Files
TeslaRel410/restoration/source410/BT/EMITTER.CPP
T
CydandClaude Fable 5 896bbbed4d BT410 Phase 5.3.8: weapon fire path -- authentic attribute table + fire state machine
The energy weapons now run a live fire cycle, and the REAL trigger wiring is in
place: the 1995 MechWeapon attribute table (binary @0x511890) is published with
PINNED IDs, so the streamed per-mech fire-button mappings bind TriggerState
(0x13) -> fireImpulse and the controls push writes the trigger into the weapon.

- MECHWEAP: attribute enum + table (PercentDone 0x12, TriggerState 0x13,
  DistanceToTarget 0x14, TargetWithinRange 0x15, WeaponRange 0x16,
  EstimatedReadyTime 0x1A, RearFiring 0x1B, WeaponState 0x1C). Pads bridge the
  chain gap 2..0x11 -- LOAD-BEARING: AttributeIndexSet::Build leaves uncovered
  gap slots as uninitialized garbage, so every ID up to the max must be covered
  (they shrink to the authentic 0x0F..0x11 when the parent attribute waves land;
  SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F).
- MECHWEAP: fire-machine members (fireImpulse/previousFireImpulse,
  rechargeLevel, rangeToTarget, effectiveRange, estimatedReadyTime, recoil,
  weaponAlarm 0/2/3/4); CheckFireEdge (@004b9608, BIT-PATTERN int compare --
  TriggerState carries raw ControlsButton ints whose release value is a float
  NaN; IEEE compare would latch the detector shut); ComputeOutputVoltage
  (@004b9c9c recharge dial).
- EMITTER: EmitterSimulation (PARTIAL @004baa88) -- Firing/Loaded/Loading FSM
  on the weapon alarm, viewFireEnable gate at Loaded->Firing, recoil-decay
  recharge over the authored RechargeRate seconds; FireWeapon (PARTIAL
  @004bace8) discharge bookkeeping; ChargeLevel re-pinned to the authentic
  0x1D; index re-chained to MechWeapon's. Deferred: electrical charge model
  (TrackSeekVoltage), heat dump, HasActiveTarget gate, beam/damage submission.
- BT_FORCE_FIRE dev hook: trigger pulse whenever Loaded (auto-fire cadence).

VERIFIED headlessly: forward view -- PPC_1/2 + ERMLaser_1 cycle FIRED->LOADED
at the authored 0.6s/1s cadence, rear lasers silent; BT_FORCE_LOOK=3 -- ONLY
the rear lasers (ERMLaser_2/3) fire. The view-fire x fire-FSM interlock holds
both directions. Zero Fail. (SRM6 ballistic FSM = a later increment.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:01:57 -05:00

271 lines
7.5 KiB
C++

//===========================================================================//
// File: emitter.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: Emitter -- the energy-weapon (beam) 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(EMITTER_HPP)
# include <emitter.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
Derivation
Emitter::ClassDerivations(
MechWeapon::ClassDerivations,
"Emitter"
);
//
//#############################################################################
// Attribute Support. Emitter publishes the beam charge level (ChargeLevel, at
// the authentic 0x1D past the MechWeapon table end): the HUD weapon-charge
// gauge binds it, and -- load-bearing -- GaussRifle's AttributeIndex chains
// THIS index (GAUSS.CPP), and PPC::DefaultData binds it via the inherited
// PPC::AttributeIndex. It MUST be a real defined index (a declared-but-
// undefined Emitter::AttributeIndex leaves activeAttributeIndex NULL and
// faults the first GetAttributePointer on any PPC/Gauss). Chained to the
// MechWeapon index so every energy weapon exposes the full weapon table
// (TriggerState / PercentDone / ...).
//#############################################################################
//
const Emitter::IndexEntry
Emitter::AttributePointers[]=
{
ATTRIBUTE_ENTRY(Emitter, ChargeLevel, chargeLevel)
};
Emitter::AttributeIndexSet
Emitter::AttributeIndex(
ELEMENTS(Emitter::AttributePointers),
Emitter::AttributePointers,
MechWeapon::AttributeIndex
);
Emitter::SharedData
Emitter::DefaultData(
Emitter::ClassDerivations,
MechWeapon::MessageHandlers,
Emitter::AttributeIndex,
Subsystem::StateCount
);
Emitter::Emitter(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
chargeLevel = 0.0f;
dischargeTime = subsystem_resource->dischargeTime;
dischargeTimer = 0.0f;
//
// Install the beam-weapon fire state machine (a replicant copy is driven by
// console updates / ServiceDischarge instead, still staged).
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Emitter::EmitterSimulation);
}
Check_Fpu();
}
Emitter::~Emitter()
{
}
Logical
Emitter::TestClass(Mech &)
{
return True;
}
Logical
Emitter::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// FireWeapon The energy-beam discharge (PARTIAL -- binary @004bace8). The
// authentic body: re-arm the beam-on countdown, compute the per-shot damage /
// heat from the charge energy (0.5*V^2*EC closed forms), dump the heat into
// the inherited thermal accumulator, spend the charge, build the beam
// (muzzle -> target) and submit the Damage record at the owner's target.
// The energy/heat algebra needs the electrical charge model (TrackSeekVoltage
// / seekVoltage / generator -- the powersub wave), and the beam/damage need
// the targeting slot + renderer. This partial performs the DISCHARGE
// bookkeeping -- countdown re-arm, charge spent, recoil loaded so the recharge
// dial animates -- so the fire state machine runs end-to-end.
//#############################################################################
//
void
Emitter::FireWeapon()
{
Check(this);
dischargeTimer = dischargeTime;
chargeLevel = 0.0f;
recoil = rechargeRate; // full recoil -> dial 0, decays in Loading
ComputeOutputVoltage();
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' FIRED (discharge=" << dischargeTime
<< "s recharge=" << rechargeRate << "s)" << endl << flush;
}
}
//
//#############################################################################
// ResetFiringState (binary @004ba9a8) -- the beam has finished: drop back to
// Loading so the recharge cycle begins.
//#############################################################################
//
void
Emitter::ResetFiringState()
{
Check(this);
weaponAlarm.SetLevel(LoadingState);
}
//
//#############################################################################
// EmitterSimulation The beam-weapon per-frame fire state machine (binary
// @004baa88). The weapon state is carried in the weapon alarm level:
// 0 = Firing, 2 = Loaded (ready), 3 = Loading, 4 = the trigger-during-load
// blip. PARTIAL: the leading PoweredSubsystem electrical step and the
// destroyed / heat-failure / dead-mech hard gates are deferred with the
// power / heat / damage waves; the Loading charge uses the authored
// RechargeRate seconds directly (recoil decay -> ComputeOutputVoltage dial)
// instead of the TrackSeekVoltage generator integration; the Loaded->Firing
// gate honors viewFireEnable (the look-view arm) -- the HasActiveTarget gate
// joins it with the targeting wave.
//
// DEV hook BT_FORCE_FIRE=1: pulses the trigger whenever the weapon is Loaded
// (press while Loaded, release otherwise), so every armed weapon auto-fires at
// its authored recharge cadence -- the headless fire-cycle verification.
//#############################################################################
//
void
Emitter::EmitterSimulation(Scalar time_slice)
{
Check(this);
{
static int forceFire = -1;
if (forceFire < 0)
{
forceFire = (getenv("BT_FORCE_FIRE") != NULL) ? 1 : 0;
}
if (forceFire)
{
fireImpulse = (GetWeaponState() == LoadedState) ? 1.0f : 0.0f;
}
}
Logical fireEdge = CheckFireEdge();
switch (GetWeaponState())
{
case FiringState:
//
// Count the beam-on timer down; when it expires, drop to Loading.
//
dischargeTimer -= time_slice;
if (dischargeTimer <= 0.0f)
{
ResetFiringState();
}
break;
case LoadedState:
if (fireEdge)
{
if (viewFireEnable)
{
weaponAlarm.SetLevel(FiringState);
FireWeapon();
}
else
{
weaponAlarm.SetLevel(TriggerDuringLoadState);
weaponAlarm.SetLevel(LoadedState);
}
}
break;
case LoadingState:
if (fireEdge)
{
weaponAlarm.SetLevel(TriggerDuringLoadState);
weaponAlarm.SetLevel(LoadingState);
}
//
// Recharge: decay the recoil over the authored RechargeRate seconds;
// the dial (rechargeLevel) rises 0 -> 1 with it.
//
recoil -= time_slice;
if (recoil <= 0.0f)
{
recoil = 0.0f;
}
ComputeOutputVoltage();
if (recoil == 0.0f)
{
weaponAlarm.SetLevel(LoadedState);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' LOADED" << endl << flush;
}
}
break;
default:
break;
}
Check_Fpu();
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
//#############################################################################
//
int
Emitter::CreateStreamedSubsystem(
ResourceFile *,
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("Emitter::CreateStreamedSubsystem -- emitter.cpp not yet reconstructed");
return 0;
}