Files
TeslaRel410/restoration/source410/BT/MECHWEAP.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

294 lines
9.8 KiB
C++

//===========================================================================//
// File: mechweap.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: MechWeapon -- the base weapon subsystem //
//---------------------------------------------------------------------------//
// 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(MECHWEAP_HPP)
# include <mechweap.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(SEGMENT_HPP)
# include <segment.hpp>
#endif
#include <string.h>
Derivation
MechWeapon::ClassDerivations(
PoweredSubsystem::ClassDerivations,
"MechWeapon"
);
//
//#############################################################################
// Message handlers. MechWeapon publishes no handlers of its own yet (the
// weapon fire/damage handler wave), but the set MUST be a real defined object:
// the surviving CODE PPC.CPP binds the inherited name (`PPC::MessageHandlers`)
// into PPC::DefaultData, and a declared-but-undefined static links as a
// zero-filled common block -- the same silent-NULL trap as the
// Emitter::AttributeIndex crash (see MECHWEAP.NOTES.md).
//#############################################################################
//
MechWeapon::MessageHandlerSet
MechWeapon::MessageHandlers(
0,
NULL,
Subsystem::MessageHandlers
);
//
//#############################################################################
// Attribute Support -- the 1995 binary table (@0x511890), IDs pinned so the
// streamed per-mech control mappings resolve: TriggerState (0x13) is what the
// authored fire buttons bind (the controls push then writes the trigger state
// straight into fireImpulse each frame). The pads bridge our chain gap
// 2..0x11 (parents publish nothing yet) -- REQUIRED, because Build leaves
// uncovered gap slots uninitialized; they target rechargeLevel, harmless if a
// stray mapping ever binds one (BT411 shipped the same). Pip*/WeaponRange
// pads-to-rechargeLevel where the member isn't reconstructed yet are noted.
//#############################################################################
//
#define MECHWEAP_PAD(n, name) \
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + n, name, \
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }
const MechWeapon::IndexEntry
MechWeapon::AttributePointers[]=
{
MECHWEAP_PAD( 0, "MechWeaponPad02"),
MECHWEAP_PAD( 1, "MechWeaponPad03"),
MECHWEAP_PAD( 2, "MechWeaponPad04"),
MECHWEAP_PAD( 3, "MechWeaponPad05"),
MECHWEAP_PAD( 4, "MechWeaponPad06"),
MECHWEAP_PAD( 5, "MechWeaponPad07"),
MECHWEAP_PAD( 6, "MechWeaponPad08"),
MECHWEAP_PAD( 7, "MechWeaponPad09"),
MECHWEAP_PAD( 8, "MechWeaponPad0A"),
MECHWEAP_PAD( 9, "MechWeaponPad0B"),
MECHWEAP_PAD(10, "MechWeaponPad0C"),
MECHWEAP_PAD(11, "MechWeaponPad0D"),
MECHWEAP_PAD(12, "MechWeaponPad0E"),
MECHWEAP_PAD(13, "MechWeaponPad0F"),
MECHWEAP_PAD(14, "MechWeaponPad10"),
MECHWEAP_PAD(15, "MechWeaponPad11"),
ATTRIBUTE_ENTRY(MechWeapon, PercentDone, rechargeLevel), // 0x12
ATTRIBUTE_ENTRY(MechWeapon, TriggerState, fireImpulse), // 0x13
ATTRIBUTE_ENTRY(MechWeapon, DistanceToTarget, rangeToTarget), // 0x14
ATTRIBUTE_ENTRY(MechWeapon, TargetWithinRange, targetWithinRange), // 0x15
ATTRIBUTE_ENTRY(MechWeapon, WeaponRange, effectiveRange), // 0x16
{ (int)MechWeapon::PipPositionAttributeID, "PipPosition", // 0x17 (pip
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }, // members
{ (int)MechWeapon::PipColorAttributeID, "PipColor", // 0x18 not yet
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }, // recon-
{ (int)MechWeapon::PipExtendedRangeAttributeID, "PipExtendedRange", // 0x19 structed)
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
ATTRIBUTE_ENTRY(MechWeapon, EstimatedReadyTime, estimatedReadyTime),// 0x1A
ATTRIBUTE_ENTRY(MechWeapon, RearFiring, rearFiring), // 0x1B
ATTRIBUTE_ENTRY(MechWeapon, WeaponState, weaponAlarm) // 0x1C
};
MechWeapon::AttributeIndexSet
MechWeapon::AttributeIndex(
ELEMENTS(MechWeapon::AttributePointers),
MechWeapon::AttributePointers,
Subsystem::AttributeIndex
);
MechWeapon::SharedData
MechWeapon::DefaultData(
MechWeapon::ClassDerivations,
MechWeapon::MessageHandlers,
MechWeapon::AttributeIndex,
Subsystem::StateCount
);
MechWeapon::MechWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
PoweredSubsystem(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
rechargeRate = subsystem_resource->rechargeRate;
weaponRange = subsystem_resource->weaponRange;
damageAmount = subsystem_resource->damageAmount;
damageType = subsystem_resource->damageType;
heatCostToFire = subsystem_resource->heatCostToFire;
targetWithinRange = False;
damageData.damageType = damageType;
damageData.damageAmount = damageAmount;
//
// Fire-machine state: spawn fully charged and Loaded (ready to fire).
//
fireImpulse = 0.0f;
previousFireImpulse = 0.0f;
rechargeLevel = 1.0f;
rangeToTarget = 0.0f;
effectiveRange = weaponRange;
estimatedReadyTime = 0;
recoil = 0.0f;
weaponAlarm.Initialize(WeaponStateCount);
weaponAlarm.SetLevel(LoadedState);
//
// REAR-FIRING resolve (the binary ctor tail @004b99a8): a weapon is
// rear-mounted when its MOUNT SEGMENT's site name carries the 'b' (back)
// marker -- the back gun ports (sitelbgunport / siterbgunport) are the only
// port names containing it. Rear-mounted weapons fire only into the
// LOOK-BACK view; everything else fires forward. The look-state commit
// (Mech::CommitLookState) re-arms viewFireEnable on every view change; a
// weapon spawns armed for the forward view.
//
rearFiring = False;
{
EntitySegment *mount = owner->GetSegment(GetSegmentIndex());
if (mount != NULL)
{
const char *mount_name = mount->GetName();
if (mount_name != NULL && strstr(mount_name, "b") != NULL)
{
rearFiring = True;
}
}
}
viewFireEnable = (rearFiring == False);
if (getenv("BT_MECH_LOG"))
{
EntitySegment *mount = owner->GetSegment(GetSegmentIndex());
DEBUG_STREAM << "[weap] '" << GetName()
<< "' seg=" << GetSegmentIndex() << " mount=";
if (mount != NULL)
{
DEBUG_STREAM << mount->GetName();
}
else
{
DEBUG_STREAM << "<none>";
}
DEBUG_STREAM << " rear=" << (int)rearFiring << endl << flush;
}
Check_Fpu();
}
MechWeapon::~MechWeapon()
{
}
Logical
MechWeapon::TestClass(Mech &)
{
return True;
}
//
//#############################################################################
// CheckFireEdge -- the rising-edge detector on fireImpulse (binary @004b9608).
// TriggerState (attr 0x13) carries the raw ControlsButton INT bit-copied by the
// streamed direct mapping (+(button+1) press / -(button+1) release), so the
// release value reads as a negative NaN in float terms; the binary's x87
// compare effectively treated it as "released". Comparing the BIT PATTERNS as
// signed ints is sign-correct for the button ints AND for genuine float values
// (0.0f = 0x0, positives > 0, negatives/NaNs < 0), reproducing the binary's
// behavior exactly.
//#############################################################################
//
Logical
MechWeapon::CheckFireEdge()
{
Check(this);
int current = *(int *)&fireImpulse;
int previous = *(int *)&previousFireImpulse;
Logical edge = (current > 0 && previous <= 0) ? True : False;
previousFireImpulse = fireImpulse;
return edge;
}
//
//#############################################################################
// ComputeOutputVoltage -- the recharge-dial writer (binary @004b9c9c, vtable
// slot the Emitter overrides with its own voltage form):
// rechargeLevel = (rechargeRate - recoil) / rechargeRate
// The Loading tick decays recoil from rechargeRate toward 0, so the dial rises
// 0 -> 1 over the authored RechargeRate seconds.
//#############################################################################
//
void
MechWeapon::ComputeOutputVoltage()
{
Check(this);
rechargeLevel = (rechargeRate - recoil) / rechargeRate;
}
Logical
MechWeapon::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// FireWeapon Abstract -- each concrete weapon (Emitter/PPC, ProjectileWeapon/
// Gauss/MissileLauncher) overrides this. Reaching the base is a bug.
//#############################################################################
//
void
MechWeapon::FireWeapon()
{
Fail("MechWeapon::FireWeapon -- should not be here (abstract)");
}
//
//#############################################################################
// SendDamage Deliver this weapon's damage to a struck entity. The damage/
// networking path is not yet reconstructed.
//#############################################################################
//
void
MechWeapon::SendDamage(Entity *, Damage &)
{
Fail("MechWeapon::SendDamage -- mechweap.cpp not yet reconstructed");
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
//#############################################################################
//
int
MechWeapon::CreateStreamedSubsystem(
ResourceFile *,
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("MechWeapon::CreateStreamedSubsystem -- mechweap.cpp not yet reconstructed");
return 0;
}