Files
TeslaRel410/restoration/source410/BT/MISLANCH.CPP
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

456 lines
14 KiB
C++

//===========================================================================//
// File: mislanch.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: MissileLauncher -- a projectile weapon that fires missile salvos //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MISLANCH_HPP)
# include <mislanch.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(MISSILE_HPP)
# include <missile.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(HOSTMGR_HPP)
# include <hostmgr.hpp>
#endif
//
// STAGED launch speed (the binary derives it from the authored
// MuzzleVelocity vector -- the muzzle wave).
//
static const Scalar kMissileLaunchSpeed = 150.0f; // u/s
Derivation
MissileLauncher::ClassDerivations(
ProjectileWeapon::ClassDerivations,
"MissileLauncher"
);
MissileLauncher::SharedData
MissileLauncher::DefaultData(
MissileLauncher::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
MissileLauncher::MissileLauncher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &default_data
):
ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
missileCount = subsystem_resource->missileCount;
//
// A salvo delivers missileCount missiles; split the per-shot damage across
// the salvo. (The per-missile launch mechanics live in FireWeapon, staged.)
//
if (missileCount > 0)
{
damageData.burstCount = missileCount;
damageData.damageAmount = damageData.damageAmount / (Scalar)missileCount;
}
Check_Fpu();
}
MissileLauncher::~MissileLauncher()
{
}
Logical
MissileLauncher::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// Damage / death.
//#############################################################################
//
void
MissileLauncher::TakeDamage(Damage &damage)
{
Check(this);
ProjectileWeapon::TakeDamage(damage);
}
void
MissileLauncher::DeathReset(Logical full_reset)
{
Check(this);
//
// The weapon respawn restore (the bin restocks in its own DeathReset;
// the fresh Loading cycle releases the NoAmmo roach-motel).
//
MechWeapon::DeathReset(full_reset);
}
//
// The missile-salvo discharge. Not yet reconstructed.
//
void
MissileLauncher::FireWeapon()
{
Check(this);
//
// PARTIAL (binary @004bcc60): the authentic body launches missileCount
// Missile entities toward the owner's target (each carrying the salvo-split
// damageData) and dumps the firing heat. The Missile entity spawn needs
// the entity-spawn + targeting waves; the view/target gate, ammo pull and
// recoil all live in the CALLER (ProjectileWeaponSimulation's Loaded case).
//
// Ballistic heatCostToFire is stored 1e7-unit-NATIVE in the stream (SRM6
// reads 5.06e7 = +641K on its own sink -- the same design magnitude as the
// PPC's +632K); dump it raw, under the heat-model experience gate (novice /
// standard fire generates no heat -- authentic). (The EMITTER's authored
// value is small and its 1e7 comes from the energy algebra.)
if (HeatModelActive())
{
AddPendingHeat(heatCostToFire);
}
//
// The salvo launch (binary @004bcc60): ONE cluster Missile entity per
// trigger, spawned through the Mover make machinery -- the MakeMessage's
// resourceID is this weapon's projectile GameModel (explosionResourceID
// @0x3e4), so the Mover base streams the authored mass/drag. The round
// carries the salvo-split cluster damage record (burstCount =
// missileCount rides into the gyro bounce + splash) and homes via its
// Seeker; the proximity fuse delivers the damage ONCE (the arcade
// economy, BT411 task #62). Muzzle = the mech origin STAGED (the
// authored MuzzleVelocity arc through the MOUNT segment frame is the
// muzzle wave). If the projectile model resource is absent the launch
// falls back to the 5.3.16 instant-hit delivery.
//
if (targetWithinRange && owner != NULL
&& owner->GetTargetEntity() != NULL
&& getenv("BT_MISSILE_INSTANT") != NULL)
{
//
// DEV opt-out (BT_MISSILE_INSTANT=1): the 5.3.18a instant-hit
// cluster message, kept for A/B damage-economy checks. The flying
// Missile below is the DEFAULT since 5.3.19 (teardown closed: the
// Projectile ctor NULLs the inherited zone slots).
//
SendDamage(owner->GetTargetEntity(), damageData);
}
else if (targetWithinRange && owner != NULL
&& owner->GetTargetEntity() != NULL)
{
//
// The MakeMessage's resourceID must be a resource FAMILY id -- the
// Mover base ctor runs its own SearchList(resourceID, GameModel),
// and SearchList CRASHES (engine @0x414938) when the id isn't in
// the top-level directory (member resources resolve only through
// their family head). The streamed explosionModelFile is a small
// INDEX (SRM6 reads 17) into a model list -- decoding it into the
// real projectile family is the projectile-model brick. Until
// then the round spawns on the OWNER's family (its GameModel
// member provably streams every boot -- the mech model params);
// our staged flight integration reads none of the Mover mass/drag.
//
{
//
// DEV one-shot (BT_MODEL_DUMP=1): raw-dump the mech's ModelList
// stream -- the decode bench for the explosionModelFile INDEX
// (SRM6 reads 17). The owner's make resourceID IS the
// ModelList record (CreatePlayerVehicle passes
// mech_res->resourceID).
//
{
static int dumped = 0;
if (!dumped && getenv("BT_MODEL_DUMP"))
{
dumped = 1;
ResourceDescription *ml =
application->GetResourceFile()->
FindResourceDescription(owner->GetResourceID());
if (ml != NULL)
{
ml->Lock();
unsigned char *raw =
(unsigned char *)ml->resourceAddress;
int size = ml->resourceSize;
DEBUG_STREAM << "[mdl] list res id=" << ml->resourceID
<< " type=" << ml->resourceType
<< " size=" << size
<< " count=" << *(int *)raw << endl;
int limit = (size < 640) ? size : 640;
for (int bb = 0; bb < limit; bb += 16)
{
DEBUG_STREAM << "[mdl] +" << bb << ":";
int cc;
for (cc = bb; cc < bb + 16 && cc < limit; ++cc)
{
DEBUG_STREAM << " " << (unsigned)raw[cc];
}
DEBUG_STREAM << " ";
for (cc = bb; cc < bb + 16 && cc < limit; ++cc)
{
char ch = (raw[cc] >= 32 && raw[cc] < 127)
? (char)raw[cc] : '.';
DEBUG_STREAM << ch;
}
DEBUG_STREAM << endl;
}
//
// Identify the members + the streamed
// explosionModelFile value by name/type.
//
int nn = *(int *)raw;
if (nn > 0 && nn < 40)
{
int *ids = (int *)(raw + 4);
for (int ee = 0; ee < nn; ++ee)
{
ResourceDescription *mm =
application->GetResourceFile()->
FindResourceDescription(ids[ee]);
DEBUG_STREAM << "[mdl] member[" << ee
<< "] id=" << ids[ee];
if (mm != NULL)
{
DEBUG_STREAM << " type=" << mm->resourceType
<< " name=" << mm->resourceName;
}
DEBUG_STREAM << endl;
}
}
{
ResourceDescription *ex =
application->GetResourceFile()->
FindResourceDescription(
explosionResourceID);
DEBUG_STREAM << "[mdl] explosionModelFile="
<< explosionResourceID;
if (ex != NULL)
{
DEBUG_STREAM << " -> type=" << ex->resourceType
<< " name=" << ex->resourceName
<< " size=" << ex->resourceSize;
}
else
{
DEBUG_STREAM << " -> NOT IN DIRECTORY";
}
DEBUG_STREAM << endl;
//
// Walk the explosion family's OWN members.
//
if (ex != NULL && ex->resourceType ==
ResourceDescription::ModelListResourceType)
{
ex->Lock();
int *xr = (int *)ex->resourceAddress;
int xn = xr[0];
DEBUG_STREAM << "[mdl] '" << ex->resourceName
<< "' members=" << xn << endl;
for (int xx = 0; xx < xn && xx < 16; ++xx)
{
ResourceDescription *xm =
application->GetResourceFile()->
FindResourceDescription(xr[1 + xx]);
DEBUG_STREAM << "[mdl] [" << xx
<< "] id=" << xr[1 + xx];
if (xm != NULL)
{
DEBUG_STREAM
<< " type=" << xm->resourceType
<< " name=" << xm->resourceName
<< " size=" << xm->resourceSize;
}
DEBUG_STREAM << endl;
//
// The GameModel member: dump as floats
// (the missile model record -- lifetime
// @+0x44, thrust @+0x48, mode @+0x50).
//
if (xm != NULL && xm->resourceType ==
ResourceDescription::GameModelResourceType)
{
xm->Lock();
float *fv = (float *)xm->resourceAddress;
int nf = xm->resourceSize / 4;
for (int ff = 0; ff < nf; ++ff)
{
DEBUG_STREAM << "[mdl] +"
<< (ff * 4)
<< " f=" << fv[ff]
<< " i=" << ((int *)fv)[ff]
<< endl;
}
xm->Unlock();
}
}
ex->Unlock();
}
}
DEBUG_STREAM << flush;
ml->Unlock();
}
}
}
//
// Resolve the round's resource FAMILY. The streamed
// explosionModelFile IS a family id after all (SRM6 = 17 =
// 'mslhit': VideoModel + AudioStreamList + an 8-byte GameModel
// {int 498, maxTimeOfFlight 5.0}). Guard: only use it when the
// family really carries a GameModel MEMBER -- the Mover base
// ctor SearchLists for one and CRASHES on a missing member
// (the walk runs off the family list). Fallback = the owner's
// family (GameModel provably present).
//
ResourceDescription::ResourceID round_family =
owner->GetResourceID();
if (explosionResourceID != ResourceDescription::NullResourceID)
{
ResourceDescription *family =
application->GetResourceFile()->
FindResourceDescription(explosionResourceID);
if (family != NULL
&& family->resourceType
== ResourceDescription::ModelListResourceType)
{
family->Lock();
int *members = (int *)family->resourceAddress;
int member_count = members[0];
Logical family_complete = True;
Logical has_game_model = False;
for (int mi = 0; mi < member_count; ++mi)
{
ResourceDescription *member =
application->GetResourceFile()->
FindResourceDescription(members[1 + mi]);
if (member == NULL)
{
//
// A member id absent from the directory makes
// the engine SearchList walk CRASH -- this
// family is unusable for the Mover make.
//
family_complete = False;
}
else if (member->resourceType
== ResourceDescription::GameModelResourceType)
{
has_game_model = True;
}
}
if (family_complete && has_game_model)
{
round_family = explosionResourceID;
//
// Keep the family RESIDENT (no Unlock): dropping a
// first-touch family back to lockCount 0 left the
// engine's re-Lock inside the Mover ctor reading a
// dead list (SearchList returned NULL on members we
// just resolved). The binary's launcher holds its
// projectile model locked for the mission anyway.
//
}
else
{
family->Unlock();
}
}
}
HostManager *host_manager = application->GetHostManager();
Check(host_manager);
//
// The round leaves FROM THE GUN: the mount segment's world
// frame (GetMuzzlePoint @004b9948 -- follows the torso twist).
// The rotation stays the mech's (the missile aims by velocity).
//
Origin muzzle = owner->localOrigin;
GetMuzzlePoint(muzzle.linearPosition);
//
// NoCollisionVolumeFlag is LOAD-BEARING: collision volumes are
// the Mover DEFAULT (IsCollisionVolume = the flag NOT set), and
// the ctor then demands a BoxedSolidStream member -- which a
// projectile family doesn't carry (SearchList NULL ->
// Lock() page fault). The round's collision is the world
// query / proximity fuse, not a boxed solid.
//
Mover::MakeMessage
spawn_round(
Entity::MakeMessageID,
sizeof(Mover::MakeMessage),
EntityID(host_manager->GetLocalHostID()),
(Entity::ClassID)MissileClassID,
EntityID::Null,
round_family,
Entity::DefaultFlags | Mover::NoCollisionVolumeFlag,
muzzle,
Motion::Identity,
Motion::Identity
);
Missile *round = new Missile(&spawn_round);
Register_Object(round);
round->Launch(
owner,
owner->GetTargetEntity(),
damageData,
kMissileLaunchSpeed
);
}
}
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' FIRED (salvo of " << missileCount
<< ", recharge=" << rechargeRate
<< "s heat+=" << heatCostToFire << ")" << endl << flush;
}
}
//
// Model-load-time construction. Not yet reconstructed.
//
Logical
MissileLauncher::CreateStreamedSubsystem(
ResourceFile *,
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("MissileLauncher::CreateStreamedSubsystem -- mislanch.cpp not yet reconstructed");
return False;
}