//============================================================================// // File: mislanch.cpp // // Project: BattleTech // // Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)// //----------------------------------------------------------------------------// // Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved // // PROPRIETARY AND CONFIDENTIAL // //============================================================================// // // RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra // pseudo-C in part_013.c; member / method names follow the surviving // MISLANCH.HPP, the resource-parser tag strings, and the reconstructed // mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the // originating @ADDR. // // Class map for the projectile-weapon branch (resolved from vtable + ctor // chaining + CreateStreamedSubsystem resource strings): // ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c // CSS @004bc7cc (TracerInterval, AmmoBin, // MinTimeOfFlight, MinJamChance, // MinVoltagePercentToFire) // MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570 // CSS @004bd08c (MissileCount, MuzzleVelocity) // // ProjectileWeapon (base) member offsets used below: // @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor) // @0x3d4 this[0xf5] per-salvo count copy // @0x3f0 this[0xfc] MinTimeOfFlight timer base // @0x3fc this[0xff] MinJamChance // @0x404 this[0x101] MinVoltagePercentToFire // @0x40c this[0x103] MinTimeOfFlight // @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D) // @0x418 this[0x106] jam-chance-derived scalar // @0x438 this[0x10e] TracerInterval // @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0) // @0x448 this[0x112] (MissileLauncher) missileCount // // Helper-function name mapping: // FUN_004bc3fc ProjectileWeapon base constructor // FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem // FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424) // FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord // FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm) // FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...) // FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New // FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int // FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text // FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append // #include #pragma hdrstop #if !defined(MISLANCH_HPP) # include #endif #if !defined(MISSILE_HPP) # include #endif #if !defined(AMMOBIN_HPP) # include #endif #if !defined(TESTBT_HPP) # include #endif #include // WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp, a // complete-Mech TU with the render + damage path). A fired missile becomes a tracked // projectile that flies to the target + delivers this weapon's damage on impact. // Missile-arc wave: launch_velocity = the authored MuzzleVelocity VECTOR in the // shooter's frame (up-tilted rack launch); damage <= 0 = a VISUAL-ONLY round. extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target, const Point3D &targetPos, Scalar speed, Scalar damage, const Vector3D *launch_velocity = 0, int guided = 1, int weapon_subsys = -1); //########################################################################### // Port-side salvo replication state (missile-visibility wave). // // The launcher OBJECT is byte-locked at 0x44C (factory alloc) -- salvo state // cannot live on it. Keyed by launcher identity: on a MASTER, `fired` counts // FireWeapon salvos (serialized in the extended update record); on a // REPLICANT, `seen` tracks the last counter applied (-1 = unsynced, so a // freshly-joined peer does not replay the master's historical count). //########################################################################### namespace { struct BTSalvoState { const void *owner; int fired; // master: salvos launched int seen; // replicant: last counter applied (-1 = unsynced) Point3D target; // master: the last salvo's aim point }; BTSalvoState gSalvoTable[64]; BTSalvoState &BTSalvoOf(const void *launcher) { int freeSlot = -1; for (int i = 0; i < 64; ++i) { if (gSalvoTable[i].owner == launcher) return gSalvoTable[i]; if (gSalvoTable[i].owner == 0 && freeSlot < 0) freeSlot = i; } BTSalvoState &s = gSalvoTable[(freeSlot >= 0) ? freeSlot : 0]; s.owner = launcher; s.fired = 0; s.seen = -1; s.target = Point3D(0.0f, 0.0f, 0.0f); return s; } } //########################################################################### //########################################################################### // MissileLauncher //########################################################################### //########################################################################### //############################################################################# // Shared Data Support // Derivation MissileLauncher::ClassDerivations( &ProjectileWeapon::ClassDerivations, "MissileLauncher" ); // task #6: inherit ProjectileWeapon's handler set (see emitter.cpp note). Receiver::MessageHandlerSet& MissileLauncher::GetMessageHandlers() { static Receiver::MessageHandlerSet messageHandlers( ProjectileWeapon::GetMessageHandlers()); // copy-inherit return messageHandlers; } Simulation::AttributeIndexSet MissileLauncher::AttributeIndex; MissileLauncher::SharedData MissileLauncher::DefaultData( &MissileLauncher::ClassDerivations, MissileLauncher::GetMessageHandlers(), MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty) MissileLauncher::StateCount ); //############################################################################# // Construction // // @004bcff0 MissileLauncher::MissileLauncher(...) // // Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable, // then reads the two launcher resource fields and splits the damage budget // evenly across the salvo so each spawned Missile carries // damageAmount/missileCount. // MissileLauncher::MissileLauncher( Mech *owner, int subsystem_ID, SubsystemResource *subsystem_resource, SharedData &default_data) : // ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting). ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc { // vtable installed by the compiler (PTR_FUN_00512570) missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0 launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity") // per-salvo count copy + per-missile damage (write the inherited Damage fields) this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount") this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount } //############################################################################# // Destruction // // @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the // ProjectileWeapon destructor (which releases the AmmoBin connection @00512424). // MissileLauncher::~MissileLauncher() { // vtable reset + base ~ProjectileWeapon chaining handled by the compiler. } //############################################################################# // CreateStreamedSubsystem // // @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after // chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the // streamed-record class/size header bytes, then validates both fields, // emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure. // Logical MissileLauncher::CreateStreamedSubsystem( ResourceFile *resource_file, NotationFile *model_file, const char *model_name, const char *subsystem_name, SubsystemResource *subsystem_resource, NotationFile *subsystem_file, const ResourceDirectories *directories, int passes) { // chain the ProjectileWeapon record parser (ammo/jam/tracer fields) if (!ProjectileWeapon::CreateStreamedSubsystem( resource_file, model_file, model_name, subsystem_name, subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc return False; // stamp streamed-record header (classID / size bytes @+0x20/+0x24) // ... (record housekeeping, see @004bd08c) ... if (passes == 1) subsystem_resource->missileCount = -1; // sentinel // "MissileCount" (+0x1d0) if (!model_file->GetEntry(subsystem_name, "MissileCount", &subsystem_resource->missileCount) && subsystem_resource->missileCount == -1) { DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c return False; } // "MuzzleVelocity" (+0x1d4, Vector3D parsed from text) const char *text = "Unspecified"; Vector3D &mv = subsystem_resource->muzzleVelocity; if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text) && (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f)) { DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c return False; } if (strcmp(text, "Unspecified") != 0) { // FUN_00408944 -- parse a "x y z" Vector3D from the resource text. float x = 0.0f, y = 0.0f, z = 0.0f; if (sscanf(text, "%f %f %f", &x, &y, &z) == 3) { mv.x = x; mv.y = y; mv.z = z; } } return True; } //############################################################################# // FireWeapon (ProjectileWeapon spawn path, @004bcc60) // // Builds a streamed-entity spawn descriptor for a Missile (entity ClassID // 0xBD0), seeded from this weapon's muzzle transform, the explosion model // resource (this->explosionResourceID @0x3e4), the per-missile Damage block // (this->damageData @0x3a8) and the owning Mech's target. The descriptor is // handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte // entity and runs the Missile ctor (@004bf5b4). Heat from firing is added // to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon // is heat-bearing (FUN_004ad7d4). // // NOTE: this body lives in the ProjectileWeapon address range and is shared // by MissileLauncher; it is documented here because MISLANCH.HPP declares // FireWeapon() as the launcher's protected entry point. // void MissileLauncher::FireWeapon() { Check(this); // THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own // pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7) // -- the binary's add @part_013.c:8744-8747, gated on the heatable check. if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp; [T3] permissive) { pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw } // A salvo draws one ammo unit from the linked bin; a dry / not-ready bin // latches NoAmmo (ConsumeRound) and aborts the launch. if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo) return; // Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire). recoil = rechargeRate; // Resolve the muzzle / lead geometry (seeds each flying missile). Point3D muzzle; GetMuzzlePoint(muzzle); // @004b9948 damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount") // WAVE 7 Phase B: launch `missileCount` flying projectiles toward the owner's target. // (Port reconstruction -- the byte-exact world-entity Missile is blocked by the 2007 // engine Entity base mismatch; see BTPushProjectile / mech4.cpp.) Speed = |launchVelocity| // (resource MuzzleVelocity); per-missile damage = damageData.damageAmount (already // divided by missileCount in the ctor). char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech) void *target = (o != 0) ? *(void **)(o + 0x388) : 0; // owner's locked target entity (null in bring-up) Point3D targetPos = (o != 0) ? *(Point3D *)(o + 0x37c) : muzzle; // owner target point Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x + launchVelocity.y*launchVelocity.y + launchVelocity.z*launchVelocity.z); // Always launch -- BTPushProjectile falls back to gEnemyMech when the owner's target // slot isn't populated (bring-up); missileCount missiles per salvo. The authored // MuzzleVelocity VECTOR rides along (missile-arc wave): the round leaves the rack // on the authored up-tilt, then the seeker loft + steering arc it onto the target. int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1; for (int i = 0; i < nmiss; ++i) BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount, &launchVelocity, 1, subsystemID /*messmgr explosion bundling at impact (task #7)*/); // Salvo replication (missile-visibility wave): bump the fire counter + stamp // the aim point; the extended update record carries both to peer nodes. { BTSalvoState &s = BTSalvoOf(this); ++s.fired; s.target = targetPos; } simulationFlags |= 0x1; // replication-dirty // ENQUEUE the record (visibility fix): the dirty flag alone never // serializes -- ForceUpdate sets the updateModel bit that makes the next // PerformAndWatch write THIS subsystem's record into the mech's update // stream (the exact mechanism the Emitter's beam replication uses, // emitter.cpp:512). Without it the peer never saw a salvo record at all. ForceUpdate(); Check_Fpu(); } //############################################################################# // WriteUpdateRecord / ReadUpdateRecord (PORT record extension -- missile- // visibility wave; see the mislanch.hpp banner). The master serializes the // salvo counter + aim point after the MechWeapon base fields; the replicant // edge-detects the counter and mirrors the salvo as VISUAL-ONLY rounds // (damage 0 -- the master's own rounds deliver the damage cross-pod). // void MissileLauncher::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model) { MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields) MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message; BTSalvoState &s = BTSalvoOf(this); rec->recordLength = sizeof(MissileLauncher__UpdateRecord); rec->salvoCounter = s.fired; rec->salvoRounds = missileCount; rec->salvoTarget = s.target; } void MissileLauncher::ReadUpdateRecord(Simulation__UpdateRecord *message) { MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply) MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message; BTSalvoState &s = BTSalvoOf(this); if (s.seen < 0) { // first sync after spawn/join: adopt the master's count silently -- // no replay of salvos fired before we could see them. s.seen = rec->salvoCounter; } else if (rec->salvoCounter != s.seen) { s.seen = rec->salvoCounter; // Mirror ONE salvo (a missed record collapses to one -- catch-up // replays would draw stale phantom volleys). Rounds fly the same // authored launch vector + seeker-loft arc as the master's, from // this replicant's own resolved rack ports, damage 0. Point3D mz; GetMuzzlePoint(mz); // @004b9948 Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x + launchVelocity.y*launchVelocity.y + launchVelocity.z*launchVelocity.z); int n = rec->salvoRounds; if (n < 1 || n > 40) n = (missileCount > 0 && missileCount < 40) ? missileCount : 1; for (int i = 0; i < n; ++i) BTPushProjectile(mz, owner, 0 /*no entity: aim point only*/, rec->salvoTarget, spd, 0.0f /*VISUAL*/, &launchVelocity, 1, subsystemID /*per-round detonation resolve on this node*/); if (getenv("BT_PROJ_LOG")) DEBUG_STREAM << "[projectile] REPLICANT salvo x" << n << " at(" << rec->salvoTarget.x << "," << rec->salvoTarget.y << "," << rec->salvoTarget.z << ")\n" << std::flush; } } //############################################################################# // TakeDamage / DeathReset // // TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c). // DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8). // void MissileLauncher::TakeDamage(Damage &damage) { MechWeapon::TakeDamage(damage); // @004b964c } void MissileLauncher::DeathReset(Logical /*full_reset*/) { ProjectileWeapon::ResetToInitialState(); // @004bbaf8 (best-effort) } //############################################################################# // TestInstance -- inherits the ProjectileWeapon/MechWeapon base check. // Logical MissileLauncher::TestInstance() const { return ProjectileWeapon::TestInstance(); } //===========================================================================// // WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon" // mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class // (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the // factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its // real per-frame sim (charge/ammo/heat, damage split across missileCount); // FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B). //===========================================================================// Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg) { Check(sizeof(MissileLauncher) <= 0x44C); return (Subsystem *) new (Memory::Allocate(0x44C)) MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData); }