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>
113 lines
3.5 KiB
C++
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
|