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>
264 lines
8.8 KiB
C++
264 lines
8.8 KiB
C++
//===========================================================================//
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// File: dmgtable.cpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: Damage lookup table -- layered / pie-slice hit-location selector //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 ?? Initial coding. //
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// 07/08/26 RE Completed for RUNTIME (was a non-functional skeleton on //
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// no-op ReconTable/stream shims). See dmgtable.hpp header. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
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// pseudo-C for the cluster @0x49de14..@0x49f5fb, cross-checked BYTE-FOR-BYTE
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// against the shipped BTL4.RES type-29 resources (18 tables, exact stream
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// consumption -- see context/combat-damage.md). Each method cites its @ADDR.
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//
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// Float constants (read-only globals in the decomp):
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// _DAT_0049e520 = 1.0f (percentage-sum target, offline validation)
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// _DAT_0049e72c / _DAT_0049e810 / _DAT_0049ed08 = 6.2831853f = 2*PI
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// _DAT_0049ed04 = ~1e-4f (degenerate-direction epsilon)
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// _DAT_0049ed00 / _DAT_0049e730 = 0.0f
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//
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// Engine-helper name mapping:
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// FUN_00408050 RandomUnit() -> Scalar in [0,1) (engine RandomGenerator)
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// FUN_00402948 read shared string [i32 len][len+1 bytes: chars + NUL]
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// FUN_004dc8ec atan2f() FUN_004dcd00 fabsf() FUN_004dcd10/94 floorf
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// FUN_00408bf8 world->local point xform (owner+0xd0) == Mech::WorldToLocal
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//
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#include <bt.hpp>
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#pragma hdrstop
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#include <math.h>
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#if !defined(DMGTABLE_HPP)
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# include <dmgtable.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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//
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// Tuning constants observed as read-only globals in the decomp.
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//
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static const Scalar PercentSumTarget = 1.0f; // _DAT_0049e520
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static const Scalar TwoPi = 6.2831853f; // _DAT_0049e72c / _DAT_0049e810
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static const Scalar DirEpsilon = 1.0e-4f; // _DAT_0049ed04
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//###########################################################################
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// DamageZonePercentTable (leaf)
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//###########################################################################
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//
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// @0x49deb0 -- stream constructor. Stores the owner and rebuilds the entry
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// list from the object stream (ReadEntries @0x49e5e4).
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//
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DamageZonePercentTable::DamageZonePercentTable(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner)
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{
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ReadEntries(stream);
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}
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DamageZonePercentTable::~DamageZonePercentTable() // @0x49df80
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{
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// entries is a value vector -- frees itself.
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}
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//
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// @0x49de14 -- the weighted random roll. Walks the entries in ascending
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// cumulative order, draws ONE uniform sample in [0,1) and returns the zone
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// index of the first entry whose cumulative threshold exceeds the draw.
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// -1 when the table is empty (treated as a miss by the caller).
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//
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int
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DamageZonePercentTable::SelectZone() const
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{
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Scalar roll = RandomUnit(); // FUN_00408050
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for (unsigned i = 0; i < entries.size(); ++i)
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{
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if (roll < entries[i].cumulative) // first threshold past the draw
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{
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return entries[i].zoneIndex;
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}
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}
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return -1;
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}
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//
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// @0x49e5e4 -- read the leading cell NAME string (FUN_00402948: [i32 len] then
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// len+1 bytes = chars + trailing NUL), then the entry count and that many
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// {cumulativePercent, zoneIndex} pairs. The name is descriptive only (the
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// binary caches it but the roll never uses it), so it is consumed and dropped.
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//
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void
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DamageZonePercentTable::ReadEntries(MemoryStream *stream)
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{
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int nameLen = 0;
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stream->ReadBytes(&nameLen, 4); // FUN_00402948: string length
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if (nameLen > 0)
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{
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char scratch[128];
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int total = nameLen + 1; // chars + NUL (FUN_00402948 reads len+1)
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if (total > (int)sizeof(scratch)) total = (int)sizeof(scratch);
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stream->ReadBytes(scratch, total); // consume name + NUL
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}
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int count = 0;
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stream->ReadBytes(&count, 4);
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entries.reserve(count > 0 ? count : 0);
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for (int i = 0; i < count; ++i)
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{
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Entry e;
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stream->ReadBytes(&e.cumulative, 4); // f32 cumulative threshold
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stream->ReadBytes(&e.zoneIndex, 4); // i32 zone segment index
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entries.push_back(e);
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}
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}
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//###########################################################################
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// PieSlice
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//###########################################################################
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//
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// @0x49e740 -- stream constructor (vtable 0x50bd90). Reads the RotateWithTorso
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// flag (binary this[3]) and the slice count (this[0xb]) from the stream, then
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// builds 'sliceCount' leaf tables. (The torso orientation is read live via
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// owner->TorsoHeading() in SelectSlice -- no cached raw pointer.)
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//
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PieSlice::PieSlice(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner),
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rotateWithTorso(0),
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sliceCount(0)
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{
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stream->ReadBytes(&rotateWithTorso, 4); // binary reads into this[3]
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stream->ReadBytes(&sliceCount, 4); // this[0xb]
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slices.reserve(sliceCount > 0 ? sliceCount : 0);
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for (int i = 0; i < sliceCount; ++i) // binary loops i=1..count building leaves
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{
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slices.push_back(new DamageZonePercentTable(owner, stream));
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}
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}
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PieSlice::~PieSlice()
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{
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for (unsigned i = 0; i < slices.size(); ++i)
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{
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delete slices[i];
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}
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}
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//
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// @0x49e678 -- choose the slice for incoming angle 'theta'. When the wheel
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// rotates with the torso, add the live torso twist (torso+0x1d8, via
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// owner->TorsoHeading) and wrap into [0, 2*PI). Slice index =
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// floor(theta * sliceCount / 2*PI) -- direct 0-based index (equivalent to the
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// binary's float-key Find((index+1)*2*PI/sliceCount)).
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//
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DamageZonePercentTable *
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PieSlice::SelectSlice(Scalar theta) const
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{
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if (sliceCount <= 0) return 0;
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if (rotateWithTorso) // binary this[3] != 0
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{
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theta += owner->TorsoHeading(); // torso+0x1d8
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if (theta >= TwoPi) theta -= TwoPi;
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if (theta < 0.0f) theta += TwoPi;
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}
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int index = (int)floorf(theta * (Scalar)sliceCount * (1.0f / TwoPi));
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if (index < 0) index = 0;
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if (index > sliceCount - 1) index = sliceCount - 1;
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return slices[index];
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}
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//###########################################################################
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// DamageLookupTable (top -- layered)
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//###########################################################################
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//
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// @0x49ea48 -- stream constructor (vtable 0x50bd84). Reads the layer count and
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// builds that many PieSlice layers from the stream.
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//
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DamageLookupTable::DamageLookupTable(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner),
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layerCount(0)
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{
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stream->ReadBytes(&layerCount, 4); // this[10]
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layers.reserve(layerCount > 0 ? layerCount : 0);
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for (int i = 0; i < layerCount; ++i)
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{
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layers.push_back(new PieSlice(owner, stream));
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}
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}
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DamageLookupTable::~DamageLookupTable() // @0x49eadc
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{
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for (unsigned i = 0; i < layers.size(); ++i)
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{
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delete layers[i];
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}
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}
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//
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// @0x49eb54 (+ slice @0x49e678 + roll @0x49de14, chained by glue @0x49ed0c) --
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// resolve a world impact point to a damage-zone index.
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// local = owner->WorldToLocal(impact) (owner+0xd0 xform)
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// layer = clamp(floor(layerCount * local.y / heightRef), 0, layerCount-1)
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// theta = atan2(local.z, local.x) (degenerate direction -> random*2*PI)
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// zone = layer.SelectSlice(theta).SelectZone()
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// Returns -1 when the table is empty or the roll falls through (a miss).
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//
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int
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DamageLookupTable::ResolveHit(const Point3D &impact) const
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{
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if (layerCount <= 0) return -1;
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Point3D local = owner->WorldToLocal(impact); // FUN_00408bf8
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Scalar heightRef = owner->CylinderReferenceHeight(); // owner+0x2ec[+0xc]
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if (heightRef <= 0.0f) return -1;
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// --- height -> layer (penetration depth) ---
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Scalar depth = local.y; // binary local_2c
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int layerIndex = (int)floorf((Scalar)layerCount * (depth / heightRef));
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if (layerIndex < 0) layerIndex = 0;
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if (layerIndex > layerCount - 1) layerIndex = layerCount - 1;
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PieSlice *layer = layers[layerIndex];
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// --- in-plane hit direction -> incident angle (else random scatter) ---
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Scalar theta;
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if (fabsf(local.z) > DirEpsilon && fabsf(local.x) > DirEpsilon)
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{
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theta = atan2f(local.z, local.x); // FUN_004dc8ec
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if (theta < 0.0f) theta += TwoPi;
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}
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else
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{
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theta = RandomUnit() * TwoPi; // degenerate -> uniform angle
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}
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DamageZonePercentTable *leaf = layer->SelectSlice(theta); // FUN_0049e678
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return leaf ? leaf->SelectZone() : -1; // FUN_0049de14
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}
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