Files
TeslaRel410/restoration/source410/BT/MECH.CPP
T
CydandClaude Fable 5 b8f5928887 Mech ctor PROVEN: constructs 33 subsystems + 7 weapons from real model data
Live trace (BT_MECH_LOG) on the pod TEST.EGG mech: '[mech] segment walk done:
subsystemCount=33 weaponCount=7' -- the segment walk instantiates the ENTIRE real
subsystem roster (31 subsystems + 2 sentinels, 7 weapons) from the actual streamed
model, no crash. The structural reconstruction is proven end-to-end on real data.

The crash is AFTER full construction, in MakeAndLinkViewpointEntity's attribute-
watcher setup (an AttributeWatcher resolving a subsystem attribute via
GetAttributePointer). Phase-5 frontier confirmed = per-subsystem AttributeIndex
tables + watcher wiring. Trace gated behind BT_MECH_LOG.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 08:55:42 -05:00

338 lines
10 KiB
C++

//===========================================================================//
// File: mech.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Implementation details for the Mech entity //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MECH_HPP)
# 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
//
//#############################################################################
//#############################################################################
//
Derivation
Mech::ClassDerivations(
JointedMover::ClassDerivations,
"Mech"
);
Mech::SharedData
Mech::DefaultData(
Mech::ClassDerivations,
JointedMover::MessageHandlers,
JointedMover::AttributeIndex,
33,
(Entity::MakeHandler)Mech::Make
);
//
//#############################################################################
//#############################################################################
//
Mech*
Mech::Make(MakeMessage *creation_message)
{
return new Mech(creation_message);
}
//
//#############################################################################
// Mech ctor -- the heart of the entity (walks the model segment table and
// instantiates the full subsystem roster: power, heat, weapons, actuators,
// controls, tech, damage zones). This is the largest single function in the
// game and the current reconstruction frontier; see MECH.NOTES.md. Chains to
// the JointedMover base so the skeleton/segments stream before it Fails.
//#############################################################################
//
Mech::Mech(
MakeMessage *creation_message,
SharedData &shared_data
):
JointedMover(creation_message, shared_data),
controllableSubsystems(this),
watchedSubsystems(this),
heatableSubsystems(this),
weaponRoster(this),
damageableSubsystems(this)
{
Check_Pointer(creation_message);
//
// Cached subsystem back-pointers -- filled by the segment walk below.
//
sensorSubsystem = NULL;
gyroSubsystem = NULL;
sinkSourceSubsystem = NULL;
hudSubsystem = NULL;
messageManager = NULL;
weaponCount = 0;
//
// Embedded status / animation / naming state.
//
mechNameFilter.Initialize();
masterAlarm.Initialize(0x21);
heatAlarm.Initialize(3);
stabilityAlarm.Initialize(2);
statusAlarm.Initialize(0x21);
targetReticle.reticleState = Reticle::ReticleOn;
targetReticle.pickPointingOn = True;
targetReticle.reticleElementMask = Reticle::AllEnabledGroup;
animationState = StateIndicator(0x21);
animationState.SetState(0);
replicantAnimationState = StateIndicator(0x21);
replicantAnimationState.SetState(0);
collisionState = StateIndicator(4);
collisionState.SetState(0);
{
for (int i = 0; i < 5; ++i)
{
telemetryFilter[i].SetSize(15, 0.0f);
}
}
legAnimation.Init(this);
bodyAnimation.Init(this);
{
for (int i = 0; i < 220; ++i)
{
reservedState[i] = 0;
}
}
//
//-----------------------------------------------------------------------
// Segment-table walk: instantiate one Subsystem per streamed segment,
// dispatching on its classID. The subsystem roster (subsystemArray /
// subsystemCount) lives in the base Entity.
//-----------------------------------------------------------------------
//
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;
case EmitterClassID + 1: // LaserClassID -- an Emitter energy weapon
case EmitterClassID + 2: // ParticleCannonClassID -- an Emitter energy weapon
made = new Emitter(this, id, (Emitter::SubsystemResource *)seg);
++weaponCount;
break;
default:
//
// Unrecognised / not-yet-reconstructed subsystem class (Capacitor,
// AmmoFeeder, Radar, Turret, ...): give the slot a base
// MechSubsystem so control/damage bindings that resolve this
// subsystemID find a real (if generic) subsystem rather than a NULL
// plug. The roster stays aligned.
//
made = new MechSubsystem(
this, id,
(MechSubsystem::SubsystemResource *)seg,
MechSubsystem::DefaultData
);
break;
}
subsystemArray[id] = made;
subsystemStream.AdvancePointer(seg->subsystemModelSize);
}
subsystemDesc->Unlock();
delete [] (char *)padBuffer;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[mech] segment walk done: subsystemCount=" << subsystemCount
<< " weaponCount=" << weaponCount << endl << flush;
}
Check_Fpu();
}
Mech::~Mech()
{
}
void
Mech::SetMappingSubsystem(Subsystem *subsystem)
{
Check(this);
Check_Pointer(subsystemArray);
//
// The control mapper lives in roster slot 0 (the streamed control-mapping
// resource binds its DirectMappings to subsystemID 0, so it must resolve
// there via Entity::GetSimulation(0)). On a re-spawn, drop the old one.
//
if (subsystemArray[0] != NULL)
{
Unregister_Object(subsystemArray[0]);
delete subsystemArray[0];
}
subsystemArray[0] = subsystem;
}