Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
177 lines
6.0 KiB
C++
177 lines
6.0 KiB
C++
//============================================================================//
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// File: seeker.hpp //
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// Project: BattleTech //
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// Contents: A subsystem which guides, seeks out and finds a target //
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//----------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ------------------------------------------------------------//
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// 04/13/95 JM Initial coding. //
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// 07/12/95 GDU Complied with new libraries, added seeker logic //
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//----------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//============================================================================//
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//
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// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
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// @004bec34-@004bee70 in part_013.c) cross-referenced HEAVILY against the
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// SURVIVING SEEKER.HPP and the MUNGA SUBSYSTM.HPP base interface. The class
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// declaration below is the surviving header; the only additions are the byte
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// offsets observed in the decompiled object (see seeker.cpp for per-method
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// @ADDR evidence).
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//
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// Inheritance chain established from the decomp:
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// Simulation -> Subsystem (FUN_0041c52c base ctor) -> Seeker
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// The Seeker ctor (@004bec34) installs vtable PTR_LAB_00512ce8 and chains to
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// the Subsystem base ctor @0041c52c with the shared resource &DAT_00512bec.
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// Every vtable slot other than the destructor inherits the Subsystem base
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// (vtable @00512ce8 holds only 0x41xxxx engine slots), so the Seeker's real
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// behaviour lives in the non-virtual Performance method LeadTarget().
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//
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// Field offsets in comments are byte offsets into the shipped object; the
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// Subsystem base occupies everything below +0xE4. Member names are taken
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// verbatim from the surviving SEEKER.HPP.
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//
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#if !defined (SEEKER_HPP)
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#define SEEKER_HPP
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#if !defined(SUBSYSTM_HPP)
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#include <subsystm.hpp>
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#endif
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#if !defined(POINT3D_HPP)
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#include <point3d.hpp>
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#endif
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//######################### Forward Class Declarations ########################
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class Missile;
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class Entity;
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//######################### Seeker Subsystem Resource ##########################
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//
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// The Seeker carries no resource fields of its own -- the shared default
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// record &DAT_00512bec (resolved at @004bec34) is the bare Subsystem record.
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//
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struct Seeker__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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};
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//###########################################################################
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//######################### CLASS -- Seeker ##########################
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//###########################################################################
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//
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// (vtable @00512ce8, ctor @004bec34, dtor @004bee44.)
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//
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class Seeker : public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static Receiver::MessageHandlerSet MessageHandlers;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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// Attribute IDs verified against the IndexEntry table @00512d50:
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// TargetPositionAttributeID == 0x341 (string @0051012e "...")
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// RangeToTargetAttributeID == 0x345
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// RangeFromCreationAttributeID == 0x34d
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//
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public:
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enum {
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TargetPositionAttributeID = Subsystem::NextAttributeID,
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RangeToTargetAttributeID,
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RangeFromCreationAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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static AttributeIndexSet AttributeIndex;
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//
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// public attribute declarations go here
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//
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public:
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Point3D targetPosition; // @0xE4 for thruster (lead/aim point)
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Point3D creationPoint; // @0xF0 where the missile was fired from
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Entity *targetEntity; // @0xFC homing target (0 == dumb-fire)
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Point3D targetOffset; // @0x100 aim offset within the target
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Scalar rangeToTarget, // @0x10C distance to targetPosition
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rangeFromCreation, // @0x110 distance travelled from creationPoint
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startingRangeToTarget; // @0x114 rangeToTarget sampled at spawn
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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Empty = Subsystem::StateCount,
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StateCount};
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typedef void
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(Seeker::*Performance)(Scalar time_slice);
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// @004beae4 -- recompute targetPosition by leading the moving
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// targetEntity along its velocity (clamped lead window 200..300 m).
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void
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LeadTarget();
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// FindTarget(time_slice) is the per-frame Performance entry point. In
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// the shipped binary its body is folded into the Missile guidance pass
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// (Missile::MoveAndCollide @004bef78, which samples this->targetPosition
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// at +0x1c4); the standalone update is LeadTarget(). Declared to match
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// the surviving header and MISSILE.TCP's seeker->FindTarget(time_slice).
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void
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FindTarget(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// TestClass Support
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//
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public:
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static Logical
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TestClass(Missile &);
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void
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ResetToInitialState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Seeker__SubsystemResource SubsystemResource;
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Seeker ( // @004bec34
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Missile *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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Entity *target,
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const Point3D offset
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);
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~Seeker(); // @004bee44
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Logical
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TestInstance() const;
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};
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#endif
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