The full circuit, workflow-researched (5 parallel dossiers over BT411 + the engine) and adversarially reviewed (3 lenses) before landing: Mech side: the once-per-death transition in Simulate (freeze, motion kill, DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link); Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity); dead-owner terms in both weapon hard gates (wrecks fall silent). Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone hunt) and the DropZoneReply respawn branch (reset the dead mech at the replied drop zone; probes on a live mech are moot). Subsystem side: the engine base virtual DeathReset implemented across the family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/ MissileLauncher. Review catches fixed before commit: AmmoBin restocked through the FREED padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem:: resource is now documented as never-deref-post-ctor); died-hot weapons respawned at FailureHeat (now full thermal re-init); Generator tap counts desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher inherited a statically-bound reset; cooling toggle + connect mode restored. Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt -> HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM (restock proof); unowned enemy wreck settles silently; fight/smoke/novice regressions green, zero faults. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
105 lines
2.7 KiB
C++
105 lines
2.7 KiB
C++
//===========================================================================//
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// File: ammobin.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: AmmoBin -- ammunition store with cook-off heat //
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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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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(AMMOBIN_HPP)
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# include <ammobin.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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Derivation
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AmmoBin::ClassDerivations(
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HeatWatcher::ClassDerivations,
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"AmmoBin"
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);
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AmmoBin::SharedData
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AmmoBin::DefaultData(
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AmmoBin::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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AmmoBin::AmmoBin(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *resource,
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SharedData &shared_data
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):
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HeatWatcher(owner, subsystem_ID, resource, shared_data),
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ammoAlarm(6)
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{
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Check(owner);
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Check_Pointer(resource);
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ammoCount = resource->ammoCount;
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initialAmmoCount = resource->ammoCount;
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feedRate = resource->feedRate;
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feedTimer = 0.0f;
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ammoClassID = resource->ammoClassID;
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ammoModelFile = resource->ammoModelFile;
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explosionModelFile = resource->explosionModelFile;
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heatPerRound = resource->heatPerRound;
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cookOffArmed = 0;
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cookOffTime = 0;
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reserved = 0;
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for (int i = 0; i < 12; ++i)
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{
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cookOffState[i] = 0;
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}
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Check_Fpu();
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}
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AmmoBin::~AmmoBin()
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{
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}
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Logical
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AmmoBin::TestClass(Mech &)
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{
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return True;
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}
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Logical
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AmmoBin::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// DeathReset -- the respawn restock: base heal + refill from the authored
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// resource count (the launchers' NoAmmo state releases in their own reset).
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//#############################################################################
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//
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void
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AmmoBin::DeathReset(Logical full_reset)
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{
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Check(this);
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HeatWatcher::DeathReset(full_reset);
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//
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// Restock from the CTOR-CACHED authored count -- NEVER through the
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// `resource` member: it points into the Mech ctor's padded stream copy,
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// which is delete[]d before the ctor returns (a respawn-time deref
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// reads freed heap -- caught by the 5.3.24 adversarial review).
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//
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ammoCount = initialAmmoCount;
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}
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