Files
TeslaRel410/restoration/source410/BT/MISLANCH.CPP
T
CydandClaude Fable 5 f2424e9fdc BT410 Phase 5.3.18a: salvo economy corrected -- one cluster hit per trigger
BT411 task-#62 truth: the arcade fires ONE cluster Missile per salvo and its
zone damage lands EXACTLY ONCE (burstCount feeds only the gyro bounce +
splash falloff, never the zone armor formula). The 5.3.16 per-missile
delivery loop was ~6x too lethal. MISLANCH now sends a single salvo-split
damage message (verified 1:1 FIRED-to-damage in the mutual fight; zero
exceptions). The cluster splash joins the Missile entity wave.

Also: BT_FORCE_ZONE=n dev hook (pin every hit -- the cascade verification
knob) landed with 5.3.17's runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:19:27 -05:00

159 lines
4.5 KiB
C++

//===========================================================================//
// File: mislanch.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: MissileLauncher -- a projectile weapon that fires missile salvos //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MISLANCH_HPP)
# include <mislanch.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
Derivation
MissileLauncher::ClassDerivations(
ProjectileWeapon::ClassDerivations,
"MissileLauncher"
);
MissileLauncher::SharedData
MissileLauncher::DefaultData(
MissileLauncher::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
MissileLauncher::MissileLauncher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &default_data
):
ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
missileCount = subsystem_resource->missileCount;
//
// A salvo delivers missileCount missiles; split the per-shot damage across
// the salvo. (The per-missile launch mechanics live in FireWeapon, staged.)
//
if (missileCount > 0)
{
damageData.burstCount = missileCount;
damageData.damageAmount = damageData.damageAmount / (Scalar)missileCount;
}
Check_Fpu();
}
MissileLauncher::~MissileLauncher()
{
}
Logical
MissileLauncher::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// Damage / death.
//#############################################################################
//
void
MissileLauncher::TakeDamage(Damage &damage)
{
Check(this);
ProjectileWeapon::TakeDamage(damage);
}
void
MissileLauncher::DeathReset(Logical /*full_reset*/)
{
Check(this);
}
//
// The missile-salvo discharge. Not yet reconstructed.
//
void
MissileLauncher::FireWeapon()
{
Check(this);
//
// PARTIAL (binary @004bcc60): the authentic body launches missileCount
// Missile entities toward the owner's target (each carrying the salvo-split
// damageData) and dumps the firing heat. The Missile entity spawn needs
// the entity-spawn + targeting waves; the view/target gate, ammo pull and
// recoil all live in the CALLER (ProjectileWeaponSimulation's Loaded case).
//
// Ballistic heatCostToFire is stored 1e7-unit-NATIVE in the stream (SRM6
// reads 5.06e7 = +641K on its own sink -- the same design magnitude as the
// PPC's +632K); dump it raw, under the heat-model experience gate (novice /
// standard fire generates no heat -- authentic). (The EMITTER's authored
// value is small and its 1e7 comes from the energy algebra.)
if (HeatModelActive())
{
AddPendingHeat(heatCostToFire);
}
//
// The salvo delivery (CORRECTED to the arcade economy, BT411 task #62):
// the binary fires ONE cluster Missile per trigger and its zone damage
// lands EXACTLY ONCE -- damageData carries the ctor's salvo-split
// per-missile amount with burstCount = missileCount, and the zone armor
// formula ignores burstCount (it feeds only the gyro bounce + the splash
// falloff). A per-round delivery loop was ~missileCount-times too
// lethal (the port's "2-shot kill" regression). INTERIM instant-hit --
// the Missile entity flight / seeker / proximity fuse / cluster SPLASH
// is the missile wave.
//
if (targetWithinRange && owner != NULL
&& owner->GetTargetEntity() != NULL)
{
SendDamage(owner->GetTargetEntity(), damageData);
}
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[fire] '" << GetName()
<< "' FIRED (salvo of " << missileCount
<< ", recharge=" << rechargeRate
<< "s heat+=" << heatCostToFire << ")" << endl << flush;
}
}
//
// Model-load-time construction. Not yet reconstructed.
//
Logical
MissileLauncher::CreateStreamedSubsystem(
ResourceFile *,
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("MissileLauncher::CreateStreamedSubsystem -- mislanch.cpp not yet reconstructed");
return False;
}