TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
309 lines
13 KiB
C++
309 lines
13 KiB
C++
//============================================================================//
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// File: mislanch.cpp //
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// Project: BattleTech //
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// Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)//
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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 in part_013.c; member / method names follow the surviving
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// MISLANCH.HPP, the resource-parser tag strings, and the reconstructed
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// mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the
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// originating @ADDR.
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//
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// Class map for the projectile-weapon branch (resolved from vtable + ctor
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// chaining + CreateStreamedSubsystem resource strings):
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// ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c
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// CSS @004bc7cc (TracerInterval, AmmoBin,
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// MinTimeOfFlight, MinJamChance,
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// MinVoltagePercentToFire)
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// MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570
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// CSS @004bd08c (MissileCount, MuzzleVelocity)
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//
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// ProjectileWeapon (base) member offsets used below:
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// @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor)
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// @0x3d4 this[0xf5] per-salvo count copy
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// @0x3f0 this[0xfc] MinTimeOfFlight timer base
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// @0x3fc this[0xff] MinJamChance
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// @0x404 this[0x101] MinVoltagePercentToFire
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// @0x40c this[0x103] MinTimeOfFlight
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// @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D)
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// @0x418 this[0x106] jam-chance-derived scalar
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// @0x438 this[0x10e] TracerInterval
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// @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0)
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// @0x448 this[0x112] (MissileLauncher) missileCount
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//
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// Helper-function name mapping:
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// FUN_004bc3fc ProjectileWeapon base constructor
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// FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem
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// FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424)
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// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord
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// FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm)
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// FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...)
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// FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New
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// FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int
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// FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text
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// FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISLANCH_HPP)
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# include <mislanch.hpp>
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#endif
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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#if !defined(AMMOBIN_HPP)
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# include <ammobin.hpp>
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#endif
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#if !defined(TESTBT_HPP)
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# include <testbt.hpp>
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#endif
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#include <math.h>
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// WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp, a
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// complete-Mech TU with the render + damage path). A fired missile becomes a tracked
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// projectile that flies to the target + delivers this weapon's damage on impact.
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extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
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const Point3D &targetPos, Scalar speed, Scalar damage);
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//###########################################################################
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//###########################################################################
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// MissileLauncher
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//###########################################################################
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//###########################################################################
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//#############################################################################
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// Shared Data Support
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//
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Derivation
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MissileLauncher::ClassDerivations(
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&ProjectileWeapon::ClassDerivations,
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"MissileLauncher"
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);
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// task #6: inherit ProjectileWeapon's handler set (see emitter.cpp note).
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Receiver::MessageHandlerSet&
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MissileLauncher::GetMessageHandlers()
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{
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static Receiver::MessageHandlerSet messageHandlers(
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ProjectileWeapon::GetMessageHandlers()); // copy-inherit
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return messageHandlers;
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}
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Simulation::AttributeIndexSet MissileLauncher::AttributeIndex;
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MissileLauncher::SharedData
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MissileLauncher::DefaultData(
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&MissileLauncher::ClassDerivations,
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MissileLauncher::GetMessageHandlers(),
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MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty)
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MissileLauncher::StateCount
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);
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//#############################################################################
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// Construction
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//
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// @004bcff0 MissileLauncher::MissileLauncher(...)
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//
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// Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable,
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// then reads the two launcher resource fields and splits the damage budget
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// evenly across the salvo so each spawned Missile carries
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// damageAmount/missileCount.
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//
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MissileLauncher::MissileLauncher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data)
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:
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// ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting).
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ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc
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{
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// vtable installed by the compiler (PTR_FUN_00512570)
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missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
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launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity")
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// per-salvo count copy + per-missile damage (write the inherited Damage fields)
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this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount")
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this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount
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}
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//#############################################################################
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// Destruction
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//
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// @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the
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// ProjectileWeapon destructor (which releases the AmmoBin connection @00512424).
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//
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MissileLauncher::~MissileLauncher()
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{
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// vtable reset + base ~ProjectileWeapon chaining handled by the compiler.
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}
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//#############################################################################
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// CreateStreamedSubsystem
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//
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// @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after
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// chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the
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// streamed-record class/size header bytes, then validates both fields,
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// emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure.
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//
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Logical MissileLauncher::CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes)
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{
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// chain the ProjectileWeapon record parser (ammo/jam/tracer fields)
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if (!ProjectileWeapon::CreateStreamedSubsystem(
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resource_file, model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc
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return False;
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// stamp streamed-record header (classID / size bytes @+0x20/+0x24)
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// ... (record housekeeping, see @004bd08c) ...
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if (passes == 1)
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subsystem_resource->missileCount = -1; // sentinel
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// "MissileCount" (+0x1d0)
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if (!model_file->GetEntry(subsystem_name, "MissileCount",
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&subsystem_resource->missileCount)
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&& subsystem_resource->missileCount == -1)
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{
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DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c
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return False;
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}
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// "MuzzleVelocity" (+0x1d4, Vector3D parsed from text)
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const char *text = "Unspecified";
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Vector3D &mv = subsystem_resource->muzzleVelocity;
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if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text)
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&& (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f))
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{
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DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c
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return False;
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}
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if (strcmp(text, "Unspecified") != 0)
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{
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// FUN_00408944 -- parse a "x y z" Vector3D from the resource text.
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float x = 0.0f, y = 0.0f, z = 0.0f;
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if (sscanf(text, "%f %f %f", &x, &y, &z) == 3)
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{
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mv.x = x; mv.y = y; mv.z = z;
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}
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}
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return True;
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}
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//#############################################################################
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// FireWeapon (ProjectileWeapon spawn path, @004bcc60)
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//
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// Builds a streamed-entity spawn descriptor for a Missile (entity ClassID
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// 0xBD0), seeded from this weapon's muzzle transform, the explosion model
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// resource (this->explosionResourceID @0x3e4), the per-missile Damage block
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// (this->damageData @0x3a8) and the owning Mech's target. The descriptor is
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// handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte
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// entity and runs the Missile ctor (@004bf5b4). Heat from firing is added
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// to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon
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// is heat-bearing (FUN_004ad7d4).
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//
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// NOTE: this body lives in the ProjectileWeapon address range and is shared
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// by MissileLauncher; it is documented here because MISLANCH.HPP declares
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// FireWeapon() as the launcher's protected entry point.
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//
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void MissileLauncher::FireWeapon()
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{
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Check(this);
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// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
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// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
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// -- the binary's add @part_013.c:8744-8747, gated on the heatable check.
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if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp; [T3] permissive)
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{
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pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
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}
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// A salvo draws one ammo unit from the linked bin; a dry / not-ready bin
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// latches NoAmmo (ConsumeRound) and aborts the launch.
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if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
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return;
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// Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
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recoil = rechargeRate;
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// Resolve the muzzle / lead geometry (seeds each flying missile).
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // @004b9948
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damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount")
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// WAVE 7 Phase B: launch `missileCount` flying projectiles toward the owner's target.
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// (Port reconstruction -- the byte-exact world-entity Missile is blocked by the 2007
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// engine Entity base mismatch; see BTPushProjectile / mech4.cpp.) Speed = |launchVelocity|
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// (resource MuzzleVelocity); per-missile damage = damageData.damageAmount (already
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// divided by missileCount in the ctor).
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char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
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void *target = (o != 0) ? *(void **)(o + 0x388) : 0; // owner's locked target entity (null in bring-up)
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Point3D targetPos = (o != 0) ? *(Point3D *)(o + 0x37c) : muzzle; // owner target point
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Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
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+ launchVelocity.y*launchVelocity.y
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+ launchVelocity.z*launchVelocity.z);
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// Always launch -- BTPushProjectile falls back to gEnemyMech when the owner's target
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// slot isn't populated (bring-up); missileCount missiles per salvo.
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int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
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for (int i = 0; i < nmiss; ++i)
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BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount);
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simulationFlags |= 0x1; // replication-dirty
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Check_Fpu();
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}
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//#############################################################################
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// TakeDamage / DeathReset
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//
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// TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c).
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// DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8).
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//
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void MissileLauncher::TakeDamage(Damage &damage)
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{
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MechWeapon::TakeDamage(damage); // @004b964c
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}
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void MissileLauncher::DeathReset(Logical /*full_reset*/)
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{
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ProjectileWeapon::ResetToInitialState(); // @004bbaf8 (best-effort)
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}
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//#############################################################################
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// TestInstance -- inherits the ProjectileWeapon/MechWeapon base check.
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//
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Logical MissileLauncher::TestInstance() const
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{
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return ProjectileWeapon::TestInstance();
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}
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//===========================================================================//
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// WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon"
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// mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class
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// (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the
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// factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its
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// real per-frame sim (charge/ammo/heat, damage split across missileCount);
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// FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B).
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//===========================================================================//
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Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg)
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{
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Check(sizeof(MissileLauncher) <= 0x44C);
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return (Subsystem *) new (Memory::Allocate(0x44C))
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MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData);
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}
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