Files
BT411/game/reconstructed/mislanch.hpp
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
2026-07-05 21:03:40 -05:00

156 lines
5.5 KiB
C++

//============================================================================//
// File: mislanch.hpp //
// Project: BattleTech //
// Contents: Weapon Which Launches a missile //
// Derived From Projectile Weapon //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 JM Initial coding. //
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
//
// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
// @004bcff0-@004bd08c in part_013.c) cross-referenced HEAVILY against the
// SURVIVING MISLANCH.HPP and the reconstructed mechweap.hpp base. The class
// declaration below is the surviving header; the only additions are the byte
// offsets observed in the decompiled object (see mislanch.cpp for @ADDRs).
//
// Inheritance chain established from the decomp:
// MechWeapon (mechweap.cpp, vtable @00511d2c)
// -> ProjectileWeapon (ctor @004bc3fc, vtable @0051242c) ammo/jam/tracer
// -> MissileLauncher (ctor @004bcff0, vtable @00512570)
//
// The MissileLauncher ctor (@004bcff0) chains ProjectileWeapon::ProjectileWeapon
// (@004bc3fc), installs PTR_FUN_00512570, then reads the two launcher-specific
// resource fields MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4, Vector3D)
// and divides the configured damage by missileCount (per-missile damage).
//
#if !defined (MISLANCH_HPP)
# define MISLANCH_HPP
# if !defined(PROJWEAP_HPP)
# include <projweap.hpp>
# endif
class Missile;
//################# MissileLauncher SubsystemResource ###################
//
// Extends the ProjectileWeapon resource. Parsed by CreateStreamedSubsystem
// @004bd08c (which chains ProjectileWeapon::CreateStreamedSubsystem @004bc7cc).
// Record offsets are relative to the streamed subsystem record:
// +0x1d0 "MissileCount" int
// +0x1d4 "MuzzleVelocity" Vector3D (3 floats)
//
struct MissileLauncher__SubsystemResource:
public ProjectileWeapon::SubsystemResource
{
int missileCount; // +0x1d0 "MissileCount"
Vector3D
muzzleVelocity; // +0x1d4 "MuzzleVelocity"
};
//###########################################################################
//################# CLASS -- MissileLauncher ##########################
//###########################################################################
//
// (vtable @00512570, ctor @004bcff0, dtor @004bd060.)
//
class MissileLauncher:
public ProjectileWeapon
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static Receiver::MessageHandlerSet MessageHandlers;
static AttributeIndexSet AttributeIndex;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage Support
//
public:
void TakeDamage(Damage &damage); // inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c)
void DeathReset(Logical full_reset); // best-effort -- chains ProjectileWeapon reset @004bbaf8
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(MissileLauncher::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef MissileLauncher__SubsystemResource SubsystemResource;
MissileLauncher( // @004bcff0
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &default_data = DefaultData
);
~MissileLauncher(); // @004bd060
Logical
TestInstance() const;
static Logical
CreateStreamedSubsystem( // @004bd08c
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 =1
);
// local stuff
protected:
// @004bcc60 (ProjectileWeapon spawn path) -- builds the streamed-entity
// spawn descriptor for a Missile (entity ClassID 0xBD0), seeds it with
// muzzleVelocity + the per-missile Damage, and hands it to the entity
// manager. Invoked missileCount times per trigger pull.
void
FireWeapon();
int missileCount; // @0x448 (this[0x112]) -- how many missiles per salvo
int salvoCount; // @0x3d4 (this[0xf5]) -- per-salvo count copy
// --- launcher-specific data appended past the ProjectileWeapon block ---
Vector3D muzzleVelocity; // @0x410 (this[0x104..0x106]) resource +0x1d4
};
#endif