Files
TeslaRel410/restoration/source410/BT/MECHSUB.CPP
T
CydandClaude Fable 5 80ac2943a0 BT410 5.3.118: the census closes -- the authoring-side CreateStreamedSubsystem family, and the Fail count reaches ZERO
The last eight stubs plus the two chain layers they actually need
(PoweredSubsystem @004b13ac and ProjectileWeapon @004bc7cc were DECLARED in
our headers all along -- only their definitions were missing).  These are
the notation->stream converters the 1995 authoring pipeline ran; missions
read prebuilt streams and never call them, so the verification standard is
compile + link + the raw decomp's key fingerprints -- and those fingerprints
convicted the donors three more times:

- The heat chain: Condenser, Reservoir AND PoweredSubsystem all chain ONE
  shared parser (@004ae150, reconstructed in full from the decomp -- the
  BT411 donor's body was its own TODO stub with a miscited address).  It
  reads the five thermal scalars and the conduction-graph link (the
  linkedSinkIndex our wire-format work dump-verified from the runtime side,
  with the +2 segment-table bias), and HeatSink adds no keys of its own.
- The Emitter's SeekVoltage LADDER is a notation ENTRY LIST walked in file
  order (curve rungs in sequence, the RecommendedIndex entry by name); the
  donor flattened it to one keyed read, which would author one-rung ladders
  against the runtime's real five-rung ones.  MakeEntryList/GetFirstEntry
  is the engine's own idiom.
- PipColor and MuzzleVelocity parse through the engine's authentic
  Convert_From_Ascii overloads (RGBColor / Vector3D); the donors' sscanf
  substitutes were port drift.  Explosion and alarm models resolve as model
  FAMILIES (ModelListResourceType == the literal 1 in the binary; the donor
  comment calling it GameModelResourceType was wrong-name-right-number).

Entry reads target the SUBSYSTEM notation file -- the decomp's fifth
argument at every site; several donors wrote model_file.  Class IDs stamp
through OUR reader's enum symbols (they parse the real BTL4.RES streams
today, and the 3000-base enum lands exactly on the binary's 0xBBB.. ids;
0x0BCD is the weapon-base stamp every concrete leaf overwrites).

Stubs: NONE.  Every function in restoration/source410 now has a body.
Mission soak clean.  Remaining reconstruction is depth, not holes: the
mech4/mech3 archaeology (IntegrateMotion, the master-perf disasm, the
stream builders that seed the 0xC/0x100 flags), HUD blocks 4-6, and the
live networked/rig verifications queued for when a pod is available.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:22:12 -05:00

457 lines
15 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"
);
const MechSubsystem::IndexEntry
MechSubsystem::AttributePointers[]=
{
ATTRIBUTE_ENTRY(MechSubsystem, ConfigureActivePress, configureActivePress)
};
MechSubsystem::AttributeIndexSet
MechSubsystem::AttributeIndex(
ELEMENTS(MechSubsystem::AttributePointers),
MechSubsystem::AttributePointers,
Subsystem::AttributeIndex
);
MechSubsystem::SharedData
MechSubsystem::DefaultData(
MechSubsystem::ClassDerivations,
Subsystem::MessageHandlers,
MechSubsystem::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).
//#############################################################################
//
//
//#############################################################################
// CreateStreamedSubsystem -- binary @004ac9ec (1469 bytes). The authoring
// converter: parse the damageable-subsystem record from the notation files
// onto the stream resource. First pass primes every field to its unset
// sentinel; on later passes a missing key is only an error if the field is
// still unset. All entry reads come from the SUBSYSTEM notation file (the
// binary's fifth argument; the BT411 donor's model_file reads were drift).
//#############################################################################
//
int
MechSubsystem::CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!Subsystem::CreateStreamedSubsystem(
model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories
)
)
{
return False;
}
subsystem_resource->subsystemModelSize = 0xE4;
subsystem_resource->classID = RegisteredClass::MechSubsystemClassID;
if (passes == 1)
{
int
facing;
subsystem_resource->criticalReference = -1.0f;
for (facing = 0; facing < 5; facing++)
{
subsystem_resource->armorByFacing[facing] = -1.0f;
}
subsystem_resource->structureReference = -1.0f;
subsystem_resource->vitalSubsystemIndex = -1;
memset(subsystem_resource->videoObjectName, 0,
sizeof(subsystem_resource->videoObjectName));
strcpy(subsystem_resource->videoObjectName, "None");
subsystem_resource->alarmModel = 0;
subsystem_resource->printSimulationState = 0;
subsystem_resource->collisionCriticalHitWeight = 0.0f;
}
subsystem_file->GetEntry(subsystem_name, "PrintSimulationState",
&subsystem_resource->printSimulationState);
subsystem_file->GetEntry(subsystem_name, "CollisionCriticalHitWeight",
&subsystem_resource->collisionCriticalHitWeight);
const char
*video_name = "Unspecified";
subsystem_file->GetEntry(subsystem_name, "VideoObjectName", &video_name);
if (strcmp(video_name, "Unspecified") != 0)
{
strcpy(subsystem_resource->videoObjectName, video_name);
}
//
// "VitalSubsystem" -- optional; a skeleton page name resolved to a
// segment index.
//
const char
*vital_name = "Unspecified";
subsystem_file->GetEntry(subsystem_name, "VitalSubsystem", &vital_name);
if (strcmp(vital_name, "Unspecified") != 0)
{
subsystem_resource->vitalSubsystemIndex =
Get_Segment_Index(model_file, model_name, directories, vital_name);
}
//
// The armour/crit economy keys (binary key strings @0x50e09d..0x50e15d):
// WeaponDamagePoints and CriticalHitScoreBonus are REQUIRED; the five
// per-damage-type points are optional. (structureReference /
// armorByFacing are this tree's names for the same stream fields the
// runtime damage economy reads.)
//
if (
!subsystem_file->GetEntry(subsystem_name, "WeaponDamagePoints",
&subsystem_resource->structureReference)
&& subsystem_resource->structureReference == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " Must have a WeaponDamagePoints" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "CriticalHitScoreBonus",
&subsystem_resource->criticalReference)
&& subsystem_resource->criticalReference == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " Must have a CriticalHitScoreBonus" << endl;
return False;
}
subsystem_file->GetEntry(subsystem_name, "CollisionDamagePoints",
&subsystem_resource->armorByFacing[0]);
subsystem_file->GetEntry(subsystem_name, "BallisticDamagePoints",
&subsystem_resource->armorByFacing[1]);
subsystem_file->GetEntry(subsystem_name, "ExplosiveDamagePoints",
&subsystem_resource->armorByFacing[2]);
subsystem_file->GetEntry(subsystem_name, "LaserDamagePoints",
&subsystem_resource->armorByFacing[3]);
subsystem_file->GetEntry(subsystem_name, "EnergyDamagePoints",
&subsystem_resource->armorByFacing[4]);
Check_Fpu();
return True;
}
//
//#############################################################################
// 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;
}