The SRM6 MissileLaunchers now run the authentic ballistic fire cycle against their linked AmmoBins, wire-verified end to end. - PROJWEAP ProjectileWeaponSimulation (PARTIAL, binary @004bbd04 -- fully recovered in the BT411 RE): one trigger-edge sample; the dry-bin gate pins NoAmmo(7) every frame; Loaded(2) -- the AMMO PULL LIVES IN THE CALLER (a denied shot does the 4->2 denial blip with NO ammo pulled -- early-returning gates from FireWeapon while the caller cycles the alarm is the 1995 "denied shot fakes a full firing cycle" defect class); granted -> Firing -> FireWeapon -> Loading (or NoAmmo on the emptying pull), recoil=rechargeRate; Loading bleeds recoil -> Loaded when a round is chambered, dial animates; Jammed(5) held; NoAmmo(7) = the roach-motel (re-asserts unconditionally). Deferred: electrical step, gate 1, eject, jam roll, HasActiveTarget. - AMMOBIN: FeedAmmo() + GetAmmoState() (1 round-ready / 2 EMPTY). - ammoBinLink wired from the resource's ammoBinIndex (the bin's roster slot). - WIRE-VERIFIED RESOURCE ALIGNMENT: a raw-stream dump pinned the ProjectileWeapon field block +3 ints past our staged struct (the MechWeapon resource ancestry runs 3 ints short -- the pip-family fields). Fixed with resourceAlignPad[3]; phantom muzzleVelocity/missileCount tail dropped. Confirmed on-wire: ammoBinIndex=27/29 (the exact bin slots), tracerInterval=1, minTOF=0.5, minVolt%=0.3, minJam=0.05, missileCount=6 (an SRM6!). - MECHWEAP: weapon-state enum extended to the full 1995 set (DryTrigger 1, Jammed 5, TriggerDuringJam 6, NoAmmo 7; count 8). - MISLANCH FireWeapon PARTIAL (@004bcc60: heat + salvo spawn only -- spawn needs the entity/targeting waves). VERIFIED headlessly (BT_FORCE_FIRE): bins resolve with the authored 24 rounds; SRM6s fire 6-missile salvos at the authored 1s cadence, rounds 24->0; after the 24th salvo the launcher goes DRY and stays silent across ~3,000 subsequent fire events while the energy weapons keep cycling. Zero Fail. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
131 lines
3.3 KiB
C++
131 lines
3.3 KiB
C++
//===========================================================================//
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// File: mislanch.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: MissileLauncher -- a projectile weapon that fires missile salvos //
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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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISLANCH_HPP)
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# include <mislanch.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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MissileLauncher::ClassDerivations(
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ProjectileWeapon::ClassDerivations,
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"MissileLauncher"
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);
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MissileLauncher::SharedData
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MissileLauncher::DefaultData(
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MissileLauncher::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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MissileLauncher::MissileLauncher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data
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):
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ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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missileCount = subsystem_resource->missileCount;
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//
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// A salvo delivers missileCount missiles; split the per-shot damage across
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// the salvo. (The per-missile launch mechanics live in FireWeapon, staged.)
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//
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if (missileCount > 0)
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{
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damageData.burstCount = missileCount;
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damageData.damageAmount = damageData.damageAmount / (Scalar)missileCount;
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}
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Check_Fpu();
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}
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MissileLauncher::~MissileLauncher()
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{
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}
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Logical
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MissileLauncher::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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// Damage / death.
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//#############################################################################
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//
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void
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MissileLauncher::TakeDamage(Damage &damage)
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{
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Check(this);
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ProjectileWeapon::TakeDamage(damage);
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}
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void
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MissileLauncher::DeathReset(Logical /*full_reset*/)
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{
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Check(this);
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}
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//
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// The missile-salvo discharge. Not yet reconstructed.
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//
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void
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MissileLauncher::FireWeapon()
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{
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Check(this);
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//
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// PARTIAL (binary @004bcc60): the authentic body launches missileCount
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// Missile entities toward the owner's target (each carrying the salvo-split
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// damageData) and dumps the firing heat. The Missile entity spawn needs
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// the entity-spawn + targeting waves; the view/target gate, ammo pull and
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// recoil all live in the CALLER (ProjectileWeaponSimulation's Loaded case).
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//
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[fire] '" << GetName()
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<< "' FIRED (salvo of " << missileCount
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<< ", recharge=" << rechargeRate << "s)" << endl << flush;
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}
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}
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//
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// Model-load-time construction. Not yet reconstructed.
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//
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Logical
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MissileLauncher::CreateStreamedSubsystem(
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ResourceFile *,
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NotationFile *,
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const char *,
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const char *,
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SubsystemResource *,
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NotationFile *,
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const ResourceDirectories *,
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int
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)
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{
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Fail("MissileLauncher::CreateStreamedSubsystem -- mislanch.cpp not yet reconstructed");
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return False;
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}
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