Files
TeslaRel410/restoration/source410/BT/PROJWEAP.CPP
T
CydandClaude Fable 5 ab7191dc38 BT410 Phase 5.3.9: ballistic fire path -- SRM launchers fire salvos + run dry
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>
2026-07-21 23:18:39 -05:00

307 lines
8.3 KiB
C++

//===========================================================================//
// File: projweap.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: ProjectileWeapon -- ballistic (ammo-fed) weapon 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(PROJWEAP_HPP)
# include <projweap.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(AMMOBIN_HPP)
# include <ammobin.hpp>
#endif
Derivation
ProjectileWeapon::ClassDerivations(
MechWeapon::ClassDerivations,
"ProjectileWeapon"
);
ProjectileWeapon::SharedData
ProjectileWeapon::DefaultData(
ProjectileWeapon::ClassDerivations,
MechWeapon::MessageHandlers,
MechWeapon::AttributeIndex,
Subsystem::StateCount
);
ProjectileWeapon::ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data),
ammoBinLink()
{
Check(owner);
Check_Pointer(subsystem_resource);
tracerInterval = subsystem_resource->tracerInterval;
minTimeOfFlight = subsystem_resource->minTimeOfFlight;
minJamChance = subsystem_resource->minJamChance;
minVoltagePercentToFire = subsystem_resource->minVoltagePercentToFire;
tracerCounter = 0;
ejectState = 0;
totalTimeToEject = 0.0f;
timeToEject = 0.0f;
percentOfEject = 0.0f;
tracerModelHandle = 0;
leadPosition = Point3D(0.0f, 0.0f, 0.0f);
launchVelocity = Vector3D(0.0f, 0.0f, 0.0f);
tracerOrigin = Vector3D(0.0f, 0.0f, 0.0f);
//
// Link the AmmoBin subsystem the resource references by roster index (the
// binary ctor resolves it from the owner's subsystem table and connects the
// embedded link @0x43C). Shipped content always links a bin; log when the
// data doesn't resolve one.
//
{
Subsystem *roster_bin = NULL;
if (subsystem_resource->ammoBinIndex >= 0
&& subsystem_resource->ammoBinIndex < owner->GetSubsystemCount())
{
roster_bin = owner->GetSubsystem(subsystem_resource->ammoBinIndex);
}
if (roster_bin != NULL)
{
ammoBinLink.Add(roster_bin);
}
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[proj] '" << GetName()
<< "' ammoBinIndex=" << subsystem_resource->ammoBinIndex
<< " -> ";
if (roster_bin != NULL)
{
DEBUG_STREAM << roster_bin->GetName()
<< " (rounds=" << ((AmmoBin *)roster_bin)->GetAmmoCount() << ")";
}
else
{
DEBUG_STREAM << "<no bin>";
}
DEBUG_STREAM << endl << flush;
}
}
//
// Install the ballistic fire state machine (a replicant copy is driven by
// console updates instead).
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&ProjectileWeapon::ProjectileWeaponSimulation);
}
Check_Fpu();
}
ProjectileWeapon::~ProjectileWeapon()
{
}
Logical
ProjectileWeapon::TestClass(Mech &)
{
return True;
}
Logical
ProjectileWeapon::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// FireWeapon The ballistic discharge (PARTIAL -- binary @004bc104). The
// authentic body is heat + projectile/tracer spawn ONLY: the view/target gate,
// the ammo pull and the recoil set all live in the CALLER (the Loaded case of
// ProjectileWeaponSimulation) -- early-returning any gate from here while the
// caller cycles the alarm anyway is exactly the 1995 "denied shot fakes a full
// firing cycle" defect class. The projectile spawn (Missile entities /
// tracer) needs the entity-spawn + targeting waves; MissileLauncher overrides
// this for the salvo launch.
//#############################################################################
//
void
ProjectileWeapon::FireWeapon()
{
Check(this);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' FIRED (ballistic, recharge=" << rechargeRate << "s)"
<< endl << flush;
}
}
//
//#############################################################################
// ProjectileWeaponSimulation The ballistic per-frame fire state machine
// (binary @004bbd04, FULLY RECOVERED in the BT411 RE). The weapon state is
// carried in the weapon alarm: 0/1/4/6 transient audio blips, 2 Loaded,
// 3 Loading, 5 Jammed, 7 unavailable/NoAmmo (the roach-motel: nothing in the
// machine ever leaves it -- only a mission reset does).
//
// PARTIAL: the leading PoweredSubsystemSimulation electrical step, the
// destroyed / FailureHeat / mech-disabled hard gate (gate 1), the magazine
// eject, the electrical-Ready recoil gate, the heat-scaled jam roll and the
// HasActiveTarget half of the fire gate are deferred with the power / heat /
// damage / targeting waves. What runs is authentic in shape: the single
// trigger-edge sample, the dry-bin gate (gate 2), the Loaded ammo-pull ->
// Firing -> Loading cycle with the denial blip, the Loading recoil bleed +
// recharge dial, and the NoAmmo dry-fire blip.
//
// DEV hook BT_FORCE_FIRE=1: pulses the trigger whenever the weapon is Loaded
// (same as the emitter hook) -- every armed weapon auto-fires at its authored
// cadence until its bin runs dry.
//#############################################################################
//
void
ProjectileWeapon::ProjectileWeaponSimulation(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;
}
}
//
// The trigger edge is sampled ONCE, before the gates.
//
Logical trigger = CheckFireEdge();
//
// Gate 2: the linked AmmoBin. Empty (or missing) -> pin unavailable EVERY
// frame while dry.
//
AmmoBin *bin = (AmmoBin *)ammoBinLink.Resolve();
if (bin != NULL && bin->GetAmmoState() == AmmoBin::AmmoEmptyState)
{
if (getenv("BT_MECH_LOG") && GetWeaponState() != NoAmmoState)
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' -> NoAmmo (bin dry)" << endl << flush;
}
weaponAlarm.SetLevel(NoAmmoState);
}
switch (GetWeaponState())
{
case LoadedState:
if (trigger)
{
if (viewFireEnable)
{
//
// The ammo pull happens HERE, in the caller -- a failed pull
// just stays Loaded, silently.
//
if (bin != NULL && bin->FeedAmmo() != 0)
{
weaponAlarm.SetLevel(FiringState);
ForceUpdate();
FireWeapon();
if (bin->GetAmmoState() == AmmoBin::AmmoEmptyState)
{
weaponAlarm.SetLevel(NoAmmoState);
}
else
{
weaponAlarm.SetLevel(LoadingState);
}
ForceUpdate();
recoil = rechargeRate;
}
}
else
{
//
// THE DENIAL BLIP: a shot denied by the look-view gate does
// SetLevel(4); SetLevel(2) -- a one-frame audio blip, the pip
// stays Loaded and NO ammo is pulled.
//
weaponAlarm.SetLevel(TriggerDuringLoadState);
weaponAlarm.SetLevel(LoadedState);
}
}
break;
case LoadingState:
if (trigger)
{
weaponAlarm.SetLevel(TriggerDuringLoadState);
weaponAlarm.SetLevel(LoadingState);
}
//
// Recoil bleeds down; at zero (and a round chambered) -> Loaded.
//
recoil -= time_slice;
if (recoil < 0.0f)
{
recoil = 0.0f;
if (bin != NULL && bin->GetAmmoState() == AmmoBin::AmmoLoadedState)
{
weaponAlarm.SetLevel(LoadedState);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' LOADED (rounds=" << bin->GetAmmoCount() << ")"
<< endl << flush;
}
}
}
ComputeOutputVoltage();
break;
case JammedState:
if (trigger)
{
weaponAlarm.SetLevel(TriggerDuringJamState);
weaponAlarm.SetLevel(JammedState);
}
recoil = rechargeRate;
break;
case NoAmmoState:
if (trigger)
{
weaponAlarm.SetLevel(DryTriggerState); // the dry-fire blip
}
weaponAlarm.SetLevel(NoAmmoState); // re-assert (the roach-motel)
recoil = rechargeRate;
ComputeOutputVoltage(); // dial pinned at 0
break;
default: // 0/1/4/6: transient audio-blip states, no case body
break;
}
Check_Fpu();
}