BT410 Phase 5.3.18: flying missiles -- spawn/home/detonate LIVE, teardown open
The Missile entity family is reconstructed: Projectile : Mover gets a real make-path ctor; Missile hosts the Seeker + MissleThruster roster (the AUTHENTIC surviving SEEKER.HPP / MISTHRST.HPP interfaces -- the 1995 misspelling included) and flies the binary's guided integrator (@004bef78): age/lifetime, seeker re-lead with the decoded loft constants (200/50/300/0.1), thruster burn, steering (gain 4.0, deadband 1e-4), and the proximity fuse delivering the cluster damage ONCE with the launcher as inflictor. Live-verified end-to-end: LAUNCH -> flight telemetry (thruster visibly accelerating) -> DETONATE on the target ~0.9s out. OPEN: the first ~Missile off the death row completes, then the frame page-faults with EIP in the heap -- the first entity/subsystem teardown the reconstructed sim has ever run. The spawn path is therefore OPT-IN (BT_MISSILE_FLIGHT=1); default SRM delivery stays the 5.3.18a instant-hit cluster (verified 1:1, zero exceptions). Forensics + engine truths (SearchList crashes on non-directory ids; MakeMessages need FAMILY resource ids; explosionModelFile is a model-list INDEX) in MISSILE.NOTES.md. Also fixed on the way: the Subsystem NAME ctor left damageZone UNINITIALIZED (latent garbage for every name-built subsystem). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -135,6 +135,7 @@ MechWeapon::MechWeapon(
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damageAmount = subsystem_resource->damageAmount;
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damageType = subsystem_resource->damageType;
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heatCostToFire = subsystem_resource->heatCostToFire;
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explosionResourceID = subsystem_resource->explosionModelFile;
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targetWithinRange = False;
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damageData.damageType = damageType;
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@@ -213,6 +213,9 @@
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Scalar damageAmount;
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int damageType;
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Scalar heatCostToFire;
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ResourceDescription::ResourceID
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explosionResourceID; // binary @0x3e4 -- the projectile /
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// explosion GameModel this weapon spawns
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int targetWithinRange;
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Damage damageData;
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Logical rearFiring;
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@@ -19,6 +19,24 @@
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# include <mech.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(APP_HPP)
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# include <app.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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#endif
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//
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// STAGED launch speed (the binary derives it from the authored
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// MuzzleVelocity vector -- the muzzle wave).
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//
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static const Scalar kMissileLaunchSpeed = 150.0f; // u/s
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Derivation
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MissileLauncher::ClassDerivations(
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ProjectileWeapon::ClassDerivations,
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@@ -113,20 +131,73 @@ void
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}
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//
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// The salvo delivery (CORRECTED to the arcade economy, BT411 task #62):
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// the binary fires ONE cluster Missile per trigger and its zone damage
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// lands EXACTLY ONCE -- damageData carries the ctor's salvo-split
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// per-missile amount with burstCount = missileCount, and the zone armor
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// formula ignores burstCount (it feeds only the gyro bounce + the splash
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// falloff). A per-round delivery loop was ~missileCount-times too
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// lethal (the port's "2-shot kill" regression). INTERIM instant-hit --
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// the Missile entity flight / seeker / proximity fuse / cluster SPLASH
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// is the missile wave.
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// The salvo launch (binary @004bcc60): ONE cluster Missile entity per
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// trigger, spawned through the Mover make machinery -- the MakeMessage's
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// resourceID is this weapon's projectile GameModel (explosionResourceID
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// @0x3e4), so the Mover base streams the authored mass/drag. The round
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// carries the salvo-split cluster damage record (burstCount =
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// missileCount rides into the gyro bounce + splash) and homes via its
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// Seeker; the proximity fuse delivers the damage ONCE (the arcade
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// economy, BT411 task #62). Muzzle = the mech origin STAGED (the
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// authored MuzzleVelocity arc through the MOUNT segment frame is the
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// muzzle wave). If the projectile model resource is absent the launch
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// falls back to the 5.3.16 instant-hit delivery.
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//
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if (targetWithinRange && owner != NULL
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&& owner->GetTargetEntity() != NULL
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&& getenv("BT_MISSILE_FLIGHT") == NULL)
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{
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//
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// DEFAULT delivery (the 5.3.18a arcade economy): the instant-hit
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// cluster message. The flying-Missile path below is complete and
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// live-verified through DETONATE, but its DEATH-ROW TEARDOWN still
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// page-faults (the 5.3.18 frontier, MISSILE.NOTES.md) -- opt in
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// with BT_MISSILE_FLIGHT=1 until the dtor chain is closed.
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//
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SendDamage(owner->GetTargetEntity(), damageData);
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}
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else if (targetWithinRange && owner != NULL
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&& owner->GetTargetEntity() != NULL)
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{
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SendDamage(owner->GetTargetEntity(), damageData);
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//
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// The MakeMessage's resourceID must be a resource FAMILY id -- the
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// Mover base ctor runs its own SearchList(resourceID, GameModel),
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// and SearchList CRASHES (engine @0x414938) when the id isn't in
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// the top-level directory (member resources resolve only through
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// their family head). The streamed explosionModelFile is a small
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// INDEX (SRM6 reads 17) into a model list -- decoding it into the
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// real projectile family is the projectile-model brick. Until
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// then the round spawns on the OWNER's family (its GameModel
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// member provably streams every boot -- the mech model params);
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// our staged flight integration reads none of the Mover mass/drag.
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//
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{
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Origin muzzle = owner->localOrigin;
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Mover::MakeMessage
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spawn_round(
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Entity::MakeMessageID,
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sizeof(Mover::MakeMessage),
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EntityID(host_manager->GetLocalHostID()),
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(Entity::ClassID)MissileClassID,
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EntityID::Null,
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owner->GetResourceID(),
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Entity::DefaultFlags,
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muzzle,
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Motion::Identity,
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Motion::Identity
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);
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Missile *round = new Missile(&spawn_round);
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Register_Object(round);
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round->Launch(
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owner,
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owner->GetTargetEntity(),
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damageData,
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kMissileLaunchSpeed
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);
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}
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}
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if (getenv("BT_MECH_LOG"))
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@@ -1,10 +1,19 @@
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//===========================================================================//
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// Project: BattleTech //
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// File: missile.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: Missile -- the guided self-propelled projectile entity //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED against the binary via the BT411 decomp (ctor @004bf5b4,
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// MoveAndCollide @004bef78, allocator @004bf8bc) and the surviving
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// SEEKER.HPP / MISTHRST.HPP. See MISSILE.NOTES.md for the staged pieces
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// (flight constants pending the missile GameModel record decode; world
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// collision + explosion entity are the render/effects wave).
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//
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#include <bt.hpp>
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#pragma hdrstop
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@@ -13,6 +22,34 @@
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# include <missile.hpp>
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#endif
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#if !defined(SEEKER_HPP)
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# include <seeker.hpp>
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#endif
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#if !defined(MISTHRST_HPP)
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# include <misthrst.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(RANDOM_HPP)
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# include <random.hpp>
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#endif
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//
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// Guidance tuning (binary .rdata @004bf594..@004bf5b0, BT411-decoded).
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// STAGED-DEFAULT flight envelope: lifetime / thrust come from the missile
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// GameModel record (model +0x44 / +0x48) once that layout is decoded; until
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// then the defaults below fly a believable SRM (fast, short-burn).
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//
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static const Scalar MissileSteerEps = 1.0e-4f; // _DAT_004bf598 steering deadband
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static const Scalar MissileTurnGain = 4.0f; // _DAT_004bf5a4 turn rate gain (1/s)
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static const Scalar MissileDriftGain = 0.1f; // _DAT_004bf5a8
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static const Scalar DefaultLifetime = 10.0f; // model +0x44 (staged default)
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static const Scalar DefaultFuseRadius = 20.0f; // proximity fuse (staged)
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Derivation
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Missile::ClassDerivations(
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Projectile::ClassDerivations,
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@@ -29,8 +66,259 @@ Missile::SharedData
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);
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Missile*
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Missile::Make(MakeMessage *)
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Missile::Make(MakeMessage *creation_message)
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{
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Fail("Missile::Make -- missile.cpp not yet reconstructed");
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return NULL;
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return new Missile(creation_message);
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}
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//
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//#############################################################################
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// Construction (binary @004bf5b4). Chains the Projectile base (Entity
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// transform + Mover motion/model stream -- the MakeMessage's resourceID is
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// the launcher's explosion/projectile GameModel). The subsystem roster is
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// built in Launch(), which carries the target the binary's spawn descriptor
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// delivered to the ctor.
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//#############################################################################
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//
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Missile::Missile(
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MakeMessage *creation_message,
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SharedData &shared_data
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):
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Projectile(creation_message, shared_data)
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{
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Check(creation_message);
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lifetime = DefaultLifetime;
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ageFraction = 0.0f;
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age = 0.0f;
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detonationFlag = 0;
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flightVelocity = Vector3D(0.0f, 0.0f, 0.0f);
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fuseRadius = DefaultFuseRadius;
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launcherEntityID = EntityID::Null;
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telemetryCountdown = 0;
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Check_Fpu();
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}
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Missile::~Missile()
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{
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] dtor (death row fry)" << endl << flush;
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}
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}
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Logical
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Missile::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// Launch -- seed the flight (the binary ctor tail + spawn-descriptor
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// unpack). Builds the two-subsystem roster (Seeker @004bec34 with the
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// homing target, MissileThruster @004be7c4), aims the initial velocity at
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// the target and installs the guided integrator as the per-frame
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// Performance. Tail = SetValidFlag(), like every 1995 entity.
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//#############################################################################
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//
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void
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Missile::Launch(
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Mech *launcher,
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Entity *target,
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Damage &damage,
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Scalar launch_speed
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)
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{
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Check(this);
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Check(launcher);
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launcherEntityID = launcher->GetEntityID();
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damageData = damage;
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//
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// The 2-entry subsystem roster (binary this[0x49] = 2).
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//
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subsystemCount = SubsystemCount;
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subsystemArray = new Subsystem *[SubsystemCount];
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Register_Pointer(subsystemArray);
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subsystemArray[SeekerSubsystem] =
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new Seeker(this, SeekerSubsystem, NULL, target,
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Point3D(0.0f, 0.0f, 0.0f));
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Register_Object(subsystemArray[SeekerSubsystem]);
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subsystemArray[MissileThrusterSubsystem] =
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new MissileThruster(this, MissileThrusterSubsystem, NULL);
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Register_Object(subsystemArray[MissileThrusterSubsystem]);
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//
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// Initial velocity: straight at the target's current position (the
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// authored MuzzleVelocity up-tilt arc through the MOUNT frame is the
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// muzzle wave -- the seeker converges either way).
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//
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if (target != NULL)
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{
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Vector3D aim;
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aim.Subtract(
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target->localOrigin.linearPosition,
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localOrigin.linearPosition
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);
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Scalar range = aim.Length();
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if (range > 0.01f)
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{
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flightVelocity.x = aim.x / range * launch_speed;
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flightVelocity.y = aim.y / range * launch_speed;
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flightVelocity.z = aim.z / range * launch_speed;
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}
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}
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SetPerformance(&Missile::MoveAndCollide);
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AlwaysExecute();
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SetValidFlag();
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] LAUNCH from " << launcherEntityID
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<< " at (" << localOrigin.linearPosition.x
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<< "," << localOrigin.linearPosition.y
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<< "," << localOrigin.linearPosition.z
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<< ") spd=" << launch_speed
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<< " dmg=" << damageData.damageAmount
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<< "x" << damageData.burstCount << endl << flush;
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}
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}
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//
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//#############################################################################
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// MoveAndCollide (binary @004bef78) -- the guided per-frame integrator.
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//
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// 1. Age; past the lifetime the round fizzles (death row, no damage).
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// 2. Re-lead the target (Seeker::FindTarget) + bleed the thruster burn.
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// 3. Steer the velocity toward the Seeker's lead point (turn gain 4.0,
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// deadband 1e-4) and integrate the position.
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// 4. Proximity fuse: inside fuseRadius of the aim point the round
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// DETONATES -- the cluster damage record lands on the target (random
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// hull zone interim, same as the direct path) and the round retires.
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// World-geometry collision (@0042291c) + the explosion entity
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// (@004be078, ClassID 0x5C) are the render/effects wave.
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//#############################################################################
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//
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void
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Missile::MoveAndCollide(Scalar time_slice)
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{
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Check(this);
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age += time_slice;
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ageFraction = (age <= lifetime) ? age / lifetime : 1.0f;
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if (age > lifetime)
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{
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] fizzle (lifetime) at ("
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<< localOrigin.linearPosition.x << ","
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<< localOrigin.linearPosition.y << ","
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<< localOrigin.linearPosition.z << ")" << endl << flush;
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}
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CondemnToDeathRow();
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Check_Fpu();
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return;
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}
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Seeker *seeker =
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(Seeker *)subsystemArray[SeekerSubsystem];
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MissileThruster *thruster =
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(MissileThruster *)subsystemArray[MissileThrusterSubsystem];
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Check(seeker);
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Check(thruster);
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//
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// The hosted subsystems are advanced FROM the integrator (the binary
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// folds their work into this pass -- no separate roster tick).
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//
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seeker->FindTarget(time_slice);
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thruster->MissileThrusterSimulation(time_slice);
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//
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// Steering: bend the velocity toward the seeker's lead point at
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// MissileTurnGain per second, holding speed; the thruster adds pace
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// while burning.
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//
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Vector3D toLead;
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toLead.Subtract(seeker->targetPosition, localOrigin.linearPosition);
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Scalar range = toLead.Length();
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Scalar speed = flightVelocity.Length();
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if (thruster->burnTimeRemaining > 0.0f)
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{
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speed += thruster->thrusterAcceleration * time_slice;
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}
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if (range > MissileSteerEps)
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{
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Scalar blend = MissileTurnGain * time_slice;
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if (blend > 1.0f)
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{
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blend = 1.0f;
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}
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Vector3D desired;
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desired.x = toLead.x / range * speed;
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desired.y = toLead.y / range * speed;
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desired.z = toLead.z / range * speed;
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flightVelocity.x += (desired.x - flightVelocity.x) * blend;
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flightVelocity.y += (desired.y - flightVelocity.y) * blend;
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flightVelocity.z += (desired.z - flightVelocity.z) * blend;
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}
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localOrigin.linearPosition.x += flightVelocity.x * time_slice;
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localOrigin.linearPosition.y += flightVelocity.y * time_slice;
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localOrigin.linearPosition.z += flightVelocity.z * time_slice;
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localToWorld = localOrigin;
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//
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// The proximity fuse (the BANKED seeker notes: fuse on the seeker's
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// rangeToTarget).
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//
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seeker->rangeToTarget = range;
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if (range <= fuseRadius && seeker->targetEntity != NULL)
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{
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Entity *victim = seeker->targetEntity;
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int zone = -1;
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if (victim->damageZoneCount > 0)
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{
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zone = Random(victim->damageZoneCount);
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}
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Entity::TakeDamageMessage
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hit(
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Entity::TakeDamageMessageID,
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sizeof(Entity::TakeDamageMessage),
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launcherEntityID,
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zone,
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damageData
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);
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victim->Dispatch(&hit);
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] DETONATE on zone " << zone
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<< " amount=" << damageData.damageAmount
|
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<< " burst=" << damageData.burstCount
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<< " after " << age << "s" << endl << flush;
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}
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CondemnToDeathRow();
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Check_Fpu();
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return;
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}
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|
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if (getenv("BT_MECH_LOG") && --telemetryCountdown <= 0)
|
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{
|
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telemetryCountdown = 30;
|
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DEBUG_STREAM << "[msl] t=" << age
|
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<< " pos=(" << localOrigin.linearPosition.x
|
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<< "," << localOrigin.linearPosition.y
|
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<< "," << localOrigin.linearPosition.z
|
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<< ") range=" << range
|
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<< " spd=" << speed << endl << flush;
|
||||
}
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
@@ -11,6 +11,12 @@
|
||||
// All Rights reserved worldwide //
|
||||
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
//
|
||||
// STAGED header -- no missile.hpp survives (only the MISSILE.TCP fragment).
|
||||
// Interface reconstructed from the binary (ctor @004bf5b4, integrator
|
||||
// @004bef78, vtable @00512f2c, 0x368 bytes) and the surviving SEEKER.HPP /
|
||||
// MISTHRST.HPP that name the two hosted subsystems. See MISSILE.NOTES.md.
|
||||
//
|
||||
|
||||
#if !defined(MISSILE_HPP)
|
||||
# define MISSILE_HPP
|
||||
@@ -19,6 +25,15 @@
|
||||
# include <projtile.hpp>
|
||||
# endif
|
||||
|
||||
# if !defined(DAMAGE_HPP)
|
||||
# include <damage.hpp>
|
||||
# endif
|
||||
|
||||
//##################### Forward Class Declarations #######################
|
||||
class Mech;
|
||||
class Seeker;
|
||||
class MissileThruster;
|
||||
|
||||
//###########################################################################
|
||||
//############################## Missile ################################
|
||||
//###########################################################################
|
||||
@@ -33,6 +48,40 @@
|
||||
static Derivation ClassDerivations;
|
||||
static SharedData DefaultData;
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Subsystem roster (ctor build order @004bf5b4: Seeker first,
|
||||
// MissileThruster second -- MISSILE.TCP's GetSubsystem indices).
|
||||
//
|
||||
public:
|
||||
enum {
|
||||
SeekerSubsystem = 0,
|
||||
MissileThrusterSubsystem = 1,
|
||||
SubsystemCount = 2 // binary this[0x49] == 2
|
||||
};
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Model Support
|
||||
//
|
||||
public:
|
||||
typedef void
|
||||
(Missile::*Performance)(Scalar time_slice);
|
||||
|
||||
//
|
||||
// @004bef78 -- the per-frame integrate-guidance-and-collide pass:
|
||||
// age the round, re-lead the target (Seeker), bleed the thruster
|
||||
// burn, steer + integrate, then the proximity fuse / lifetime
|
||||
// retire.
|
||||
//
|
||||
void
|
||||
MoveAndCollide(Scalar time_slice);
|
||||
|
||||
void
|
||||
SetPerformance(Performance performance)
|
||||
{
|
||||
Check(this);
|
||||
activePerformance = (Simulation::Performance)performance;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Construction and Destruction
|
||||
//
|
||||
@@ -48,6 +97,22 @@
|
||||
);
|
||||
~Missile();
|
||||
|
||||
//
|
||||
// Flight seed, called by the launcher right after construction: the
|
||||
// launcher link (the inflictor carried into the hit), the homing
|
||||
// target, the salvo-split cluster damage record, and the launch
|
||||
// speed. Builds the Seeker/MissileThruster roster (the binary's
|
||||
// spawn descriptor carried these into the ctor; our MakeMessage
|
||||
// doesn't, so the roster waits for the target).
|
||||
//
|
||||
void
|
||||
Launch(
|
||||
Mech *launcher,
|
||||
Entity *target,
|
||||
Damage &damage,
|
||||
Scalar launch_speed
|
||||
);
|
||||
|
||||
Logical
|
||||
TestInstance() const;
|
||||
|
||||
@@ -64,10 +129,23 @@
|
||||
);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Local Data
|
||||
// Local Data (binary offsets past the Projectile base: 0x340..0x364)
|
||||
//
|
||||
protected:
|
||||
int reserved[16];
|
||||
Scalar lifetime; // @0x340 max time-of-flight
|
||||
Scalar ageFraction; // @0x344 age/lifetime, clamped 1.0
|
||||
Scalar age; // @0x35c accumulated flight time
|
||||
int detonationFlag; // @0x364 proximity/contact mode
|
||||
|
||||
//
|
||||
// Staged flight state (the binary keeps these in the Entity motion
|
||||
// block; named members until the raw-offset motion wave).
|
||||
//
|
||||
Vector3D flightVelocity;
|
||||
Scalar fuseRadius;
|
||||
EntityID launcherEntityID;
|
||||
Damage damageData;
|
||||
int telemetryCountdown;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
# MISSILE.CPP / SEEKER.CPP / MISTHRST.CPP / PROJTILE.CPP — the flying rounds
|
||||
|
||||
**Status: PARTIAL (5.3.18) — the guided flight loop is LIVE-VERIFIED through
|
||||
DETONATE (spawn → fly → home → proximity fuse → cluster damage lands once),
|
||||
but the death-row TEARDOWN page-faults, so the spawn path is opt-in
|
||||
(`BT_MISSILE_FLIGHT=1`); the default delivery remains the 5.3.18a instant-hit
|
||||
cluster message.**
|
||||
|
||||
## Interfaces
|
||||
|
||||
- `SEEKER.HPP` + `MISTHRST.HPP` are AUTHENTIC survivors (CODE/BT/BT/). The
|
||||
Subsystem base chain is the NAME ctor (binary FUN_0041c52c) with the
|
||||
shipped strings "Seeker" @00512e1e and **"MissleThruster"** @00512e25 (the
|
||||
1995 misspelling is authentic — keep it).
|
||||
- `MISSILE.HPP` / `PROJTILE.HPP` are STAGED (only MISSILE.TCP / PROJTILE.TCP
|
||||
survive). Binary chain: Entity → Projectile (@004be1bc, 0x340) → Missile
|
||||
(@004bf5b4, vtable @00512f2c, 0x368). Our staged chain matches:
|
||||
Projectile : Mover (make-message path), Missile : Projectile.
|
||||
|
||||
## What is verified live (BT_MISSILE_FLIGHT=1 fight run)
|
||||
|
||||
ONE cluster Missile entity per SRM salvo, spawned through the real Mover make
|
||||
machinery mid-weapon-sim (the Entity ctor self-registers — the engine
|
||||
tolerates mid-roster-walk creation, as the binary did); flight telemetry
|
||||
shows thruster acceleration (150→153 u/s) and closing range; the proximity
|
||||
fuse (rangeToTarget <= 20u staged) delivers `damageData` (salvo-split amount,
|
||||
burstCount=missileCount) exactly once via TakeDamageMessage with the LAUNCHER
|
||||
as inflictor; lifetime fizzle retires unexploded rounds. Guidance constants
|
||||
are binary-decoded (steer deadband 1e-4, turn gain 4.0, seeker loft
|
||||
200/50/300/0.1 — .rdata @004bec18/@004bf594).
|
||||
|
||||
## THE OPEN CRASH (the 5.3.18 frontier)
|
||||
|
||||
After the first detonated round's `~Missile` completes (dtor log proves it),
|
||||
the frame page-faults with EIP IN THE HEAP (0x9FEAEF-style) — something
|
||||
calls through freed missile memory or a base-dtor releases a structure
|
||||
wrongly. The Seeker/MissileThruster are the FIRST SUBSYSTEMS and the Missile
|
||||
the FIRST ENTITY ever DESTROYED in the reconstructed sim — the whole
|
||||
~Entity/~Mover/~Subsystem teardown path is virgin. Checked already: NOT
|
||||
AlwaysExecute (flag-only), NOT interestZoneID (message base NULLs it), NOT
|
||||
the subsystemArray idiom (matches ~Entity's expectations exactly), Sensor
|
||||
holds no pointers. Latent bug FIXED on the way: the Subsystem NAME ctor left
|
||||
`damageZone` UNINITIALIZED (the resource ctor NULLs it) — garbage for every
|
||||
name-built subsystem. Next suspects: ~Mover's collision/interest release
|
||||
(collisionLists array delete), the executive's per-frame entity chain vs
|
||||
mid-frame delete (FryDeathRow one-per-frame), the host-manager update-record
|
||||
writer touching a condemned entity.
|
||||
|
||||
## Engine truths learned (load-bearing)
|
||||
|
||||
- `ResourceFile::SearchList(id, type)` CRASHES (@0x414938) when `id` is not
|
||||
in the top-level directory — it derefs its inner FindResourceDescription
|
||||
unconditionally. `FindResourceDescription(int)` is the NULL-safe probe.
|
||||
- Resource IDs in MakeMessages must be FAMILY ids: the Mover base ctor runs
|
||||
its own `SearchList(resourceID, GameModelResourceType)`, and member
|
||||
resources resolve only through their family head.
|
||||
- The streamed `explosionModelFile` is a small INDEX (SRM6 reads 17), a
|
||||
model-list indirection like voltageSourceIndex/ammoBinIndex — decoding it
|
||||
into the real projectile family is the projectile-model brick. Until then
|
||||
the round spawns on the OWNER's family (GameModel member provably present;
|
||||
our staged flight reads none of the Mover mass/drag).
|
||||
|
||||
## Staged / deferred
|
||||
|
||||
- Muzzle = mech origin; the authored MuzzleVelocity arc through the MOUNT
|
||||
segment world frame (fire builder @0x4bcc60:8758-64, z NEGATED + mech
|
||||
velocity) is the muzzle wave.
|
||||
- Flight envelope defaults (lifetime 10s, burn 2s @120 u/s², launch 150 u/s,
|
||||
fuse 20u) pending the missile GameModel record decode (model +0x44
|
||||
lifetime, +0x48 thrust, +0x50 detonation mode).
|
||||
- Cluster SPLASH + explosion entity (ClassID 0x5C @004be078), world-geometry
|
||||
collision (@0042291c), target-velocity intercept lead, Missile
|
||||
WriteUpdateRecord (tag 0x78) for MP replication.
|
||||
@@ -0,0 +1,135 @@
|
||||
//===========================================================================//
|
||||
// File: misthrst.cpp //
|
||||
// Project: BattleTech Brick: Mech weapons //
|
||||
// Contents: MissileThruster -- the missile's propulsion subsystem //
|
||||
//---------------------------------------------------------------------------//
|
||||
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
|
||||
// All Rights reserved worldwide //
|
||||
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
//
|
||||
// The class interface is the AUTHENTIC surviving CODE/BT/BT/MISTHRST.HPP.
|
||||
// Bodies reconstructed via the BT411 decomp (ctor @004be7c4). The Subsystem
|
||||
// base chain is the NAME ctor with the shipped string "MissleThruster"
|
||||
// @00512e25 (the 1995 misspelling is AUTHENTIC -- keep it). No streamed
|
||||
// resource in the pod content: the flight envelope defaults below are
|
||||
// STAGED until the missile GameModel record decode (see MISSILE.NOTES.md).
|
||||
//
|
||||
|
||||
#include <bt.hpp>
|
||||
#pragma hdrstop
|
||||
|
||||
#if !defined(MISTHRST_HPP)
|
||||
# include <misthrst.hpp>
|
||||
#endif
|
||||
|
||||
#if !defined(MISSILE_HPP)
|
||||
# include <missile.hpp>
|
||||
#endif
|
||||
|
||||
//
|
||||
// STAGED-DEFAULT burn envelope (a believable SRM: short hard burn).
|
||||
//
|
||||
static const Scalar DefaultBurnTime = 2.0f;
|
||||
static const Scalar DefaultThrusterAcceleration = 120.0f; // u/s^2
|
||||
static const Scalar DefaultThrusterClimb = 0.0f;
|
||||
|
||||
Derivation
|
||||
MissileThruster::ClassDerivations(
|
||||
Subsystem::ClassDerivations,
|
||||
"MissileThruster"
|
||||
);
|
||||
|
||||
const MissileThruster::IndexEntry
|
||||
MissileThruster::AttributePointers[] =
|
||||
{
|
||||
ATTRIBUTE_ENTRY(MissileThruster, BurnTimeRemaining, burnTimeRemaining),
|
||||
ATTRIBUTE_ENTRY(MissileThruster, MaxThrusterRotationRate, maxThrusterRotationRate),
|
||||
ATTRIBUTE_ENTRY(MissileThruster, ThrusterAcceleration, thrusterAcceleration)
|
||||
};
|
||||
|
||||
MissileThruster::AttributeIndexSet
|
||||
MissileThruster::AttributeIndex(
|
||||
ELEMENTS(MissileThruster::AttributePointers),
|
||||
MissileThruster::AttributePointers,
|
||||
Subsystem::AttributeIndex
|
||||
);
|
||||
|
||||
MissileThruster::SharedData
|
||||
MissileThruster::DefaultData(
|
||||
MissileThruster::ClassDerivations,
|
||||
Subsystem::MessageHandlers,
|
||||
MissileThruster::AttributeIndex,
|
||||
MissileThruster::StateCount
|
||||
);
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Construction (binary @004be7c4). The const burn/thrust envelope streams
|
||||
// from the missile resource in the binary; staged defaults here.
|
||||
//#############################################################################
|
||||
//
|
||||
MissileThruster::MissileThruster(
|
||||
Missile *owner,
|
||||
int subsystem_ID,
|
||||
SubsystemResource *subsystem_resource
|
||||
):
|
||||
Subsystem(
|
||||
owner,
|
||||
subsystem_ID,
|
||||
"MissleThruster",
|
||||
(RegisteredClass::ClassID)ThrusterClassID,
|
||||
DefaultData
|
||||
),
|
||||
thrusterAcceleration(
|
||||
(subsystem_resource != NULL)
|
||||
? subsystem_resource->thrusterAcceleration
|
||||
: DefaultThrusterAcceleration
|
||||
),
|
||||
thrusterClimb(
|
||||
(subsystem_resource != NULL)
|
||||
? subsystem_resource->thrusterClimb
|
||||
: DefaultThrusterClimb
|
||||
)
|
||||
{
|
||||
Check(owner);
|
||||
|
||||
burnTimeRemaining = (subsystem_resource != NULL)
|
||||
? subsystem_resource->burnTime
|
||||
: DefaultBurnTime;
|
||||
maxThrusterRotationRate = 0.0f;
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
MissileThruster::~MissileThruster()
|
||||
{
|
||||
}
|
||||
|
||||
Logical
|
||||
MissileThruster::TestInstance() const
|
||||
{
|
||||
return IsDerivedFrom(ClassDerivations);
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// MissileThrusterSimulation -- bleed the burn. (Driven from the Missile's
|
||||
// MoveAndCollide integrator, not a roster Performance -- the binary folds
|
||||
// the thruster work into the integrate pass.)
|
||||
//#############################################################################
|
||||
//
|
||||
void
|
||||
MissileThruster::MissileThrusterSimulation(Scalar time_slice)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
if (burnTimeRemaining > 0.0f)
|
||||
{
|
||||
burnTimeRemaining -= time_slice;
|
||||
if (burnTimeRemaining < 0.0f)
|
||||
{
|
||||
burnTimeRemaining = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,20 @@
|
||||
//===========================================================================//
|
||||
// Project: BattleTech //
|
||||
// File: projtile.cpp //
|
||||
// Project: BattleTech Brick: Mech weapons //
|
||||
// Contents: Projectile -- the flying-round entity base (Missile derives) //
|
||||
//---------------------------------------------------------------------------//
|
||||
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
|
||||
// All Rights reserved worldwide //
|
||||
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
//
|
||||
// PARTIAL (binary ctor @004be1bc, vtable @00512a5c, 0x340 bytes): the base
|
||||
// chains the Mover make path -- the MakeMessage's resourceID is the
|
||||
// projectile GameModel, so the Mover ctor streams the authored mass / drag /
|
||||
// inertia. The tracer/ballistic body (the unguided MoveAndCollide, smoke
|
||||
// trail, PROJTILE.TCP surface) joins the autocannon wave; the Missile
|
||||
// subclass carries the only flying rounds in the 4.10 pod content.
|
||||
//
|
||||
|
||||
#include <bt.hpp>
|
||||
#pragma hdrstop
|
||||
@@ -29,8 +39,27 @@ Projectile::SharedData
|
||||
);
|
||||
|
||||
Projectile*
|
||||
Projectile::Make(MakeMessage *)
|
||||
Projectile::Make(MakeMessage *creation_message)
|
||||
{
|
||||
Fail("Projectile::Make -- projtile.cpp not yet reconstructed");
|
||||
return NULL;
|
||||
return new Projectile(creation_message);
|
||||
}
|
||||
|
||||
Projectile::Projectile(
|
||||
MakeMessage *creation_message,
|
||||
SharedData &shared_data
|
||||
):
|
||||
Mover(creation_message, shared_data)
|
||||
{
|
||||
Check(creation_message);
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
Projectile::~Projectile()
|
||||
{
|
||||
}
|
||||
|
||||
Logical
|
||||
Projectile::TestInstance() const
|
||||
{
|
||||
return IsDerivedFrom(ClassDerivations);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,195 @@
|
||||
//===========================================================================//
|
||||
// File: seeker.cpp //
|
||||
// Project: BattleTech Brick: Mech weapons //
|
||||
// Contents: Seeker -- the missile's homing-guidance subsystem //
|
||||
//---------------------------------------------------------------------------//
|
||||
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
|
||||
// All Rights reserved worldwide //
|
||||
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
//
|
||||
// The class interface is the AUTHENTIC surviving CODE/BT/BT/SEEKER.HPP
|
||||
// (07/12/95 GDU). Bodies reconstructed from the binary via the BT411
|
||||
// decomp: ctor @004bec34, LeadTarget @004beae4 (constants .rdata
|
||||
// @004bec18..28). The Subsystem base chain is the NAME ctor (binary
|
||||
// FUN_0041c52c) with the shipped string "Seeker" @00512e1e.
|
||||
//
|
||||
|
||||
#include <bt.hpp>
|
||||
#pragma hdrstop
|
||||
|
||||
#if !defined(SEEKER_HPP)
|
||||
# include <seeker.hpp>
|
||||
#endif
|
||||
|
||||
#if !defined(MISSILE_HPP)
|
||||
# include <missile.hpp>
|
||||
#endif
|
||||
|
||||
//
|
||||
// Lead/guidance tuning (binary .rdata, BT411-decoded).
|
||||
//
|
||||
static const Scalar SeekerLeadMinRange = 200.0f; // _DAT_004bec18
|
||||
static const Scalar SeekerLeadFloor = 50.0f; // _DAT_004bec20
|
||||
static const Scalar SeekerLeadMaxClamp = 300.0f; // _DAT_004bec24
|
||||
static const Scalar SeekerLeadCoef = 0.1f; // _DAT_004bec28 (loft gain)
|
||||
|
||||
Derivation
|
||||
Seeker::ClassDerivations(
|
||||
Subsystem::ClassDerivations,
|
||||
"Seeker"
|
||||
);
|
||||
|
||||
const Seeker::IndexEntry
|
||||
Seeker::AttributePointers[] =
|
||||
{
|
||||
ATTRIBUTE_ENTRY(Seeker, TargetPosition, targetPosition),
|
||||
ATTRIBUTE_ENTRY(Seeker, RangeToTarget, rangeToTarget),
|
||||
ATTRIBUTE_ENTRY(Seeker, RangeFromCreation, rangeFromCreation)
|
||||
};
|
||||
|
||||
Seeker::AttributeIndexSet
|
||||
Seeker::AttributeIndex(
|
||||
ELEMENTS(Seeker::AttributePointers),
|
||||
Seeker::AttributePointers,
|
||||
Subsystem::AttributeIndex
|
||||
);
|
||||
|
||||
Seeker::SharedData
|
||||
Seeker::DefaultData(
|
||||
Seeker::ClassDerivations,
|
||||
Subsystem::MessageHandlers,
|
||||
Seeker::AttributeIndex,
|
||||
Seeker::StateCount
|
||||
);
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Construction (binary @004bec34): snapshot the firing geometry -- the
|
||||
// creation point, the homing target + aim offset, and the initial ranges.
|
||||
//#############################################################################
|
||||
//
|
||||
Seeker::Seeker(
|
||||
Missile *owner,
|
||||
int subsystem_ID,
|
||||
SubsystemResource * /*subsystem_resource -- none streamed; the binary
|
||||
chains the NAME ctor*/,
|
||||
Entity *target,
|
||||
const Point3D offset
|
||||
):
|
||||
Subsystem(
|
||||
owner,
|
||||
subsystem_ID,
|
||||
"Seeker",
|
||||
(RegisteredClass::ClassID)SeekerClassID,
|
||||
DefaultData
|
||||
),
|
||||
creationPoint(owner->localOrigin.linearPosition),
|
||||
targetOffset(offset)
|
||||
{
|
||||
Check(owner);
|
||||
|
||||
targetEntity = target;
|
||||
|
||||
if (targetEntity == NULL)
|
||||
{
|
||||
targetPosition = targetOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition.x =
|
||||
targetOffset.x + targetEntity->localOrigin.linearPosition.x;
|
||||
targetPosition.y =
|
||||
targetOffset.y + targetEntity->localOrigin.linearPosition.y;
|
||||
targetPosition.z =
|
||||
targetOffset.z + targetEntity->localOrigin.linearPosition.z;
|
||||
}
|
||||
|
||||
Vector3D delta;
|
||||
delta.Subtract(targetPosition, creationPoint);
|
||||
rangeToTarget = delta.Length();
|
||||
startingRangeToTarget = rangeToTarget;
|
||||
rangeFromCreation = 0.0f;
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
Seeker::~Seeker()
|
||||
{
|
||||
}
|
||||
|
||||
Logical
|
||||
Seeker::TestInstance() const
|
||||
{
|
||||
return IsDerivedFrom(ClassDerivations);
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// LeadTarget (binary @004beae4): re-aim at the (moving) target each slice --
|
||||
// refresh the aim point from the target's live position + offset, then past
|
||||
// SeekerLeadMinRange loft the aim upward by SeekerLeadCoef x the clamped
|
||||
// excess (the authored missile arc). The target-velocity intercept term is
|
||||
// STAGED (the binary projects along the target's Mover velocity; our
|
||||
// per-frame refresh converges on live targets headlessly).
|
||||
//#############################################################################
|
||||
//
|
||||
void
|
||||
Seeker::LeadTarget()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
if (targetEntity == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
targetPosition.x =
|
||||
targetOffset.x + targetEntity->localOrigin.linearPosition.x;
|
||||
targetPosition.y =
|
||||
targetOffset.y + targetEntity->localOrigin.linearPosition.y;
|
||||
targetPosition.z =
|
||||
targetOffset.z + targetEntity->localOrigin.linearPosition.z;
|
||||
|
||||
Vector3D toMissile;
|
||||
toMissile.Subtract(
|
||||
targetPosition,
|
||||
GetEntity()->localOrigin.linearPosition
|
||||
);
|
||||
Scalar range = toMissile.Length();
|
||||
|
||||
if (range > SeekerLeadMinRange)
|
||||
{
|
||||
Scalar lead = range - SeekerLeadMinRange;
|
||||
if (toMissile.y >= SeekerLeadFloor && lead > SeekerLeadMaxClamp)
|
||||
{
|
||||
lead = SeekerLeadMaxClamp;
|
||||
}
|
||||
targetPosition.y += SeekerLeadCoef * lead;
|
||||
}
|
||||
|
||||
rangeToTarget = range;
|
||||
|
||||
Vector3D fromCreation;
|
||||
fromCreation.Subtract(
|
||||
GetEntity()->localOrigin.linearPosition,
|
||||
creationPoint
|
||||
);
|
||||
rangeFromCreation = fromCreation.Length();
|
||||
}
|
||||
|
||||
void
|
||||
Seeker::FindTarget(Scalar /*time_slice*/)
|
||||
{
|
||||
Check(this);
|
||||
LeadTarget();
|
||||
}
|
||||
|
||||
void
|
||||
Seeker::ResetToInitialState()
|
||||
{
|
||||
Check(this);
|
||||
rangeToTarget = 0.0f;
|
||||
rangeFromCreation = 0.0f;
|
||||
startingRangeToTarget = 0.0f;
|
||||
}
|
||||
@@ -79,6 +79,12 @@ Subsystem::Subsystem(
|
||||
Register_Pointer(subsystemName);
|
||||
Str_Copy(subsystemName, subsystem_name, name_size);
|
||||
segmentIndex = -1;
|
||||
//
|
||||
// (Was UNINITIALIZED in this ctor variant only -- the resource ctor
|
||||
// NULLs it. Garbage here is a latent crash for any name-built
|
||||
// subsystem whose dtor path or damage query walks the zone pointer.)
|
||||
//
|
||||
damageZone = NULL;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Reference in New Issue
Block a user