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>
156 lines
5.5 KiB
C++
156 lines
5.5 KiB
C++
//============================================================================//
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// File: mislanch.hpp //
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// Project: BattleTech //
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// Contents: Weapon Which Launches a missile //
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// Derived From Projectile Weapon //
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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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//----------------------------------------------------------------------------//
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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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// @004bcff0-@004bd08c in part_013.c) cross-referenced HEAVILY against the
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// SURVIVING MISLANCH.HPP and the reconstructed mechweap.hpp base. 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 mislanch.cpp for @ADDRs).
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//
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// Inheritance chain established from the decomp:
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// MechWeapon (mechweap.cpp, vtable @00511d2c)
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// -> ProjectileWeapon (ctor @004bc3fc, vtable @0051242c) ammo/jam/tracer
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// -> MissileLauncher (ctor @004bcff0, vtable @00512570)
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//
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// The MissileLauncher ctor (@004bcff0) chains ProjectileWeapon::ProjectileWeapon
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// (@004bc3fc), installs PTR_FUN_00512570, then reads the two launcher-specific
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// resource fields MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4, Vector3D)
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// and divides the configured damage by missileCount (per-missile damage).
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//
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#if !defined (MISLANCH_HPP)
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# define MISLANCH_HPP
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# if !defined(PROJWEAP_HPP)
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# include <projweap.hpp>
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# endif
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class Missile;
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//################# MissileLauncher SubsystemResource ###################
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//
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// Extends the ProjectileWeapon resource. Parsed by CreateStreamedSubsystem
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// @004bd08c (which chains ProjectileWeapon::CreateStreamedSubsystem @004bc7cc).
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// Record offsets are relative to the streamed subsystem record:
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// +0x1d0 "MissileCount" int
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// +0x1d4 "MuzzleVelocity" Vector3D (3 floats)
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//
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struct MissileLauncher__SubsystemResource:
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public ProjectileWeapon::SubsystemResource
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{
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int missileCount; // +0x1d0 "MissileCount"
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Vector3D
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muzzleVelocity; // +0x1d4 "MuzzleVelocity"
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};
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//###########################################################################
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//################# CLASS -- MissileLauncher ##########################
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//###########################################################################
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//
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// (vtable @00512570, ctor @004bcff0, dtor @004bd060.)
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//
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class MissileLauncher:
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public ProjectileWeapon
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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 AttributeIndexSet AttributeIndex;
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage Support
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//
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public:
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void TakeDamage(Damage &damage); // inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c)
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void DeathReset(Logical full_reset); // best-effort -- chains ProjectileWeapon reset @004bbaf8
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(MissileLauncher::*Performance)(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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// Construction and Destruction
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//
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public:
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typedef MissileLauncher__SubsystemResource SubsystemResource;
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MissileLauncher( // @004bcff0
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data = DefaultData
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);
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~MissileLauncher(); // @004bd060
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Logical
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TestInstance() const;
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static Logical
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CreateStreamedSubsystem( // @004bd08c
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes =1
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);
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// local stuff
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protected:
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// @004bcc60 (ProjectileWeapon spawn path) -- builds the streamed-entity
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// spawn descriptor for a Missile (entity ClassID 0xBD0), seeds it with
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// muzzleVelocity + the per-missile Damage, and hands it to the entity
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// manager. Invoked missileCount times per trigger pull.
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void
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FireWeapon();
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int missileCount; // @0x448 (this[0x112]) -- how many missiles per salvo
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int salvoCount; // @0x3d4 (this[0xf5]) -- per-salvo count copy
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// --- launcher-specific data appended past the ProjectileWeapon block ---
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Vector3D muzzleVelocity; // @0x410 (this[0x104..0x106]) resource +0x1d4
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};
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#endif
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