Files
TeslaRel410/restoration/source410/BT/MECHSUB.HPP
T
CydandClaude Fable 5 d4f0aef6e1 BT410 Phase 5.3.17: the destruction cascade -- zone deaths DESTROY things
Mech::DamageZone::TakeDamage is the full binary cascade (@0049c690): LOD
artifact router with same-attacker clustering (@0049c40c, hysteresis 0.33),
artifact parent level = mean of children, Energy-hit generator shorts
through the crit plug binding (novice-exempt), weighted CriticalHit
(@0049ccc4), zone-death allotment push (SendSubsystemDamage @0049c9a8) and
the segment-table destruction descent (RecurseSegmentTable @0049cad4 --
SIBS + DESCEND via the engine EntitySegment iterators).

Supporting bricks: Mech's OWN handler table with the TakeDamage override
(latches lastInflictingID @0x43c; gyro feed staged; cylinder table
deferred); friend class Mech__DamageZone (authentic); subsystem private
zones ARMED (structureReference + armorByFacing[5] normalized -- crits are
measurable); ApplyDamageAndMeasure; ForceCriticalFailure sets
DestroyedState so the weapon FSMs' GetSimulationState()==1 hard gate went
live; Generator::ForceShort + PoweredSubsystem::ForceShortRecovery.

Fight-verified (mutual BT_SPAWN_ENEMY + BT_FORCE_ZONE=8 concentrated fire):
arm zone to 1.0 -> sibling searchlight zone dies (Searchlight2/ThermalSight
crits destroyed, HUD degrading) -> DESCEND kills the gun zone -> PPC_2 +
ERMLaser_2 + Condenser6 DESTROYED and FALL SILENT (0 shots after death;
undamaged PPC_1 keeps firing); vital-zone hit = MECH KILL; PPC hit shorted
GeneratorD. This art has zero artifact zones (redirect=0 across all 20 --
router verified dormant-correct). Smoke + novice regressions clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:13:28 -05:00

193 lines
5.4 KiB
C++

//===========================================================================//
// File: mechsub.hpp //
// Project: BattleTech //
// Contents: Implementation details for mech subsystems //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MECHSUB_HPP)
# define MECHSUB_HPP
# if !defined(SUBSYSTM_HPP)
# include <subsystm.hpp>
# endif
# if !defined(ALARM_HPP)
# include <alarm.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
class Damage;
//###########################################################################
//#################### MechSubsystem Model Resource #####################
//###########################################################################
struct MechSubsystem__SubsystemResource:
public Subsystem::SubsystemResource
{
Scalar armorByFacing[5];
Scalar structureReference;
int vitalSubsystemIndex;
char videoObjectName[128];
ResourceDescription::ResourceID
alarmModel;
int alarmModelReserved[2];
int printSimulationState;
Scalar collisionCriticalHitWeight;
Scalar criticalReference;
};
//###########################################################################
//########################## MechSubsystem ##############################
//###########################################################################
class MechSubsystem:
public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Status model
//
public:
enum TechStatusType {
Destroyed = 0,
Damaged = 1,
CoolantLeaking = 2,
Overheating = 3,
AmmoBurning = 4,
Jammed = 5,
BadPower = 6,
TechStatusTypeCount
};
//
// The subsystem SIMULATION states (binary PrintState @4ac8c0 string
// pool: "Destroyed" @0050df7f, "Exploding" @0050df8c). DestroyedState
// (1) is the hard-failure gate every weapon simulation checks
// (`GetSimulationState() == 1` -- emitter @4baab9, ballistic @4bbd36).
//
enum {
DestroyedState = Simulation::DefaultState + 1,
ExplodingState,
MechSubsystemStateCount
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef MechSubsystem__SubsystemResource SubsystemResource;
MechSubsystem(
Mech *owner,
int subsystem_ID,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data = DefaultData
);
MechSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~MechSubsystem();
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage support
//
public:
virtual void
TakeDamage(Damage &damage);
Scalar
GetSubsystemDamageLevel() const;
void
SetSubsystemDamageLevel(Scalar level);
void
ForceCriticalFailure();
//
// Critical-hit application (binary @4ac07c): run the damage through
// TakeDamage and return how much the subsystem's own zone level
// actually moved (the crit accountant charges it against the entry's
// damagePercentage allotment).
//
Scalar
ApplyDamageAndMeasure(Damage &damage);
Logical
IsVitalSubsystem() const { Check(this); return vitalSubsystem; }
//
// The NOVICE-experience lockout predicate (binary @4ac9c8): a novice
// pilot's advanced cockpit controls (condenser valves, coolant flush,
// cooling toggles) are locked out. Owner mech -> playerLink ->
// experience level == novice. Unlinked mechs read UNLOCKED.
//
Logical
NoviceLockout();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Mech
*owner;
AlarmIndicator
statusAlarm;
Logical
vitalSubsystem;
ResourceDescription::ResourceID
alarmModel;
Scalar
criticalReference;
Scalar
collisionCriticalHitWeight;
Logical
printSimulationState;
int
configureActivePress;
SubsystemResource
*resource;
};
#endif