written;
{
RDesc *out = ((RFileX *)resource_file)->WriteResource( // FUN_00406db4
mapping_name, 0x13, 1, 0, table,
table->byteSize(), -1);
Memory::Free(table);
section.Release();
return out->id;
}
cleanup_fail:
section.Release();
return (ResourceDescription::ResourceID)-1;
}
//###########################################################################
// CreateDamageZoneStream -- @004a474c
//
// Streams the skeleton (.skl), damage-zone (.dmg) and damage-lookup (.tbl)
// files for the model. Verifies DZoneCount matches the number of zones
// actually present, builds each Mech::DamageZone (FUN_0049d304) into a
// MemoryStream, writes the damage-zone segment (0x14) and the damage-lookup
// segment (0x1d), and returns the damage-zone resource id.
//
ResourceDescription::ResourceID
Mech::CreateDamageZoneStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
const char *sklName = 0;
if (!model_file->GetEntry("video", "skeleton", &sklName))
{
DebugStream << model_name << " is missing .skl file specification!";
return (ResourceDescription::ResourceID)-1;
}
CString sklPath = ((DirsX *)directories)->skeletonDir + sklName; // FUN_004064fc
NotationFile *sklFile = OpenNotation(sklPath, 1); // FUN_00403e84
if (sklFile->IsEmpty())
{
DebugStream << sklPath << " is empty or missing!";
goto fail_skl;
}
{
const char *dmgName = 0;
if (!model_file->GetEntry("gamedata", "DamageZones", &dmgName))
{
DebugStream << model_name << " is missing .dmg file specification!";
goto fail_skl;
}
CString dmgPath = ((DirsX *)directories)->gameDataDir + dmgName;
NotationFile *dmgFile = OpenNotation(dmgPath, 1);
if (dmgFile->IsEmpty())
{
DebugStream << dmgPath << " is empty or missing!";
goto fail_dmg;
}
int dzoneCount = 0;
if (!sklFile->GetEntry("DZoneInfo", "DZoneCount", &dzoneCount))
{
DebugStream << model_name << " is missing DZoneCount!";
goto fail_dmg;
}
MemStreamX dzMem; // FUN_0040328c
dzMem.Write(&dzoneCount, 4);
NotationList *zones = ((NoteX *)sklFile)->List("DamageZones", ""); // FUN_00404720
if (zones->Count() == 0)
{
DebugStream << "No dZones listed in DamageZones Part!";
DebugStream.Flush();
goto fail_dmg;
}
int found = 0;
for (NotationEntry *z = zones->First(); z != 0; z = z->Next())
{
++found;
char zoneName[32];
strcpy(zoneName, z->Name());
StreamDamageZone( // FUN_0049d304
resource_file, model_file, model_name,
sklFile, zoneName, dmgFile, directories, &dzMem);
}
if (found != dzoneCount)
{
DebugStream << "DZoneCount != damage zones found!";
DebugStream.Flush();
goto fail_dmg;
}
//
// Damage-lookup table (.tbl).
//
const char *tblName = 0;
if (!model_file->GetEntry("gamedata", "DamageLookupTable", &tblName))
{
DebugStream << model_name << " is missing .tbl file specification!";
goto fail_dmg;
}
{
CString tblPath = ((DirsX *)directories)->gameDataDir + tblName;
NotationFile *tblFile = OpenNotation(tblPath, 1);
if (tblFile->IsEmpty())
{
DebugStream << tblPath << " is empty or missing!";
goto fail_tbl;
}
MemStreamX tblMem; // FUN_0040328c
StreamDamageLookup(model_file, model_name, tblFile, // FUN_0049ed28
directories, &tblMem);
RDesc *out = // segment 0x14
((RFileX *)resource_file)->WriteResource(model_name, 0x14, 1, 0, &dzMem, -1);
((RFileX *)resource_file)->WriteResource(model_name, 0x1d, 1, 0, &tblMem, -1); // segment 0x1d
// release everything and return the damage-zone resource id
CloseNotation(sklFile);
CloseNotation(dmgFile);
zones->Release();
CloseNotation(tblFile);
return out->id;
}
fail_tbl:
;
fail_dmg:
CloseNotation(dmgFile);
}
fail_skl:
CloseNotation(sklFile);
return (ResourceDescription::ResourceID)-1;
}
//===========================================================================//
// Embedded-container ctor/dtor/iterator thunks
//---------------------------------------------------------------------------//
// The following are compiler-emitted (de)constructors and iterator helpers
// for the Mech's member containers -- the subsystem roster ChainOf<> views
// and their Slot members. They are listed here only to document the vtable
// addresses; the actual bodies are template instantiations.
//
// @004a4d60 / @004a4d7f Slot member Wword(0x106) vtable 0050cfa0
// @004a4dab / @004a4dca ChainOf member Wword(0x1eb) vtable 0050cf98 (heatable)
// @004a4df6 / @004a4e15 ChainOf member Wword(0x1ef) vtable 0050cf90 (powered)
// @004a4e41 / @004a4e60 ChainOf member this[499] vtable 0050cf88 (damageable)
// @004a4e8c .. @004a4ee9 ChainNode iterator vtable 0050cf34
// @004a4f15 .. @004a4f72 ChainOf<>::Iterator vtable 0050cee4
// @004a4f9e .. @004a4ffb ChainOf<>::Iterator vtable 0050ce94 (used in ctor)
//===========================================================================//
//===========================================================================//
// CONTINUED IN mech2.cpp .. mech4.cpp
//---------------------------------------------------------------------------//
// mech2.cpp @004a5028 : MoveAndCollide / per-frame Simulate, WriteUpdateRecord,
// LoadLowDetailBody @004a80d4, LoadHighDetailBody @004a86c8,
// SetStatusState @004a800c, damage routing.
// mech3.cpp : status reporting / cockpit display feed (vtable
// slot 15 @004abb40 lands here), PrintState.
// mech4.cpp : AI / pathing / scoring, registry glue.
//
// Also uncaptured (mech.cpp gap 0x004a0c2c, vtable slot 7): the pose/state
// writer paired with ReadUpdateRecord above.
//===========================================================================//