Files
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

177 lines
6.0 KiB
C++

//============================================================================//
// File: seeker.hpp //
// Project: BattleTech //
// Contents: A subsystem which guides, seeks out and finds a target //
//----------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ------------------------------------------------------------//
// 04/13/95 JM Initial coding. //
// 07/12/95 GDU Complied with new libraries, added seeker logic //
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
//
// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
// @004bec34-@004bee70 in part_013.c) cross-referenced HEAVILY against the
// SURVIVING SEEKER.HPP and the MUNGA SUBSYSTM.HPP base interface. The class
// declaration below is the surviving header; the only additions are the byte
// offsets observed in the decompiled object (see seeker.cpp for per-method
// @ADDR evidence).
//
// Inheritance chain established from the decomp:
// Simulation -> Subsystem (FUN_0041c52c base ctor) -> Seeker
// The Seeker ctor (@004bec34) installs vtable PTR_LAB_00512ce8 and chains to
// the Subsystem base ctor @0041c52c with the shared resource &DAT_00512bec.
// Every vtable slot other than the destructor inherits the Subsystem base
// (vtable @00512ce8 holds only 0x41xxxx engine slots), so the Seeker's real
// behaviour lives in the non-virtual Performance method LeadTarget().
//
// Field offsets in comments are byte offsets into the shipped object; the
// Subsystem base occupies everything below +0xE4. Member names are taken
// verbatim from the surviving SEEKER.HPP.
//
#if !defined (SEEKER_HPP)
#define SEEKER_HPP
#if !defined(SUBSYSTM_HPP)
#include <subsystm.hpp>
#endif
#if !defined(POINT3D_HPP)
#include <point3d.hpp>
#endif
//######################### Forward Class Declarations ########################
class Missile;
class Entity;
//######################### Seeker Subsystem Resource ##########################
//
// The Seeker carries no resource fields of its own -- the shared default
// record &DAT_00512bec (resolved at @004bec34) is the bare Subsystem record.
//
struct Seeker__SubsystemResource:
public Subsystem::SubsystemResource
{
};
//###########################################################################
//######################### CLASS -- Seeker ##########################
//###########################################################################
//
// (vtable @00512ce8, ctor @004bec34, dtor @004bee44.)
//
class Seeker : public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static Receiver::MessageHandlerSet MessageHandlers;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
// Attribute IDs verified against the IndexEntry table @00512d50:
// TargetPositionAttributeID == 0x341 (string @0051012e "...")
// RangeToTargetAttributeID == 0x345
// RangeFromCreationAttributeID == 0x34d
//
public:
enum {
TargetPositionAttributeID = Subsystem::NextAttributeID,
RangeToTargetAttributeID,
RangeFromCreationAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
static AttributeIndexSet AttributeIndex;
//
// public attribute declarations go here
//
public:
Point3D targetPosition; // @0xE4 for thruster (lead/aim point)
Point3D creationPoint; // @0xF0 where the missile was fired from
Entity *targetEntity; // @0xFC homing target (0 == dumb-fire)
Point3D targetOffset; // @0x100 aim offset within the target
Scalar rangeToTarget, // @0x10C distance to targetPosition
rangeFromCreation, // @0x110 distance travelled from creationPoint
startingRangeToTarget; // @0x114 rangeToTarget sampled at spawn
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Empty = Subsystem::StateCount,
StateCount};
typedef void
(Seeker::*Performance)(Scalar time_slice);
// @004beae4 -- recompute targetPosition by leading the moving
// targetEntity along its velocity (clamped lead window 200..300 m).
void
LeadTarget();
// FindTarget(time_slice) is the per-frame Performance entry point. In
// the shipped binary its body is folded into the Missile guidance pass
// (Missile::MoveAndCollide @004bef78, which samples this->targetPosition
// at +0x1c4); the standalone update is LeadTarget(). Declared to match
// the surviving header and MISSILE.TCP's seeker->FindTarget(time_slice).
void
FindTarget(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support
//
public:
static Logical
TestClass(Missile &);
void
ResetToInitialState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Seeker__SubsystemResource SubsystemResource;
Seeker ( // @004bec34
Missile *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
Entity *target,
const Point3D offset
);
~Seeker(); // @004bee44
Logical
TestInstance() const;
};
#endif