Files
TeslaRel410/restoration/source410/BT/AMMOBIN.HPP
T
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:

Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).

Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).

Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.

Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.

Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 16:35:05 -05:00

119 lines
3.4 KiB
C++

//===========================================================================//
// File: ammobin.hpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: AmmoBin -- an ammunition store (with cook-off heat) //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(AMMOBIN_HPP)
# define AMMOBIN_HPP
# if !defined(HEAT_HPP)
# include <heat.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//###################### AmmoBin Model Resource ########################
//###########################################################################
struct AmmoBin__SubsystemResource:
public HeatWatcher::SubsystemResource
{
int ammoClassID;
int ammoModelFile;
int explosionModelFile;
int ammoCount;
Scalar feedRate;
Scalar heatPerRound;
};
//###########################################################################
//############################## AmmoBin ###############################
//###########################################################################
class AmmoBin:
public HeatWatcher
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
int GetAmmoCount() const { return ammoCount; }
//
// The feed interface the ballistic fire path consumes. Ammo states
// (the 1995 feed alarm): 1 = a round is chambered/ready, 2 = EMPTY.
// FeedAmmo pulls one round (the launcher calls it on a granted shot);
// returns 0 when dry. (Feed-rate pacing + the cook-off heat source
// join with the heat wave; the launcher's own recharge already paces
// shots.)
//
enum {
AmmoLoadedState = 1,
AmmoEmptyState = 2
};
int
GetAmmoState() const
{ Check(this); return (ammoCount > 0) ? AmmoLoadedState : AmmoEmptyState; }
//
// Respawn restock: refill the magazine from the authored count.
//
virtual void
DeathReset(Logical full_reset);
int
FeedAmmo()
{
Check(this);
if (ammoCount <= 0)
{
return 0;
}
--ammoCount;
return 1;
}
public:
typedef AmmoBin__SubsystemResource SubsystemResource;
AmmoBin(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~AmmoBin();
protected:
int ammoCount;
int initialAmmoCount;
Scalar feedTimer;
Scalar feedRate;
int ammoClassID;
int ammoModelFile;
int explosionModelFile;
Scalar heatPerRound;
int cookOffArmed;
int cookOffTime;
int reserved;
AlarmIndicator ammoAlarm;
//
// Cook-off heat-source registration state (advanced by the heat sim).
// Reserved until the per-frame path is reconstructed.
//
int cookOffState[12];
};
#endif