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>
140 lines
4.2 KiB
C++
140 lines
4.2 KiB
C++
//===========================================================================//
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// File: mechweap.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for mech weapons //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(MECHWEAP_HPP)
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# define MECHWEAP_HPP
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# if !defined(POWERSUB_HPP)
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# include <powersub.hpp>
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# endif
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# if !defined(DAMAGE_HPP)
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# include <damage.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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//###########################################################################
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//###################### MechWeapon Model Resource ######################
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//###########################################################################
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struct MechWeapon__SubsystemResource:
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public PoweredSubsystem::SubsystemResource
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{
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Scalar rechargeRate;
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Scalar weaponRange;
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ResourceDescription::ResourceID
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explosionModelFile;
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Scalar damageAmount;
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int damageType;
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Scalar heatCostToFire;
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Scalar pipPositionX;
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Scalar pipPositionY;
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int rearFiring;
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};
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//###########################################################################
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//############################ MechWeapon ###############################
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//###########################################################################
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class MechWeapon:
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public PoweredSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static MessageHandlerSet MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef MechWeapon__SubsystemResource SubsystemResource;
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MechWeapon(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~MechWeapon();
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static int
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CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Weapon interface
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//
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public:
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virtual void
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FireWeapon();
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void
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SendDamage(
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Entity *target,
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Damage &damage
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);
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//
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// View-fire gating (the look-state commit re-arms these): a weapon
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// mounted on a back gun port (rearFiring) fires only into the LOOK-BACK
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// view; the rest fire only in the forward view.
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//
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Logical
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IsRearFiring() const { Check(this); return rearFiring; }
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Logical
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GetViewFireEnable() const { Check(this); return viewFireEnable; }
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void
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SetViewFireEnable(Logical enable){ Check(this); viewFireEnable = enable; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar rechargeRate;
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Scalar weaponRange;
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Scalar damageAmount;
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int damageType;
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Scalar heatCostToFire;
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int targetWithinRange;
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Damage damageData;
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Logical rearFiring;
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Logical viewFireEnable;
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};
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#endif
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