Files
TeslaRel410/restoration/source410/BT/MECHSUB.CPP
T
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:

Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).

Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).

Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.

Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.

Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 16:35:05 -05:00

339 lines
10 KiB
C++

//===========================================================================//
// File: mechsub.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Implementation details for the MechSubsystem base //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(DAMAGE_HPP)
# include <damage.hpp>
#endif
#if !defined(BTPLAYER_HPP)
# include <btplayer.hpp>
#endif
#if !defined(BTMSSN_HPP)
# include <btmssn.hpp>
#endif
//
//#############################################################################
// Shared data support -- MechSubsystem adds no message handlers or attributes
// that are boot-critical, so it reuses the base Subsystem sets (which are the
// inherited Simulation sets).
//#############################################################################
//
Derivation
MechSubsystem::ClassDerivations(
Subsystem::ClassDerivations,
"MechSubsystem"
);
MechSubsystem::SharedData
MechSubsystem::DefaultData(
MechSubsystem::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// Light constructor (name + classID). For a subsystem created without a
// streamed resource; builds a trivial (armour-free) damage zone named by the
// base.
//#############################################################################
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_name, class_id, shared_data)
{
this->owner = owner;
vitalSubsystem = False;
alarmModel = ResourceDescription::NullResourceID;
criticalReference = 0.0f;
collisionCriticalHitWeight = 0.0f;
printSimulationState = False;
configureActivePress = -1;
resource = NULL;
statusAlarm.SetLevel(0);
//
// The base Subsystem ctor leaves damageZone NULL; give this subsystem a
// trivial (armour-free) zone.
//
damageZone = new DamageZone(owner, 0);
Register_Object(damageZone);
}
//
//#############################################################################
// Resource constructor. Chains the base Subsystem resource ctor and seeds the
// mech-specific fields from the subsystem resource.
//
// The 4.10 damage model is per-damage-TYPE: the damage zone owns
// defaultArmorPoints + damageScale[5] and streams them itself (a
// Mech__DamageZone built from the model's damage-zone stream). Wiring that
// stream through from the resource is deferred (see MECHSUB.NOTES.md); until
// then the subsystem gets a trivial armour-free zone so it constructs and takes
// damage with default (unscaled) behaviour.
//#############################################################################
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check_Pointer(subsystem_resource);
this->owner = owner;
resource = subsystem_resource;
vitalSubsystem = (subsystem_resource->vitalSubsystemIndex == 1);
alarmModel = subsystem_resource->alarmModel;
printSimulationState = subsystem_resource->printSimulationState;
criticalReference = subsystem_resource->criticalReference;
collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight;
configureActivePress = -1;
statusAlarm.SetLevel(0);
//
// The subsystem's PRIVATE damage zone (binary @4abf28: `new
// DamageZone(this, 0)` -- owned by the SUBSYSTEM, index 0, NOT an entry
// in the entity's hull-zone array). The resource authors its armor the
// same way the hull stream does -- structureReference points +
// armorByFacing[5] per-type values -- normalized with the same rule as
// Mech::DamageZone (scale = 1/(raw x points); already-normalized cells
// pass through). This is what makes critical hits MEASURABLE
// (ApplyDamageAndMeasure) and the crit-allotment push meaningful.
//
damageZone = new DamageZone(this, 0);
Register_Object(damageZone);
damageZone->damageZoneName = GetName();
if (subsystem_resource->structureReference > 0.0f)
{
damageZone->defaultArmorPoints = subsystem_resource->structureReference;
for (int tt = 0; tt < Damage::DamageTypeCount; ++tt)
{
Scalar raw = subsystem_resource->armorByFacing[tt];
Scalar even = 1.0f / subsystem_resource->structureReference;
Scalar diff = raw - even;
if (diff < 0.0f)
{
diff = -diff;
}
if (diff > 1.0e-4f && raw > 0.0f)
{
damageZone->damageScale[tt] =
1.0f / (raw * subsystem_resource->structureReference);
}
else
{
damageZone->damageScale[tt] = raw;
}
}
}
}
//
//#############################################################################
//#############################################################################
//
MechSubsystem::~MechSubsystem()
{
if (damageZone)
{
Unregister_Object(damageZone);
delete damageZone;
damageZone = NULL;
}
}
//
//#############################################################################
//#############################################################################
//
Logical
MechSubsystem::TestClass(Mech &)
{
return True;
}
Logical
MechSubsystem::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// Damage support -- the 4.10 damage zone tracks damageLevel in [0,1]
// (0 = intact, 1 = destroyed).
//#############################################################################
//
Scalar
MechSubsystem::GetSubsystemDamageLevel() const
{
Check(this);
return damageZone ? damageZone->damageLevel : 0.0f;
}
void
MechSubsystem::SetSubsystemDamageLevel(Scalar level)
{
Check(this);
if (damageZone)
{
damageZone->damageLevel = level;
}
}
void
MechSubsystem::ForceCriticalFailure()
{
Check(this);
//
// Binary @4ac8xx family: the status alarm's DESTROYED display level is 1
// (the TechStatusType enum's Destroyed=0 is the display CATEGORY, not
// the alarm level -- BT411 disasm: "+0x2C: 1 = Destroyed").
//
statusAlarm.SetLevel(1);
//
// DestroyedState is the hard-failure gate the weapon simulations poll
// (`GetSimulationState() == 1`): a destroyed weapon drops its charge /
// pins the unavailable alarm from the next frame on.
//
SetSimulationState(DestroyedState);
if (damageZone)
{
damageZone->SetDamageZoneState(DamageZone::BurningState);
}
}
//
//#############################################################################
// DeathReset -- the respawn restore (the engine base virtual pair's reset
// half; Mech::Reset @0049fb74 loops every subsystem through it). The base:
// heal the private zone, clear the Destroyed display level and -- the
// load-bearing part -- clear DestroyedState so the weapon hard gates
// (GetSimulationState() == 1) release.
//#############################################################################
//
void
MechSubsystem::DeathReset(Logical /*full_reset*/)
{
Check(this);
if (damageZone != NULL)
{
damageZone->damageLevel = 0.0f;
damageZone->SetDamageZoneState(0);
}
statusAlarm.SetLevel(0);
SetSimulationState(Simulation::DefaultState);
}
//
//#############################################################################
// ApplyDamageAndMeasure (binary @4ac07c): apply through the virtual
// TakeDamage and report the zone-level delta -- the critical accountant
// (Mech::DamageZone::CriticalHit) charges the delta against the entry's
// damagePercentage allotment.
//#############################################################################
//
Scalar
MechSubsystem::ApplyDamageAndMeasure(Damage &damage)
{
Check(this);
Scalar before = (damageZone != NULL) ? damageZone->damageLevel : 0.0f;
TakeDamage(damage);
Scalar after = (damageZone != NULL) ? damageZone->damageLevel : 0.0f;
return after - before;
}
//
//#############################################################################
// TakeDamage Forward to the damage zone (per-type scaling happens there).
//#############################################################################
//
void
MechSubsystem::TakeDamage(Damage &damage)
{
Check(this);
Check_Pointer(&damage);
if (damageZone)
{
damageZone->TakeDamage(damage);
}
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction of the subsystem
// resource + its damage-zone stream. Not yet reconstructed (see
// MECHSUB.NOTES.md -- the 4.10 per-type damage-zone stream format).
//#############################################################################
//
int
MechSubsystem::CreateStreamedSubsystem(
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("MechSubsystem::CreateStreamedSubsystem -- mechsub.cpp not yet reconstructed");
return 0;
}
//
//#############################################################################
// NoviceLockout -- the novice-experience lockout predicate (binary @4ac9c8):
// owner mech -> Entity::playerLink -> the BTPlayer's experience level == 0.
// Locks the advanced cockpit controls (condenser valves, coolant flush,
// cooling toggles). An unlinked mech reads UNLOCKED (dev-permissive).
//#############################################################################
//
Logical
MechSubsystem::NoviceLockout()
{
Check(this);
if (owner == NULL)
{
return False;
}
BTPlayer *player = Cast_Object(BTPlayer *, owner->GetPlayerLink());
if (player == NULL)
{
return False;
}
return (player->GetExperienceLevel() == BTMission::NoviceMode)
? True : False;
}