Files
TeslaRel410/restoration/source410/BT/PROJWEAP.HPP
T
CydandClaude Fable 5 30e4b5885d BT410 5.3.34: the weapon ammo readout goes live (0024)
BallisticWeaponCluster's two round counters pointed at UnboundIntegerSource
because ProjectileWeapon::ammoBinLink is protected -- the documented inert
gap in the ctor ledger.  ProjectileWeapon now exposes GetAmmoCount() (the
resolved bin's rounds, -1 with no bin) and the cluster copies it into a live
cell each Execute, the same pattern it already uses for jammed and
reloadSeconds.  The binary pointed its NumericDisplayInteger straight at the
resolved bin's count.

The STREAK 6 panel now reads 0024 against the shipped binary's 0024, in the
same font, stencilled into the fire-ready disc the same way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:30:13 -05:00

127 lines
3.8 KiB
C++

//===========================================================================//
// File: projweap.hpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: ProjectileWeapon -- the ballistic (ammo-fed) weapon base //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(PROJWEAP_HPP)
# define PROJWEAP_HPP
# if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
# endif
# if !defined(POINT3D_HPP)
# include <point3d.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################ ProjectileWeapon Model Resource #####################
//###########################################################################
//
// WIRE-VERIFIED layout (raw-stream dump, TEST.EGG SRM6s): tracerInterval
// reads 1, ammoBinIndex the true bin roster slot (27/29), minTimeOfFlight
// 0.5, minVoltagePercentToFire 0.3, minJamChance 0.05, and
// MissileLauncher's missileCount lands on 6 (an SRM6!). (The interim
// alignment pad is gone -- the ancestry shortfall was the HeatSink
// linkedSinkIndex + the MechWeapon pip tail, both now real fields.)
//
struct ProjectileWeapon__SubsystemResource:
public MechWeapon::SubsystemResource
{
int tracerInterval;
int ammoBinIndex;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Scalar minJamChance;
};
//###########################################################################
//######################### ProjectileWeapon ###########################
//###########################################################################
class ProjectileWeapon:
public MechWeapon
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
virtual void
FireWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame simulation (the ballistic fire state machine).
//
public:
typedef void
(ProjectileWeapon::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ProjectileWeaponSimulation(Scalar time_slice);
Logical
CheckForJam();
//
// The "sim live" novice lockout (the owning BTPlayer's simLive
// experience flag): novice ballistics never jam.
//
Logical
LiveFireEnabled();
public:
typedef ProjectileWeapon__SubsystemResource SubsystemResource;
ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~ProjectileWeapon();
//
// The linked bin's round count, or -1 when no bin is linked. The
// cockpit's ammo readout needs this from BT_L4 and the link itself
// is protected (the binary read the resolved bin's count direct).
//
int
GetAmmoCount();
protected:
SubsystemConnection ammoBinLink;
int tracerInterval;
int tracerCounter;
int ejectState;
Scalar totalTimeToEject;
Scalar timeToEject;
Scalar percentOfEject;
Scalar minJamChance;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Vector3D launchVelocity;
Vector3D tracerOrigin;
Point3D leadPosition;
int tracerModelHandle;
};
#endif