Files
TeslaRel410/restoration/source410/BT/MECHWEAP.CPP
T
CydandClaude Fable 5 d422dfffc0 BT410 Phase 5.3.7: weapon view-fire gating + build header-stamp hardening
Completes the weapon-side half of the look commit:

- MECHWEAP: real rearFiring/viewFireEnable members (binary @0x334/@0x3E0) +
  accessors. Ctor resolves REAR-FIRING authentically (@004b99a8 tail): the
  mount SEGMENT site name is tested for the 'b' (back) marker -- only the back
  gun ports (sitelbgunport/siterbgunport) carry it. Spawn = forward-armed.
- MECH CommitLookState: re-arms every roster weapon per view (forward =
  non-rear, LOOK-BACK = rear-mounted, side/down = none) and flips the HUD
  reticle pip group with the authentic Reticle::Front/RearFiringWeaponsOn flags
  (BT411's raw "bits 1/2" resolved to their 1995 names).
- MECHWEAP: defined MechWeapon::MessageHandlers (0-entry set inheriting the
  Subsystem chain) -- it was declared-but-undefined, and the surviving CODE
  PPC.CPP binds the inherited name into PPC::DefaultData; the zero-filled
  common block was a latent NULL deref (same trap as Emitter::AttributeIndex).

Discovery: the TEST.EGG mech genuinely mounts TWO REAR LASERS (ERMLaser_2/3 on
the b-ports). Verified on a full-clean baseline (engine 181 + bt 42, 0 fail):
look-behind arms exactly the rear lasers, disarms the other five,
pipMask=0xfffffffe; neutral run holds forward-armed; zero Fail.

build410.sh HARDENED against the stale-obj layout-skew trap this wave exposed:
cc() skipped recompiles on obj-vs-.cpp timestamps only, so the MECHWEAP.HPP
member additions left emitter.obj on the OLD MechWeapon layout -- its
chargeLevel=0.0f write landed exactly on the new rearFiring (a silent cross-TU
struct skew, heisenbug-grade). cc() now honors header stamps: a source410
engine-header edit invalidates every bucket, a BT/BT_L4 header edit
additionally invalidates the game buckets. CODE/ is immutable, no stamp needed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:43:38 -05:00

182 lines
5.2 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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
);
MechWeapon::SharedData
MechWeapon::DefaultData(
MechWeapon::ClassDerivations,
MechWeapon::MessageHandlers,
Subsystem::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;
//
// 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;
}
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;
}