Files
TeslaRel410/restoration/source410/BT/PROJWEAP.HPP
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

143 lines
4.3 KiB
C++

//===========================================================================//
// File: projweap.hpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: ProjectileWeapon -- the ballistic (ammo-fed) weapon base //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(PROJWEAP_HPP)
# define PROJWEAP_HPP
# if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
# endif
# if !defined(POINT3D_HPP)
# include <point3d.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################ ProjectileWeapon Model Resource #####################
//###########################################################################
//
// WIRE-VERIFIED layout (raw-stream dump, TEST.EGG SRM6s): tracerInterval
// reads 1, ammoBinIndex the true bin roster slot (27/29), minTimeOfFlight
// 0.5, minVoltagePercentToFire 0.3, minJamChance 0.05, and
// MissileLauncher's missileCount lands on 6 (an SRM6!). (The interim
// alignment pad is gone -- the ancestry shortfall was the HeatSink
// linkedSinkIndex + the MechWeapon pip tail, both now real fields.)
//
struct ProjectileWeapon__SubsystemResource:
public MechWeapon::SubsystemResource
{
int tracerInterval;
int ammoBinIndex;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Scalar minJamChance;
};
//###########################################################################
//######################### ProjectileWeapon ###########################
//###########################################################################
class ProjectileWeapon:
public MechWeapon
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
virtual void
FireWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame simulation (the ballistic fire state machine).
//
public:
typedef void
(ProjectileWeapon::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ProjectileWeaponSimulation(Scalar time_slice);
Logical
CheckForJam();
//
// The "sim live" novice lockout (the owning BTPlayer's simLive
// experience flag): novice ballistics never jam.
//
Logical
LiveFireEnabled();
public:
typedef ProjectileWeapon__SubsystemResource SubsystemResource;
//
// The authoring-side stream converter (binary @004bc7cc); defined in
// projweap.cpp.
//
static int
CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~ProjectileWeapon();
//
// The linked bin's round count, or -1 when no bin is linked. The
// cockpit's ammo readout needs this from BT_L4 and the link itself
// is protected (the binary read the resolved bin's count direct).
//
int
GetAmmoCount();
protected:
SubsystemConnection ammoBinLink;
int tracerInterval;
int tracerCounter;
int ejectState;
Scalar totalTimeToEject;
Scalar timeToEject;
Scalar percentOfEject;
Scalar minJamChance;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Vector3D launchVelocity;
Vector3D tracerOrigin;
Point3D leadPosition;
int tracerModelHandle;
};
#endif