Files
BT412/game/reconstructed/mechweap.cpp
T
arcattackandClaude Fable 5 d7b900d108 Cockpit: GENERATOR POWER ROUTING -- assign weapons to generators (task #12)
The pilot's second heat-management tool: the PoweredSubsystem message table
@0x50F4EC (ids 4-8) registered and implemented -- SelectGeneratorA-D
(@004b099c..@004b0a74: FindGeneratorByNumber roster walk on generatorNumber
@0x1E0 -> AttachToVoltageSource re-tap with tap accounting -> modeAlarm
Connected) and ToggleGeneratorMode (@004b0abc: Manual -> Auto -> detach+Manual
cycle).  Weapons inherit via the MechWeapon handler chain.  Desktop: F5-F8
assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles
reconnect mode; BT_GENSEL_TEST scripts a headless verify.

Verified live end-to-end: dispatch -> handler -> re-tap ("PPC_1 ->
GeneratorD (tapped)") -> the charging I^2R physically moved (GenD cold ~90K
baseline -> ~1570K carrying the PPC; GenA relieved), stable over a sustained
autofire soak with thermal-breaker trips.

FOUR defects found and fixed on the way [all T1/T2]:
- THE e17 HEAT EXPLOSION: Generator::SourceLevel misread *(this[0x38]+0x158)
  as linkedSinks->heatEnergy; it is the engine-base DamageZone @0xE0 ->
  damageLevel [0..1] (the same named-member pattern as the bank radiator's
  zone read).  A breaker-restarting generator emitted (1 - 4e8) x 10000
  volts; squared through the customers' I^2R feed, one restart blew the
  whole thermal network to e17.  Authentic: a damaged generator yields
  proportionally less voltage.
- FUN_004ac9c8 is NOT "IsDamaged": raw body = owner -> mech+0x190 player ->
  roleClassIndex(+0x274) == 0 -- the ROOKIE-role lockout for advanced
  cockpit systems.  New bridge BTPlayerRoleLocksAdvanced (NULL player =
  unlocked [T3]; bring-up role 2 = unlocked).  The old stand-in gated the
  handlers off permanently (healthy subsystems have simulationState==1).
- MESSAGE_ENTRY tables must be FUNCTION-LOCAL statics inside the accessor:
  as namespace-scope arrays they are read by other TUs' static-init chains
  before their own initializers run -- Build copies zeros and every id in
  the table is silently dropped (ids 9/10 only worked by TU-order luck;
  both tables relocated; gotcha recorded, reconstruction-gotchas #9).
- The AutoConnect hunt scanned GetSegment() -- the raw @004b0bd0 walks the
  subsystem ROSTER (+0x124/+0x128); EntitySegments were being cast to
  Subsystems (the classic +0x128 gotcha).

Also: the dense handler table's GAP slots (skipped ids) are uninitialized
heap -- the name-based Find strcmp-walks them and AVs; diagnostic probes use
the id-based Find only (the 1995 binary's own tables carry the same holes).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:16:48 -05:00

845 lines
31 KiB
C++

//===========================================================================//
// File: mechweap.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: MechWeapon -- abstract base for every mounted Mech weapon //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 JM Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
// pseudo-C for the module cluster @004b95ec-@004b9d10 (file=bt/mechweap.cpp)
// plus the pure-virtual stub @004ba45c (file=bt/mechweap.hpp). Method and
// member names follow the surviving derived sources (PPC.CPP, GAUSS.CPP,
// MISLANCH.HPP), the resource-parser tag strings, and the RP WEAPSYS.h analog.
// Each non-trivial method cites the originating @ADDR.
//
// Resolved read-only constants (4 LE bytes from section_dump CODE):
// _DAT_004b9648 = 00 00 00 00 = 0.0f (fire-edge threshold)
// _DAT_004b9b98 = 00 00 80 bf = -1.0f (default pip-colour component)
// _DAT_004b9c98 = 00 00 80 3f = 1.0f (full-heat reference)
// _DAT_004ba37c = 00 00 80 bf = -1.0f (resource "unset" sentinel)
//
// Helper-function name mapping (engine internals referenced by the decomp):
// FUN_004b0f74 PoweredSubsystem base constructor
// FUN_004b115c PoweredSubsystem destructor
// FUN_004b0e6c PoweredSubsystem::ResetToInitialState (vtable slot 10)
// FUN_004b0efc PoweredSubsystem (vtable slot 9 -- ReadUpdateRecord)
// FUN_004b0f48 PoweredSubsystem::GetStatusFlags (vtable slot 12)
// FUN_004b1224 PoweredSubsystem::PrintState (vtable slot 13)
// FUN_004b13ac PoweredSubsystem::CreateStreamedSubsystem
// FUN_0041bd34 Subsystem::TakeDamage (vtable slot 6, base)
// FUN_0041c500 Subsystem::WriteUpdateRecord (vtable slot 7, base)
// FUN_0041b9ec AlarmIndicator(levels) FUN_0041baa4 ~AlarmIndicator
// FUN_0041bbd8 AlarmIndicator::SetLevel(n)
// FUN_0041db7c Damage::Damage() / init
// FUN_0041a1a4 IsDerivedFrom(classDerivations)
// FUN_00408440 Vector copy FUN_0040a7f4 Point copy
// FUN_00408644 Vector subtract (out = a - b)
// FUN_004087f4 Vector negate/copy
// FUN_0040aadc Matrix identity FUN_0040ad2c Matrix from angles
// FUN_00409a70 apply transform FUN_00409968 Vector set
// FUN_004dd138 sqrtf FUN_004dc8ec atan2f(double,double)
// FUN_00408110 angle normalise
// FUN_0041f216 / FUN_0041f235 segment-iterator construct / destruct
// FUN_00424da8 resolve segment world point
// FUN_0049b6d8 cockpit HUD: register pip / fire marker
// FUN_004b13ac etc. (resource parser primitives):
// FUN_00404118 NotationFile::Read(scalar) FUN_00404088 Read(string)
// FUN_004040d8 Read(int/bool) FUN_00404190 Read(int)
// FUN_00406824 parse colour FUN_00406ff8 ResourceFile::FindResource
// FUN_004d4b58 strcmp FUN_004d4b14 memcmp FUN_004d4c78 strstr
// FUN_004dbb24 DebugStream << FUN_004d9c38 DebugStream flush
// FUN_0040385c Verify()/assert(msg,file,line)
//
#include <bt.hpp>
#include <messmgr.hpp> // SubsystemMessageManager (task #8 damage submission)
#include <mechmppr.hpp> // MechControlsMapper -- the config-session virtuals (task #6)
#pragma hdrstop
#if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(TESTBT_HPP)
# include <testbt.hpp>
#endif
//#############################################################################
// Shared Data Support
//
Derivation
MechWeapon::ClassDerivations(
PoweredSubsystem::GetClassDerivations(),
"MechWeapon"
);
// task #6 -- the binary's MechWeapon handler table @0x511860 (section_dump:
// {9, "ConfigureMappables"@0x511994, @004b9550}, {10, "ChooseButton"@0x5119A7,
// @004b95b8}); chained onto the PoweredSubsystem set. Table INSIDE the
// accessor (function-local static) -- the cross-TU static-init order trap
// emptied the powersub table this same way (task #12); this one only worked
// by TU-order luck.
Receiver::MessageHandlerSet&
MechWeapon::GetMessageHandlers()
{
static const Receiver::HandlerEntry entries[]=
{
MESSAGE_ENTRY(MechWeapon, ConfigureMappables), // id 9 @004b9550
MESSAGE_ENTRY(MechWeapon, ChooseButton) // id 10 @004b95b8
};
static Receiver::MessageHandlerSet messageHandlers(
ELEMENTS(entries), entries,
PoweredSubsystem::GetMessageHandlers()
);
return messageHandlers;
}
Simulation::AttributeIndexSet MechWeapon::AttributeIndex; // legacy empty member (superseded by GetAttributeIndex)
// gauge data-binding wave: OutputVoltage/PercentDone -> rechargeLevel (1.0 ==
// ready; ComputeOutputVoltage/the charge state machine drive it, so both animate
// as the weapon recharges). Chained to PoweredSubsystem's dense index.
const MechWeapon::IndexEntry
MechWeapon::AttributePointers[]=
{
// The authentic entry (binary table @0x511890): the streamed controls maps
// bind the pod fire buttons directly onto this Scalar -- fireImpulse IS the
// binary's "TriggerState" (the edge-detected fire channel destination).
ATTRIBUTE_ENTRY(MechWeapon, TriggerState, fireImpulse), // @0x31C id 0x13
ATTRIBUTE_ENTRY(MechWeapon, OutputVoltage, rechargeLevel), // @0x320 (charge/ready level)
ATTRIBUTE_ENTRY(MechWeapon, PercentDone, rechargeLevel) // @0x320 (recharge dial fraction)
};
MechWeapon::AttributeIndexSet&
MechWeapon::GetAttributeIndex()
{
static MechWeapon::AttributeIndexSet attributeIndex(
ELEMENTS(MechWeapon::AttributePointers),
MechWeapon::AttributePointers,
PoweredSubsystem::GetAttributeIndex()
);
return attributeIndex;
}
MechWeapon::SharedData
MechWeapon::DefaultData(
&MechWeapon::ClassDerivations,
MechWeapon::GetMessageHandlers(),
MechWeapon::GetAttributeIndex(),
MechWeapon::StateCount
);
//#############################################################################
// The CONFIG-MODE session handlers (task #6)
//
//
// @004b9550 -- id 9 "ConfigureMappables": the press-and-HOLD session bracket.
// dataContents = +-(element+1) (press/release, the L4 button value convention).
// Press: open the session on THIS weapon -- the roster-slot-0 mapper flips the
// global mode NonMapping->Mapping, latches &fireImpulse as the active configure
// target, and temp-maps the fire buttons to send ChooseButton (id 10) here.
// Release: close the session (mode restored, temp layer stripped).
// The +0x110 write (0 open / -1 idle) is the binary's config-session flag
// (ctor default -1, part_012.c:15775); the port field carries the older name
// vitalSubsystemIndex -- no confirmed reader yet (read-site survey pending).
//
void
MechWeapon::ConfigureMappablesMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
)
{
Check(this);
Check_Pointer(message);
int value = message->dataContents; // +-(element+1)
int element = ((value < 0) ? -value : value) - 1;
MechControlsMapper *mapper = ((Mech *)owner)->MappingMapper(); // **(mech+0x128)
if (mapper == 0)
{
return; // (binary assumes slot 0 is live)
}
if (value < 1)
{
mapper->ExitConfiguration(element); // vtbl+0x3C
vitalSubsystemIndex = -1; // this+0x110 -> idle
}
else
{
vitalSubsystemIndex = 0; // this+0x110 -> session open
mapper->EnterConfiguration( // vtbl+0x38
element,
(ControlsButton *)&fireImpulse, // this+0x31C (TriggerState)
this,
ChooseButtonMessageID, // 10
ConfigureMappablesMessageID, // 9
0); // active_message_id (direct bind)
}
}
//
// @004b95b8 -- id 10 "ChooseButton": while the session is open, a tapped fire
// button sends its RAW 1-based value here; the mapper's direct AddOrErase
// TOGGLES buttonGroup[value-1]'s permanent (0x10000) mapping onto
// &fireImpulse -- join the group if absent, leave it if present. Press only.
//
void
MechWeapon::ChooseButtonMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
)
{
Check(this);
Check_Pointer(message);
if (message->dataContents > 0)
{
MechControlsMapper *mapper = ((Mech *)owner)->MappingMapper();
if (mapper != 0)
{
mapper->AddOrErase( // vtbl+0x44 (direct overload)
(unsigned int)message->dataContents, // RAW 1-based
(ControlsButton *)&fireImpulse);
}
}
}
//#############################################################################
// Firing -- abstract base body
//
// @004b95ec -- MechWeapon is abstract; the base FireWeapon() must never run.
// Exact analog of RP GenericGun::Fire()'s "Should not be here!" stub. Real
// firing lives in Emitter::FireWeapon (PPC/Gauss) and ProjectileWeapon
// (MissileLauncher). Assert tag: MECHWEAP.CPP : 0xC9.
//
void
MechWeapon::FireWeapon()
{
Fail("MechWeapon abstract class should not be fired");
}
//
// @004ba45c -- a second pure-virtual placeholder emitted from MECHWEAP.HPP:343
// ("ERROR: Accessing Pure Virtual Method"). Compiled into the next translation
// unit (Emitter); reproduced here for completeness. A human should reconcile
// which header-declared pure virtual this guards.
//
// void MechWeapon::<pure-virtual>() {
// Verify(False, "ERROR: Accessing Pure Virtual Method",
// "d:\\tesla\\bt\\bt\\mechweap.hpp", 0x157);
// }
//#############################################################################
// Construction / Destruction
//
// @004b99a8 -- chains to the PoweredSubsystem ctor (@004b0f74), installs the
// MechWeapon vtable (PTR_FUN_00511d2c), constructs the alarm indicator and the
// Damage member, then copies the weapon parameters out of the resource record.
//
MechWeapon::MechWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
PoweredSubsystem(owner, subsystem_ID, subsystem_resource, shared_data),
weaponAlarm(/*levels=*/ 3), // FUN_0041b9ec(this+0xd4, levels)
damageData() // FUN_0041db7c(this+0xea)
{
Check(owner);
Check_Pointer(subsystem_resource);
// pip colour defaults to (-1,-1,-1) -- "use the configured/team colour".
pipColor.Red = -1.0f; // _DAT_004b9b98
pipColor.Green = -1.0f;
pipColor.Blue = -1.0f;
// --- copy weapon parameters out of the resource ---
rechargeRate = subsystem_resource->rechargeRate; // +0x190
explosionResourceID = subsystem_resource->explosionResourceID; // +0x198
damageData.damageType = subsystem_resource->damageType; // +0x1A0
damageData.damageAmount = subsystem_resource->damageAmount; // +0x19C
segmentPageIndex = subsystem_resource->segmentIndex; // +0x28
weaponRange = subsystem_resource->weaponRange; // +0x194
heatCostToFire = subsystem_resource->heatCostToFire; // +0x1A4
pipPosition = subsystem_resource->pipPosition; // +0x1A8
pipColor = subsystem_resource->pipColor; // +0x1AC..+0x1B4
pipExtendedRange = subsystem_resource->pipExtendedRange; // +0x1B8
effectiveRange = weaponRange; // 0x328 primed to weaponRange (recomputed in UpdateTargeting)
simulationFlags |= 0x8; // this[10] |= 8 (mark "weapon" subsystem)
rangeToTarget = 0.0f; // 0x324
targetWithinRange = False; // 0x34C
// segmentReference/pipSegment were phantom tail members (past the binary 0x3F0 end);
// removed. The muzzle segment index is the inherited base slot this+0xdc (used by
// GetMuzzlePoint); the pip mount is gated by useConfiguredPip in DrawWeaponPip.
// usesExternalModel: True if the model name contains the marker substring
// (DAT_00511aa2); selects whether the configured pip is drawn.
usesExternalModel = (strstr(GetName(), "EXT") != 0) ? True : False;
fireImpulse = 0.0f; // 0x31C
// task #6: the binary MechWeapon ctor defaults its controls-destination
// pass-through to &fireImpulse when the caller passes NULL (@004b99a8
// `if (param_7==0) param_7 = this+0x31C`); the chain stores it at
// MechSubsystem+0xE8/+0xEC where ConfigMapGauge's GetMapState reads it.
controlDestination = (void *)&fireImpulse; // 0xE8
controlMessageID = 0; // 0xEC
rechargeLevel = 1.0f; // 0x320 (fully charged)
previousFireImpulse = 0.0f; // 0x3A4
recoil = 0.0f; // 0x3E8
useConfiguredPip = (usesExternalModel == 0); // 0x3E0
pipState = 0; // 0x330
Check_Fpu();
}
//
// @004b9b9c -- destroys the alarm indicator, chains to ~PoweredSubsystem, and
// (if the deleting-dtor bit is set) frees the object.
//
MechWeapon::~MechWeapon()
{
Check(this);
// weaponAlarm (@0xd4) destroyed by its own dtor (FUN_0041baa4(this+0xd4, 2));
// base chain (FUN_004b115c) handles the rest.
Check_Fpu();
}
//#############################################################################
// Test Class Support
//
Logical
MechWeapon::TestClass(Mech &)
{
return True;
}
Logical
MechWeapon::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//#############################################################################
// Subsystem virtual overrides
//
//
// @004b96d4 -- slot 9 (TASK #51 RENAME: this body was mislabeled slot-6
// ReadUpdateRecord; @004b96d4 chains @004b0efc = PoweredSubsystem::TakeDamage,
// which dispatches on *param==4 == Damage::damageType -- damage semantics).
// The PoweredSubsystem::TakeDamage body (electrical-short handling) is not yet
// reconstructed; chain to the engine Subsystem base, and keep the damage-zone
// alarm tracking this port has shipped with (best-effort; the binary's alarm
// display on weapon damage flows through the unreconstructed @004b0efc chain).
//
void
MechWeapon::TakeDamage(Damage &damage)
{
Subsystem::TakeDamage(damage); // engine base (real chain: @004b0efc)
// Port behavior (kept): a destroyed weapon clears its display alarm;
// otherwise the alarm tracks the resolved damage-zone state.
::DamageZone *dz = this->Subsystem::damageZone;
if (dz != 0
&& dz->GetGraphicState() == DamageZone::DestroyedGraphicState)
{
weaponAlarm.SetLevel(0);
}
else
{
weaponAlarm.SetLevel(
(dz != 0 && dz->damageLevel > 0.0f) ? 1 : 0
);
}
}
//
// @004b9690 -- slot 7. Append the weapon's replication fields to the update
// record. DISASM CORRECTIONS (task #51): `*message = 0x18` writes the record
// LENGTH (record[0] = recordLength), not recordID; and message[5] derives from
// this+0x360 == weaponAlarm+0x10 (LevelCountB), not from the level. BASE-TYPED
// param: with the class's own UpdateRecord typedef this silently failed to
// override the engine virtual, so the engine base ran and no weapon field
// ever serialized.
//
void
MechWeapon::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
{
Subsystem::WriteUpdateRecord(message, update_model); // FUN_0041c500 (header + subsystemID)
MechWeapon__UpdateRecord *rec = (MechWeapon__UpdateRecord *)message;
rec->recordLength = sizeof(MechWeapon__UpdateRecord); // *message = 0x18
rec->alarmState = weaponAlarm.GetLevel(); // message[4] = *(this+0x364)
rec->weaponIdle = (weaponAlarm.LevelCountB() == 0) ? 1 : 0; // message[5] = (*(this+0x360)==0)
}
//
// @004b964c -- slot 6 (TASK #51 RENAME: was mislabeled TakeDamage). Apply a
// weapon update record on the REPLICANT: chain the Simulation base
// (@0041bd34 -- lastUpdate + simulationState), then the weapon alarm --
// reset-through-0 first when the record's weaponIdle flag is set, then the
// replicated alarm level.
//
void
MechWeapon::ReadUpdateRecord(Simulation__UpdateRecord *message)
{
Simulation::ReadUpdateRecord(message); // FUN_0041bd34
MechWeapon__UpdateRecord *rec = (MechWeapon__UpdateRecord *)message;
if (rec->weaponIdle != 0) // record+0x14
{
weaponAlarm.SetLevel(0);
}
weaponAlarm.SetLevel(rec->alarmState); // record+0x10
}
//
// @004b96ec -- slot 10. Reset the firing/recharge state, then chain to base.
//
void
MechWeapon::ResetToInitialState()
{
PoweredSubsystem::ResetToInitialState(); // FUN_004b0e6c
recoil = 0.0f; // this[0xfa] = 0
rechargeLevel = 1.0f; // this[200] = 0x3f800000
fireImpulse = 0.0f; // this[199] = 0
previousFireImpulse = 0.0f; // this[0xe9] = 0
}
//
// @004b9d00 -- slot 13. Defers to the PoweredSubsystem print routine.
//
void
MechWeapon::PrintState()
{
PoweredSubsystem::PrintState(); // FUN_004b1224
}
//#############################################################################
// Targeting / aiming helpers
//
//
// @004b9bdc -- recompute the range to the owning Mech's current target and the
// heat-degraded effective range, then decide whether the target is in range.
//
// no target (entity+0x388 == 0):
// rangeToTarget = -1; targetWithinRange = False
// else:
// v = entity->targetPoint(+0x37c) - entity->muzzlePoint(+0x100)
// rangeToTarget = |v|
// effectiveRange = (1.0 - heatSource->heatLoad(+0x158)) * weaponRange
// targetWithinRange = (effectiveRange > rangeToTarget)
//
Logical
MechWeapon::UpdateTargeting()
{
if (!HasActiveTarget()) // *(entity+0x388) == 0
{
rangeToTarget = -1.0f; // 0xbf800000
targetWithinRange = False;
}
else
{
Point3D target, muzzle;
GetTargetPosition(target);
GetMuzzlePoint(muzzle);
Vector3D delta;
delta.Subtract(target, muzzle); // FUN_00408644
rangeToTarget = (Scalar)Sqrt( // FUN_004dd138
delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
// 1.0f == _DAT_004b9c98; heatLoad is the inherited HeatableSubsystem load.
effectiveRange = (1.0f - heatLoad) * weaponRange; // *0x32c
targetWithinRange = (effectiveRange > rangeToTarget) ? True : False;
}
return targetWithinRange;
}
//
// @004b9608 -- rising-edge detector on fireImpulse (threshold _DAT_004b9648 == 0.0f).
// Returns True the frame fireImpulse becomes positive while the previous sample
// was non-positive, then stores the current sample for next time.
//
// ⚠ BIT-PATTERN COMPARE (task #8 root-cause): TriggerState carries the raw
// ControlsButton INT bit-copied by the streamed direct mapping (+(button+1)
// press / -(button+1) release) -- the release value (e.g. -65 = 0xFFFFFFBF)
// reads as a NEGATIVE NaN in float terms. The binary's x87 compare (FNSTSW/
// SAHF + JBE: unordered sets CF|ZF => branch TAKEN) effectively treated the
// NaN as "released", so its edge re-armed; an IEEE-correct float compare
// makes NaN<=0 FALSE and the detector LATCHES SHUT after the first release
// (observed live: one startup edge, then never again). Compare the BIT
// PATTERNS as signed ints instead -- sign-correct for the button ints AND
// for genuine float values (0.0f = 0x0, positives > 0, negatives/NaNs < 0),
// reproducing the binary's effective behavior exactly.
//
Logical
MechWeapon::CheckFireEdge()
{
int current = *(int *)&fireImpulse;
int previous = *(int *)&previousFireImpulse;
Logical edge = (current > 0 && previous <= 0) ? True : False;
previousFireImpulse = fireImpulse;
return edge;
}
//
// @004b9cbc -- copy the owning Mech's current target position (entity+0x1c4).
//
void
MechWeapon::GetTargetPosition(Point3D &position)
{
// E3: read the owning Mech's current target position (mech+0x37c, set by mech4's
// targeting step) -- the local `targetPoint` member isn't refreshed in the port.
char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
if (o != 0)
position = *(Point3D *)(o + 0x37c); // MECH_TARGET_POS
// (no owner -> leave position unchanged; the phantom `targetPoint` member is gone --
// binary GetTargetPosition @004b9cbc unconditionally reads the owner target slot.)
}
// Faithful FUN_004b9948 muzzle resolve, defined in mech4.cpp (a complete-Mech TU);
// mechweap.cpp reaches the owner Mech only as a raw pointer, so it bridges via void*.
extern void BTResolveWeaponMuzzle(void *ownerMech, int segIndex, Point3D &out);
//
// @004b9cdc -- direction from a supplied point to the weapon mount (entity+0x37c).
//
void
MechWeapon::GetVectorToWeapon(const Point3D &from, Vector3D &direction)
{
Point3D muzzle;
GetMuzzlePoint(muzzle); // resolve live (phantom muzzlePoint member removed)
direction.Subtract(muzzle, from); // FUN_00408644
}
//
// @004b9948 -- resolve the weapon's muzzle/site world position by looking up its
// segment in the owning Mech's segment table and transforming it.
//
void
MechWeapon::GetMuzzlePoint(Point3D &point)
{
// @004b9948 -- resolve the weapon's mount segment (its index is the inherited
// subsystem slot at this+0xdc, == binary param_1+0xdc) in the owning Mech's
// segment table and transform it to world (FUN_00424da8). Reads live each call
// (the phantom cached `muzzlePoint` member is removed -- it collided with the
// Emitter subclass's own fields at 0x3F0+).
int segIndex = *(int *)((char *)this + 0xdc); // inherited segment index (byte-exact base)
BTResolveWeaponMuzzle(owner, segIndex, point); // mech4.cpp bridge (null-guarded)
}
//
// @004b9864 -- build an aim orientation from a direction vector (yaw/pitch via
// atan2), producing a rotation matrix.
//
void
MechWeapon::ComputeAimOrientation(LinearMatrix &orientation, const Vector3D &direction)
{
// Build a yaw/pitch aim orientation from a direction vector (atan2), roll 0.
Scalar yaw = (Scalar)atan2(-direction.x, -direction.z); // FUN_004dc8ec
Scalar len = (Scalar)Sqrt(direction.z * direction.z + direction.x * direction.x);
Scalar pitch = (Scalar)atan2(direction.y, len); // FUN_004dc8ec
EulerAngles angles(
Radian(Radian::Normalize(pitch)),
Radian(Radian::Normalize(yaw)),
Radian(0.0f)
);
orientation = angles; // AffineMatrix::operator=(EulerAngles)
}
//
// ⚠ IDENTITY CORRECTION (task #7): @004b9728 is MechWeapon::SendDamageMessage
// -- the weapon-fire damage submission into the owning mech's
// SubsystemMessageManager (mech+0x434 -> AddDamageMessage @0049b6d8), NOT a
// HUD pip. The "HUD element record" reading below was the same 0x434
// misattribution the mapper suffered. The authentic weapon-side submission
// (per-weapon damageData + inflictingSubsystemID) is pending the
// damage-economy reconciliation (authored 0.25-scale amounts vs the
// bring-up kShotDamage=12); the interim submitter is the mech4 fire block
// routing through AddDamageMessage. This body stays dormant meanwhile.
//
void
MechWeapon::SendDamageMessage(Entity *target)
{
//
// @004b9728 -- package this weapon's just-fired damageData as an
// Entity::TakeDamageMessage and submit it to the owning mech's
// SubsystemMessageManager for per-frame consolidation (AddDamageMessage
// @0049b6d8) -- the authentic beam damage delivery (task #8; the caller
// Emitter::FireWeapon fills damageAmount/damageForce/impactPoint first).
//
// Binary gate (part_013.c:6746): a Mech victim with NO designated zone
// (owner+0x38C == -1) is SKIPPED. The port PASSES -1 through [T3
// divergence]: our Mech::TakeDamageMessageHandler cylinder-resolves the
// unaimed zone (STEP 6), preserving the verified aiming model.
//
Mech *mech = (Mech *)GetEntity(); // weapon+0xD0
if (mech == 0 || target == 0)
{
return;
}
extern int BTMechTargetZone(void *mech); // mech+0x38C (mech4 TU)
int zone = BTMechTargetZone(mech);
Entity::TakeDamageMessage message(
Entity::TakeDamageMessageID,
sizeof(Entity::TakeDamageMessage),
mech->GetEntityID(), // inflicting = owner (+0x184)
zone, // designated zone (or -1 -> cylinder)
damageData, // the 12-dword Damage @0x3A8
subsystemID); // inflictingSubsystemID (+0xD8) --
// lights up the messmgr's per-weapon
// explosion bundling (weapon+0x3E4)
SubsystemMessageManager *manager =
(SubsystemMessageManager *)mech->GetMessageManager(); // mech+0x434
if (manager != 0)
{
manager->AddDamageMessage(target, &message); // FUN_0049b6d8
}
else
{
target->Dispatch(&message); // no manager: direct (bring-up)
}
// PORT bookkeeping (score lived in the retired mech4 fire block): credit
// the delivered amount to the shooter-side score exactly as before.
extern void BTPostDamageScore(Entity *victim, Scalar damage);
extern Logical BTIsRegisteredMech(Entity *e);
if (BTIsRegisteredMech(target)
&& !((Mech *)target)->IsMechDestroyed())
{
BTPostDamageScore(target, damageData.damageAmount);
}
}
//#############################################################################
// CreateStreamedSubsystem
//
// @004b9d10 -- parse the MechWeapon-specific resource fields after the
// PoweredSubsystem base parser. On the first pass every field is primed to the
// "unset" sentinel (-1.0f == _DAT_004ba37c, or -1 for ints); a field is an error
// only if both the read fails AND the field is still unset. Stamps
// subsystemModelSize = 0x1BC and classID = MechWeaponClassID.
//
int
MechWeapon::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!PoweredSubsystem::CreateStreamedSubsystem( // FUN_004b13ac
model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes
)
)
{
return False;
}
subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource); // 0x1BC
subsystem_resource->classID = (RegisteredClass::ClassID)Mech::MechWeaponClassID; // 0xBCD
if (passes == 1)
{
// prime all weapon fields to "unset"
subsystem_resource->rechargeRate = -1.0f;
subsystem_resource->weaponRange = -1.0f;
subsystem_resource->explosionResourceID = -1;
subsystem_resource->damageAmount = -1.0f;
subsystem_resource->heatCostToFire = -1.0f;
subsystem_resource->pipPosition = -1;
subsystem_resource->pipColor.Red = -1.0f;
subsystem_resource->pipColor.Green = -1.0f;
subsystem_resource->pipColor.Blue = -1.0f;
subsystem_resource->pipExtendedRange = -1;
}
// "SegmentPageName" must be present on streaming passes after the first.
if (subsystem_resource->segmentIndex == -1 && passes > 1) // +0x28
{
DEBUG_STREAM << subsystem_name << " missing SegmentPageName!";
return False;
}
if (
!model_file->GetEntry(subsystem_name, "DamageAmount", &subsystem_resource->damageAmount)
&& subsystem_resource->damageAmount == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing DamageAmount!" << std::endl;
return False;
}
if (
!model_file->GetEntry(subsystem_name, "HeatCostToFire", &subsystem_resource->heatCostToFire)
&& subsystem_resource->heatCostToFire == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " missing HeatCostToFire!";
return False;
}
if (
!model_file->GetEntry(subsystem_name, "PipPosition", &subsystem_resource->pipPosition)
&& subsystem_resource->pipPosition == -1
)
{
DEBUG_STREAM << subsystem_name << " missing PipPosition!";
return False;
}
//
// PipColor: optional named colour; "Unspecified" leaves the resource value,
// otherwise it is parsed. A missing/short value is a hard error.
//
const char *pipColorName = "Unspecified";
if (!model_file->GetEntry(subsystem_name, "PipColor", &pipColorName))
{
// no value supplied -- require the resource already to hold one
RGBColor probe(-1.0f, -1.0f, -1.0f);
if (probe == subsystem_resource->pipColor)
{
DEBUG_STREAM << subsystem_name << " missing PipColor!";
return False;
}
}
if (strcmp(pipColorName, "Unspecified") != 0)
{
// FUN_00406824 -- the shipped build mapped a colour token to an RGB triple;
// accept an explicit "R G B" triple here (named-colour table is data-driven).
float r = -1.0f, g = -1.0f, b = -1.0f;
if (sscanf(pipColorName, "%f %f %f", &r, &g, &b) == 3)
{
subsystem_resource->pipColor.Red = r;
subsystem_resource->pipColor.Green = g;
subsystem_resource->pipColor.Blue = b;
}
}
if (
!model_file->GetEntry(subsystem_name, "PipExtendedRange", &subsystem_resource->pipExtendedRange)
&& subsystem_resource->pipExtendedRange == -1
)
{
DEBUG_STREAM << subsystem_name << " missing PipExtendedRange!" << std::endl;
return False;
}
if (
!model_file->GetEntry(subsystem_name, "RechargeRate", &subsystem_resource->rechargeRate)
&& subsystem_resource->rechargeRate == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing RechargeRate!" << std::endl;
return False;
}
if (
!model_file->GetEntry(subsystem_name, "WeaponRange", &subsystem_resource->weaponRange)
&& subsystem_resource->weaponRange == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing WeaponRange!" << std::endl;
return False;
}
//
// DamageType: maps a name onto the Damage::DamageType enum.
//
const char *damageTypeName = "Unspecified";
if (
!model_file->GetEntry(subsystem_name, "DamageType", &damageTypeName)
&& subsystem_resource->damageAmount == -1.0f
)
{
DEBUG_STREAM << model_name << " missing DamageType!";
return False;
}
if (strcmp(damageTypeName, "Unspecified") != 0)
{
if (strcmp(damageTypeName, "CollisionDamage") == 0)
subsystem_resource->damageType = Damage::CollisionDamageType; // 0
else if (strcmp(damageTypeName, "BallisticDamage") == 0)
subsystem_resource->damageType = Damage::BallisticDamageType; // 1
else if (strcmp(damageTypeName, "ExplosiveDamage") == 0)
subsystem_resource->damageType = Damage::ExplosiveDamageType; // 2
else if (strcmp(damageTypeName, "LaserDamage") == 0)
subsystem_resource->damageType = Damage::LaserDamageType; // 3
else if (strcmp(damageTypeName, "EnergyDamage") == 0)
subsystem_resource->damageType = Damage::EnergyDamageType; // 4
else
{
DEBUG_STREAM << model_name << " has an unknown DamageType of "
<< damageTypeName << std::endl;
return False;
}
}
//
// ExplosionModelFile: optional; "Unspecified" leaves it unset, otherwise the
// named model is looked up in the resource file.
//
const char *explosionModelName = "Unspecified";
if (
!model_file->GetEntry(subsystem_name, "ExplosionModelFile", &explosionModelName)
&& subsystem_resource->explosionResourceID == -1
)
{
DEBUG_STREAM << model_name << " missing ExplosionModelFile!";
return False;
}
ResourceDescription *explosion = 0;
if (strcmp(explosionModelName, "Unspecified") != 0)
{
explosion = resource_file->FindResourceDescription( // FUN_00406ff8
explosionModelName, (ResourceDescription::ResourceType)1, -1);
}
if (explosion == 0 && subsystem_resource->explosionResourceID == -1)
{
DEBUG_STREAM << model_name << " cannot find " << explosionModelName
<< " in resource file!";
return False;
}
if (explosion != 0)
{
subsystem_resource->explosionResourceID = explosion->resourceID;
}
return True;
}