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>
267 lines
10 KiB
C++
267 lines
10 KiB
C++
//============================================================================//
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// File: mislanch.cpp //
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// Project: BattleTech //
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// Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)//
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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. Behaviour follows the Ghidra
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// pseudo-C in part_013.c; member / method names follow the surviving
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// MISLANCH.HPP, the resource-parser tag strings, and the reconstructed
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// mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the
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// originating @ADDR.
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//
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// Class map for the projectile-weapon branch (resolved from vtable + ctor
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// chaining + CreateStreamedSubsystem resource strings):
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// ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c
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// CSS @004bc7cc (TracerInterval, AmmoBin,
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// MinTimeOfFlight, MinJamChance,
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// MinVoltagePercentToFire)
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// MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570
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// CSS @004bd08c (MissileCount, MuzzleVelocity)
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//
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// ProjectileWeapon (base) member offsets used below:
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// @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor)
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// @0x3d4 this[0xf5] per-salvo count copy
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// @0x3f0 this[0xfc] MinTimeOfFlight timer base
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// @0x3fc this[0xff] MinJamChance
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// @0x404 this[0x101] MinVoltagePercentToFire
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// @0x40c this[0x103] MinTimeOfFlight
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// @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D)
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// @0x418 this[0x106] jam-chance-derived scalar
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// @0x438 this[0x10e] TracerInterval
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// @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0)
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// @0x448 this[0x112] (MissileLauncher) missileCount
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//
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// Helper-function name mapping:
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// FUN_004bc3fc ProjectileWeapon base constructor
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// FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem
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// FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424)
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// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord
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// FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm)
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// FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...)
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// FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New
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// FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int
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// FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text
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// FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISLANCH_HPP)
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# include <mislanch.hpp>
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#endif
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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#if !defined(AMMOBIN_HPP)
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# include <ammobin.hpp>
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#endif
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#if !defined(TESTBT_HPP)
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# include <testbt.hpp>
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#endif
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//###########################################################################
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//###########################################################################
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// MissileLauncher
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//###########################################################################
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//###########################################################################
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//#############################################################################
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// Shared Data Support
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//
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Derivation
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MissileLauncher::ClassDerivations(
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&ProjectileWeapon::ClassDerivations,
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"MissileLauncher"
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);
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Receiver::MessageHandlerSet MissileLauncher::MessageHandlers;
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Simulation::AttributeIndexSet MissileLauncher::AttributeIndex;
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MissileLauncher::SharedData
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MissileLauncher::DefaultData(
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&MissileLauncher::ClassDerivations,
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MissileLauncher::MessageHandlers,
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MissileLauncher::AttributeIndex,
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MissileLauncher::StateCount
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);
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//#############################################################################
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// Construction
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//
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// @004bcff0 MissileLauncher::MissileLauncher(...)
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//
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// Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable,
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// then reads the two launcher resource fields and splits the damage budget
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// evenly across the salvo so each spawned Missile carries
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// damageAmount/missileCount.
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//
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MissileLauncher::MissileLauncher(
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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)
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:
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// ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting).
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ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc
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{
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// vtable installed by the compiler (PTR_FUN_00512570)
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missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
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muzzleVelocity = subsystem_resource->muzzleVelocity; // @0x410 resource +0x1d4
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// per-salvo count copy + per-missile damage
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this->salvoCount = missileCount; // @0x3d4 this[0xf5]
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this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount
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}
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//#############################################################################
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// Destruction
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//
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// @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the
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// ProjectileWeapon destructor (which releases the AmmoBin connection @00512424).
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//
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MissileLauncher::~MissileLauncher()
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{
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// vtable reset + base ~ProjectileWeapon chaining handled by the compiler.
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}
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//#############################################################################
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// CreateStreamedSubsystem
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//
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// @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after
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// chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the
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// streamed-record class/size header bytes, then validates both fields,
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// emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure.
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//
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Logical MissileLauncher::CreateStreamedSubsystem(
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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)
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{
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// chain the ProjectileWeapon record parser (ammo/jam/tracer fields)
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if (!ProjectileWeapon::CreateStreamedSubsystem(
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resource_file, model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc
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return False;
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// stamp streamed-record header (classID / size bytes @+0x20/+0x24)
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// ... (record housekeeping, see @004bd08c) ...
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if (passes == 1)
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subsystem_resource->missileCount = -1; // sentinel
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// "MissileCount" (+0x1d0)
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if (!model_file->GetEntry(subsystem_name, "MissileCount",
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&subsystem_resource->missileCount)
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&& subsystem_resource->missileCount == -1)
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{
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DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c
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return False;
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}
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// "MuzzleVelocity" (+0x1d4, Vector3D parsed from text)
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const char *text = "Unspecified";
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Vector3D &mv = subsystem_resource->muzzleVelocity;
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if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text)
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&& (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f))
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{
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DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c
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return False;
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}
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if (strcmp(text, "Unspecified") != 0)
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{
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// FUN_00408944 -- parse a "x y z" Vector3D from the resource text.
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float x = 0.0f, y = 0.0f, z = 0.0f;
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if (sscanf(text, "%f %f %f", &x, &y, &z) == 3)
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{
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mv.x = x; mv.y = y; mv.z = z;
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}
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}
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return True;
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}
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//#############################################################################
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// FireWeapon (ProjectileWeapon spawn path, @004bcc60)
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//
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// Builds a streamed-entity spawn descriptor for a Missile (entity ClassID
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// 0xBD0), seeded from this weapon's muzzle transform, the explosion model
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// resource (this->explosionResourceID @0x3e4), the per-missile Damage block
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// (this->damageData @0x3a8) and the owning Mech's target. The descriptor is
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// handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte
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// entity and runs the Missile ctor (@004bf5b4). Heat from firing is added
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// to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon
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// is heat-bearing (FUN_004ad7d4).
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//
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// NOTE: this body lives in the ProjectileWeapon address range and is shared
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// by MissileLauncher; it is documented here because MISLANCH.HPP declares
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// FireWeapon() as the launcher's protected entry point.
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//
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void MissileLauncher::FireWeapon()
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{
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Check(this);
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// A salvo draws one ammo unit from the linked bin; a dry / not-ready bin
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// latches NoAmmo (ConsumeRound) and aborts the launch.
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if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
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return;
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// Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
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recoil = rechargeRate;
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// Resolve the muzzle / lead geometry once for the whole salvo.
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// - muzzle transform MechWeapon::GetMuzzlePoint @004b9948
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// - lead point leadPosition (ComputeTimeOfFlight, run by the sim)
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// - per-missile Damage damageData (already /missileCount in the ctor)
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// - muzzleVelocity this->muzzleVelocity (@0x410, resource +0x1d4)
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // @004b9948
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// Spawn `missileCount` guided Missile entities (streamed ClassID 0xBD0). Each
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// allocates 0x368 bytes and runs Missile::Missile @004bf5b4, which builds the
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// Seeker + MissileThruster roster and seeds them from this launcher's target /
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// muzzleVelocity. FUN_004bf8bc == Missile::New.
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salvoCount = missileCount; // @0x3d4
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for (int i = 0; i < missileCount; ++i)
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{
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Missile::New((int)this); // @004bf8bc -> @004bf5b4
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}
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simulationFlags |= 0x1; // replication-dirty
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Check_Fpu();
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}
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//#############################################################################
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// TakeDamage / DeathReset
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//
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// TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c).
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// DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8).
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//
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void MissileLauncher::TakeDamage(Damage &damage)
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{
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MechWeapon::TakeDamage(damage); // @004b964c
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}
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void MissileLauncher::DeathReset(Logical /*full_reset*/)
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{
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ProjectileWeapon::ResetToInitialState(); // @004bbaf8 (best-effort)
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}
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//#############################################################################
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// TestInstance -- inherits the ProjectileWeapon/MechWeapon base check.
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//
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Logical MissileLauncher::TestInstance() const
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{
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return ProjectileWeapon::TestInstance();
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}
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