//============================================================================// // 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. extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target, const Point3D &targetPos, Scalar speed, Scalar damage); //########################################################################### //########################################################################### // MissileLauncher //########################################################################### //########################################################################### //############################################################################# // Shared Data Support // Derivation MissileLauncher::ClassDerivations( &ProjectileWeapon::ClassDerivations, "MissileLauncher" ); Receiver::MessageHandlerSet MissileLauncher::MessageHandlers; Simulation::AttributeIndexSet MissileLauncher::AttributeIndex; MissileLauncher::SharedData MissileLauncher::DefaultData( &MissileLauncher::ClassDerivations, MissileLauncher::MessageHandlers, 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); // 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. int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1; for (int i = 0; i < nmiss; ++i) BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount); simulationFlags |= 0x1; // replication-dirty Check_Fpu(); } //############################################################################# // 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); }