Mech phase 4: the Mech constructor + segment walk WORKS -- roster instantiates live

The Mech ctor now finds the model's subsystem-model-stream resource
(SearchList by SubsystemModelStreamResourceType), wraps it in a MemoryStream,
and walks the segments -- switching on seg->classID to  into the base Entity's subsystemArray, caching sensor/gyro/sinkSource/hud
and counting weapons.

KEY FINDING: the source410 VDATA ClassID values MATCH the 4.10 binary for the
core subsystems (0xBBD=Condenser, 0xBC3=Sensor, 0xBC5=Torso, 0xBD6=HUD, ...) --
BT411's 'mislabels' were its OWN wrong enum names. So the walk switches on the
real VDATA names cleanly. Unrecognised classIDs leave a NULL slot (roster stays
aligned) rather than aborting.

LIVE: boot now runs the full Mech ctor -- segment walk instantiates the roster,
no crash -- and advances PAST it to BTL4Application::MakeViewpointEntity, which
halts at 'Mech has no controls mapping!' (the slot-0 control mapper /
SetMappingSubsystem is the next brick). The largest function in the game
executes. BT: 42 ok; tree links clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-20 07:07:39 -05:00
co-authored by Claude Fable 5
parent 4d175c959a
commit c9aff18191
+175 -3
View File
@@ -19,6 +19,37 @@
# include <mech.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(MEMSTRM_HPP)
# include <memstrm.hpp>
#endif
#if !defined(RESOURCE_HPP)
# include <resource.hpp>
#endif
// The subsystem roster the segment walk instantiates.
#include <heat.hpp> // HeatableSubsystem, HeatSink, HeatWatcher, Condenser
#include <powersub.hpp> // PoweredSubsystem, PowerWatcher, Generator
#include <reservr.hpp> // Reservoir
#include <sensor.hpp> // Sensor
#include <gyro.hpp> // Gyroscope
#include <torso.hpp> // Torso
#include <myomers.hpp> // Myomers
#include <hud.hpp> // HUD
#include <searchlt.hpp> // Searchlight
#include <thermsgt.hpp> // ThermalSight
#include <mechtech.hpp> // MechTech
#include <messmgr.hpp> // SubsystemMessageManager
#include <mechweap.hpp> // MechWeapon
#include <emitter.hpp> // Emitter
#include <ppc.hpp> // PPC
#include <gauss.hpp> // GaussRifle
#include <projweap.hpp> // ProjectileWeapon
#include <mislanch.hpp> // MissileLauncher
#include <ammobin.hpp> // AmmoBin
//
//#############################################################################
//#############################################################################
@@ -118,10 +149,151 @@ Mech::Mech(
}
//
// The segment-table walk (subsystem instantiation + capability-chain
// wiring) is not yet reconstructed. See MECHSUB.NOTES.md for the blueprint.
//-----------------------------------------------------------------------
// Segment-table walk: instantiate one Subsystem per streamed segment,
// dispatching on its classID. The subsystem roster (subsystemArray /
// subsystemCount) lives in the base Entity.
//-----------------------------------------------------------------------
//
Fail("Mech::Mech -- segment walk not yet reconstructed");
ResourceDescription::ResourceID modelResourceID = creation_message->resourceID;
ResourceDescription *subsystemDesc =
application->GetResourceFile()->SearchList(
modelResourceID,
ResourceDescription::SubsystemModelStreamResourceType
);
Check(subsystemDesc);
subsystemDesc->Lock();
//
// Copy the raw stream into a padded buffer: reading a SubsystemResource
// struct off the tail segment can over-read the raw resource, so pad it.
//
size_t rawSize = (size_t)subsystemDesc->resourceSize;
size_t padSize = rawSize + 0x400;
void *padBuffer = (void *)new char[padSize];
memcpy(padBuffer, subsystemDesc->resourceAddress, rawSize);
MemoryStream subsystemStream(padBuffer, padSize);
int streamedSubsystemCount = *(int *)subsystemStream.GetPointer();
subsystemStream.AdvancePointer(sizeof(int));
//
// Slot 0 = the (later-installed) control mapper, slot 1 = the voltage bus
// sentinel; the streamed subsystems fill from slot 2.
//
subsystemCount = streamedSubsystemCount + 2;
subsystemArray = new Subsystem *[subsystemCount];
{
for (int z = 0; z < subsystemCount; ++z)
{
subsystemArray[z] = NULL;
}
}
for (int id = 2; id < subsystemCount; ++id)
{
Subsystem::SubsystemResource *seg =
(Subsystem::SubsystemResource *)subsystemStream.GetPointer();
Subsystem *made = NULL;
switch (seg->classID)
{
case CondenserClassID:
made = new Condenser(this, id, (Condenser::SubsystemResource *)seg);
break;
case HeatSinkClassID:
made = new HeatSink(this, id, (HeatSink::SubsystemResource *)seg);
break;
case HeatWatcherClassID:
made = new HeatWatcher(this, id, (HeatWatcher::SubsystemResource *)seg);
break;
case ReservoirClassID:
made = new Reservoir(this, id, (Reservoir::SubsystemResource *)seg);
break;
case GeneratorClassID:
made = new Generator(this, id, (Generator::SubsystemResource *)seg);
break;
case PoweredSubsystemClassID:
made = new PoweredSubsystem(this, id, (PoweredSubsystem::SubsystemResource *)seg);
break;
case SensorClassID:
made = new Sensor(this, id, (Sensor::SubsystemResource *)seg);
sensorSubsystem = made;
break;
case GyroscopeClassID:
made = new Gyroscope(this, id, (Gyroscope::SubsystemResource *)seg);
gyroSubsystem = made;
break;
case TorsoClassID:
made = new Torso(this, id, (Torso::SubsystemResource *)seg);
sinkSourceSubsystem = made;
break;
case MyomersClassID:
made = new Myomers(this, id, (Myomers::SubsystemResource *)seg);
break;
case EmitterClassID:
made = new Emitter(this, id, (Emitter::SubsystemResource *)seg);
++weaponCount;
break;
case PPCClassID:
made = new PPC(this, id, (PPC::SubsystemResource *)seg, PPC::DefaultData);
++weaponCount;
break;
case AmmoBinClassID:
made = new AmmoBin(this, id, (AmmoBin::SubsystemResource *)seg);
break;
case ProjectileWeaponClassID:
made = new ProjectileWeapon(this, id, (ProjectileWeapon::SubsystemResource *)seg);
++weaponCount;
break;
case GaussRifleClassID:
made = new GaussRifle(this, id, (GaussRifle::SubsystemResource *)seg);
++weaponCount;
break;
case MissileLauncherClassID:
made = new MissileLauncher(this, id, (MissileLauncher::SubsystemResource *)seg);
++weaponCount;
break;
case SubsystemMessageManagerClassID:
made = new SubsystemMessageManager(this, id, (SubsystemMessageManager::SubsystemResource *)seg);
messageManager = (SubsystemMessageManager *)made;
break;
case HUDClassID:
made = new HUD(this, id, (HUD::SubsystemResource *)seg);
hudSubsystem = made;
break;
case SearchlightClassID:
made = new Searchlight(this, id, (Searchlight::SubsystemResource *)seg);
break;
case ThermalSightClassID:
made = new ThermalSight(this, id, (ThermalSight::SubsystemResource *)seg);
break;
case MechTechClassID:
made = new MechTech(this, id, (MechTech::SubsystemResource *)seg);
break;
default:
//
// Unrecognised / not-yet-reconstructed subsystem class (e.g.
// Laser, ParticleCannon, Capacitor, AmmoFeeder, Radar, Turret):
// leave the slot NULL so the roster stays aligned rather than
// aborting the whole mech.
//
made = NULL;
break;
}
subsystemArray[id] = made;
subsystemStream.AdvancePointer(seg->subsystemModelSize);
}
subsystemDesc->Unlock();
delete [] (char *)padBuffer;
Check_Fpu();
}
Mech::~Mech()