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

113 lines
3.5 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 #####################
//###########################################################################
struct ProjectileWeapon__SubsystemResource:
public MechWeapon::SubsystemResource
{
//
// WIRE-VERIFIED alignment (raw-stream dump, TEST.EGG SRM6s): the
// MechWeapon resource ancestry above runs THREE ints short of the wire
// (the pip-family fields -- pipColor/pipExtendedRange -- are not yet
// broken out; the full overlay verification is its own wave). The pad
// re-aligns this struct's fields to their true stream offsets:
// 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!).
//
int resourceAlignPad[3];
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);
public:
typedef ProjectileWeapon__SubsystemResource SubsystemResource;
ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~ProjectileWeapon();
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