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>
116 lines
3.3 KiB
C++
116 lines
3.3 KiB
C++
//===========================================================================//
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// File: mechtech.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: MechTech -- the on-board technician / repair subsystem //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MECHTECH_HPP)
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# include <mechtech.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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Derivation
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MechTech::ClassDerivations(Subsystem::ClassDerivations, "MechTech");
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MechTech::SharedData
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MechTech::DefaultData(
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MechTech::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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MechTech::MechTech(
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Mech *entity,
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int subsystem_id,
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SubsystemResource *model,
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SharedData &shared_data
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):
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Subsystem(entity, subsystem_id, model, shared_data),
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subsystemMonitors(NULL)
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{
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Check(entity);
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Check_Pointer(model);
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Check_Fpu();
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}
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MechTech::~MechTech()
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{
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}
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Logical
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MechTech::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// CreateStreamedSubsystem -- binary @004ad48c. Stamps classID 0x0BDC / size
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// 0x40 and zeroes the wooHoo trio; "AlarmModel" is OPTIONAL -- absent means
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// no alarm; present, the named model family must resolve in the resource
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// file ("<name> couldn't locate <name>.mod" otherwise). The surviving
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// MECHTECH.HPP signature puts the ResourceFile LAST.
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//#############################################################################
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//
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Logical
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MechTech::CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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ResourceFile *resource_file
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)
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{
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if (
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!Subsystem::CreateStreamedSubsystem(
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model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories
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)
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)
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{
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return False;
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}
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subsystem_resource->subsystemModelSize = 0x40;
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subsystem_resource->classID = RegisteredClass::MechTechClassID;
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subsystem_resource->alarmModel = (ResourceDescription::ResourceID)-1;
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subsystem_resource->wooHooMinimumDuration = 0.0f;
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subsystem_resource->wooHooDurationRange = 0.0f;
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subsystem_resource->wooHooChance = 0.0f;
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const char
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*alarm_model_name = NULL;
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if (!subsystem_file->GetEntry(subsystem_name, "AlarmModel", &alarm_model_name))
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{
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return True;
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}
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ResourceDescription
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*description =
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resource_file->FindResourceDescription(
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alarm_model_name,
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ResourceDescription::ModelListResourceType);
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if (description == NULL)
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{
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DEBUG_STREAM << subsystem_name << " couldn't locate "
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<< alarm_model_name << ".mod" << endl;
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return False;
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}
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subsystem_resource->alarmModel = description->resourceID;
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Check_Fpu();
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return True;
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}
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