The energy weapons now run a live fire cycle, and the REAL trigger wiring is in place: the 1995 MechWeapon attribute table (binary @0x511890) is published with PINNED IDs, so the streamed per-mech fire-button mappings bind TriggerState (0x13) -> fireImpulse and the controls push writes the trigger into the weapon. - MECHWEAP: attribute enum + table (PercentDone 0x12, TriggerState 0x13, DistanceToTarget 0x14, TargetWithinRange 0x15, WeaponRange 0x16, EstimatedReadyTime 0x1A, RearFiring 0x1B, WeaponState 0x1C). Pads bridge the chain gap 2..0x11 -- LOAD-BEARING: AttributeIndexSet::Build leaves uncovered gap slots as uninitialized garbage, so every ID up to the max must be covered (they shrink to the authentic 0x0F..0x11 when the parent attribute waves land; SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F). - MECHWEAP: fire-machine members (fireImpulse/previousFireImpulse, rechargeLevel, rangeToTarget, effectiveRange, estimatedReadyTime, recoil, weaponAlarm 0/2/3/4); CheckFireEdge (@004b9608, BIT-PATTERN int compare -- TriggerState carries raw ControlsButton ints whose release value is a float NaN; IEEE compare would latch the detector shut); ComputeOutputVoltage (@004b9c9c recharge dial). - EMITTER: EmitterSimulation (PARTIAL @004baa88) -- Firing/Loaded/Loading FSM on the weapon alarm, viewFireEnable gate at Loaded->Firing, recoil-decay recharge over the authored RechargeRate seconds; FireWeapon (PARTIAL @004bace8) discharge bookkeeping; ChargeLevel re-pinned to the authentic 0x1D; index re-chained to MechWeapon's. Deferred: electrical charge model (TrackSeekVoltage), heat dump, HasActiveTarget gate, beam/damage submission. - BT_FORCE_FIRE dev hook: trigger pulse whenever Loaded (auto-fire cadence). VERIFIED headlessly: forward view -- PPC_1/2 + ERMLaser_1 cycle FIRED->LOADED at the authored 0.6s/1s cadence, rear lasers silent; BT_FORCE_LOOK=3 -- ONLY the rear lasers (ERMLaser_2/3) fire. The view-fire x fire-FSM interlock holds both directions. Zero Fail. (SRM6 ballistic FSM = a later increment.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
//===========================================================================//
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// File: emitter.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for energy weapon emitters //
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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(EMITTER_HPP)
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# define EMITTER_HPP
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# if !defined(MECHWEAP_HPP)
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# include <mechweap.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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//####################### Emitter Model Resource ########################
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//###########################################################################
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struct Emitter__SubsystemResource:
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public MechWeapon::SubsystemResource
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{
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Scalar seekVoltage[5];
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Scalar dischargeTime;
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};
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//###########################################################################
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//############################## Emitter ################################
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//###########################################################################
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class Emitter:
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public MechWeapon
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support. The energy-weapon family publishes past the MechWeapon
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// table end (0x1C) -- the binary's emitter IDs run 0x1D+.
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//
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public:
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enum {
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ChargeLevelAttributeID = MechWeapon::NextAttributeID, // 0x1D
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NextAttributeID
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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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 Emitter__SubsystemResource SubsystemResource;
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Emitter(
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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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~Emitter();
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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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void
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FireWeapon();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame simulation (the beam-weapon fire state machine).
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//
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public:
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typedef void
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(Emitter::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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EmitterSimulation(Scalar time_slice);
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void
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ResetFiringState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar chargeLevel;
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Scalar dischargeTime;
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Scalar dischargeTimer;
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};
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#endif
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