Files
BT412/game/reconstructed/missile.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

181 lines
7.2 KiB
C++

//============================================================================//
// File: missile.hpp //
// Project: BattleTech //
// Contents: A guided self-propelled projectile entity that hosts a Seeker //
// and a MissileThruster subsystem. //
//----------------------------------------------------------------------------//
// 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
// @004bef4c-@004bf8bc in part_013.c). NO surviving header exists for this
// class -- only the test fragments MISSILE.TCP and PROJTILE.TCP. The
// declaration below is therefore INFERRED from:
// * the decompiled ctor @004bf5b4 and integrator @004bef78
// * MISSILE.TCP (Missile::TestClass: GetSubsystem(MissileThrusterSubsystem /
// SeekerSubsystem), MoveAndCollide, gun->currentProjectile)
// * the surviving SEEKER.HPP / MISTHRST.HPP that name its two subsystems
// * the sibling Projectile base (PROJTILE.TCP: Projectile::TestClass)
// Member names past the Projectile base are best-effort and flagged.
//
// Inheritance chain established from the decomp:
// Entity -> Projectile (ctor @004be1bc, vtable @00512a5c, sizeof 0x340)
// -> Missile (ctor @004bf5b4, vtable @00512f2c, sizeof 0x368)
// The Missile ctor chains Projectile::Projectile (@004be1bc) and then builds a
// 2-entry subsystem roster: slot 0 = Seeker ("Seeker"), slot 1 =
// MissileThruster ("MissleThruster", spelled as in the shipped string table
// @00512e25). Spawned by the launcher as streamed-entity ClassID 0xBD0.
//
#if !defined (MISSILE_HPP)
# define MISSILE_HPP
# if !defined(PROJTILE_HPP)
# include <projtile.hpp> // Projectile : Entity base
# endif
//######################### Forward Class Declarations ########################
class Mech;
class Seeker;
class MissileThruster;
//###########################################################################
//######################### CLASS -- Missile #########################
//###########################################################################
//
// (vtable @00512f2c, ctor @004bf5b4, dtor @004bf890, allocator @004bf8bc.)
//
class Missile:
public Projectile
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static Receiver::MessageHandlerSet MessageHandlers;
static AttributeIndexSet AttributeIndex;
static SharedData DefaultData;
// Entity factory hook (Entity::SharedData requires a MakeHandler).
static Entity *Make(MakeMessage *creation_message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem roster
//
// The two hosted subsystem IDs, used by GetSubsystem() in MISSILE.TCP.
// Build order in the ctor (@004bf5b4): Seeker first, MissileThruster
// second.
//
public:
enum {
SeekerSubsystem = 0,
MissileThrusterSubsystem = 1,
SubsystemCount = 2 // this[0x49] == 2 (@0x124)
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(Missile::*Performance)(Scalar time_slice);
// @004bef78 -- the per-frame integrate-guidance-and-collide pass.
// Ages the missile (this+0x35c), asks the Seeker for the lead point,
// applies the MissileThruster acceleration toward it, integrates
// position/velocity, runs the world collision query (FUN_0042291c) and,
// on impact, spawns the explosion/Damage entity (FUN_004be078) before
// retiring itself.
void
MoveAndCollide(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update record (network)
//
protected:
void
WriteUpdateRecord( // vtable slot 7, @004bef4c
UpdateRecord *message,
int update_model);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestClass Support (MISSILE.TCP)
//
public:
static Logical
TestClass(Mech &);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
Missile( // @004bf5b4
int owner, // spawning launcher / streamed-entity ctx
const char *spawn_descriptor // &DAT_00512d48 default record
);
~Missile(); // @004bf890
// @004bf8bc -- allocate (0x368 bytes) and construct.
static Missile *
New(int spawn_context);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data appended past the Projectile base (offsets best-effort).
//
protected:
Scalar lifetime; // @0x340 this[0xd0] max time-of-flight (model +0x44)
Scalar ageFraction; // @0x344 this[0xd1] age/lifetime, clamped to 1.0
Scalar thrustScale; // @0x348 this[0xd2] sqrt(model+0x48 / mass)
void *targetConnection; // @0x34c this[0xd3] resolved target/launcher link
Vector3D targetOffset; // @0x350 this[0xd4..0xd6] aim offset handed to the Seeker
Scalar age; // @0x35c this[0xd7] accumulated time-of-flight
void *explosionModel; // @0x360 this[0xd8] detonation model (model +?)
int detonationFlag; // @0x364 this[0xd9] proximity/contact detonation mode
// --- Entity-motion working fields (reconstruction; the shipped binary
// keeps these in the Entity transform/motion block). ---
Scalar mass; // missile mass (model)
Vector3D velocity; // @0x1dc linear velocity
Vector3D thrustVelocity; // @0x1e8 thrust-contributed velocity
Scalar thrustImpulse; // @0x1d0 thrust impulse scale
Vector3D thrusterAxis; // @0x234 thruster acceleration axis
// --- small proxy types for the recovered model/thruster reads ---
struct ModelRecord {
Scalar maxTimeOfFlight; // model +0x44
Scalar thrust; // model +0x48
int detonationMode; // model +0x50
};
struct ThrusterState {
Scalar acceleration;
};
// --- recovered helpers (engine/model plumbing rendered as artifacts) ---
void GetForward(Vector3D &out); // FUN_0040d150
void *ResolveTargetConnection(int owner); // resolved target/launcher link
Vector3D LaunchAimOffset(int owner); // launch aim offset
const ModelRecord *ResolveModel(); // FUN_00407064 chain
void SpawnDetonation(Entity *hit); // FUN_004be078 (ClassID 0x5C)
// subsystem roster (Projectile base fields, shown for clarity)
// int subsystemCount; // @0x124 this[0x49] == 2
// Subsystem **subsystems; // @0x128 this[0x4a] -> {Seeker, MissileThruster}
};
#endif