BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/ BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from the mission game-model resource and hands it to MakeAndLinkViewpointEntity. Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real JointedMover base (so the model skeleton/segments stream from BTL4.RES) then Fails. This validates the entire spawn factory chain live: CreatePlayerVehicle -> MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66). The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus the subsystem roster is the next MAJOR milestone, not a brick: it needs the full 1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's decomp uses raw offset pokes that can't compile fresh), the subsystem class hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the measured "917 missing functions"), and the segment-table walk. Plan + scope in MECH.NOTES.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
3.6 KiB
MECH.CPP / .HPP — reconstruction notes
Status: Mech::Make (factory) reconstructed; the Mech constructor and the
entire mech subsystem are the CURRENT FRONTIER — the largest remaining
milestone in the reconstruction.
What is reconstructed
Mech::Make(MakeMessage *)=return new Mech(creation_message);— the factory the registry /MakeAndLinkViewpointEntitycalls.- The static shared data (ClassDerivations / DefaultData) — from the earlier staging.
- A staged Mech ctor that chains the real
JointedMoverbase ctor (so the model skeleton/segments stream from BTL4.RES) and then Fails.
The spawn factory path is now validated live: BTPlayer::CreatePlayerVehicle
builds the Mech::MakeMessage, Application::MakeAndLinkViewpointEntity routes
it through the registry to Mech::Make -> new Mech -> the JointedMover base
ctor (real engine code, streams the mech model) -> the Mech ctor Fail. Boot
reaches mech.cpp:66.
Why the Mech ctor is a milestone, not a brick
Mech::Mech is @004a1674, 5690 bytes — the largest single function in the
game. It walks the model's segment table and instantiates the full subsystem
roster (power, heat, weapons, actuators, controls, tech, damage zones), and
primes ~150 members. Reconstructing it requires three things the tree does not
yet have:
- The complete 1995 Mech member layout as named fields. MECH.HPP currently
carries
int reserved[331](1324 bytes) as a placeholder. BT411's Ghidra reconstruction sidesteps the layout entirely by writing raw offset pokes (Wword(0x104),*(void**)((char*)this + 0x388),this[0x14a]) — a WinTesla-port technique that CANNOT compile into a fresh 1995 build, where BC4.52 assigns offsets from the header declarations. So the layout must be derived as real members first. - The subsystem class hierarchy. MechSubsystem + derived: sensor, generator (gnrator), gyro, torso, HUD, myomers, plus the weapon subsystems (mechweap, ppc, gauss, projweap, mislanch, ammobin...). Of these, only GAUSS, PPC, SENSOR survive as source in the 4.10 archive (CODE/BT/BT); GNRATOR is a partial .TCP. The rest are part of the measured "917 missing functions" and come only from BT411's decomp.
- The segment-table walk that reads the model resource and instantiates + wires each subsystem.
BT411's mech reconstruction is ~12,255 lines across mech.cpp / mech2 / mech3 / mech4 / mechsub alone, before the subsystem TUs — this is the bulk of the remaining game.
Reconstruction plan (for the dedicated mech milestone)
- Derive the Mech member layout. Turn
reserved[331]into named members. Sources: BT411's offset comments (this[0x14a]gyroSubsystem,+0x388target entity, etc.) give the binary offsets; the embedded member types (NameFilter, AlarmIndicator, Slot/Socket, Reticle, Filter, CString, StateIndicator) come from the surviving MUNGA headers. Cross-check total size against the binary'snew Mechallocation. - Reconstruct MechSubsystem base + the subsystem roster, backdating BT411 mechsub.cpp + the per-subsystem TUs; fold in the surviving 4.10 GAUSS/PPC/ SENSOR source where it exists (authoritative over the decomp).
- Reconstruct the Mech ctor against the named layout: embedded-member construction, the segment-table walk, subsystem instantiation + wiring.
- Then the per-frame path (mech2 animation SM, mech3, mech4 locomotion/ targeting) and the damage/weapon handlers.
Until then the ctor Fails cleanly at the frontier; everything below it (engine, app, network, mission, player, factory, jointed-mover base) runs real reconstructed code.