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:
Cyd
2026-07-24 11:58:40 -05:00
co-authored by Claude Fable 5
parent 9dd0aa8702
commit 110ecec2ca
10 changed files with 899 additions and 20 deletions
+1
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@@ -135,6 +135,7 @@ MechWeapon::MechWeapon(
damageAmount = subsystem_resource->damageAmount;
damageType = subsystem_resource->damageType;
heatCostToFire = subsystem_resource->heatCostToFire;
explosionResourceID = subsystem_resource->explosionModelFile;
targetWithinRange = False;
damageData.damageType = damageType;
+3
View File
@@ -213,6 +213,9 @@
Scalar damageAmount;
int damageType;
Scalar heatCostToFire;
ResourceDescription::ResourceID
explosionResourceID; // binary @0x3e4 -- the projectile /
// explosion GameModel this weapon spawns
int targetWithinRange;
Damage damageData;
Logical rearFiring;
+81 -10
View File
@@ -19,6 +19,24 @@
# include <mech.hpp>
#endif
#if !defined(MISSILE_HPP)
# include <missile.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(HOSTMGR_HPP)
# include <hostmgr.hpp>
#endif
//
// STAGED launch speed (the binary derives it from the authored
// MuzzleVelocity vector -- the muzzle wave).
//
static const Scalar kMissileLaunchSpeed = 150.0f; // u/s
Derivation
MissileLauncher::ClassDerivations(
ProjectileWeapon::ClassDerivations,
@@ -113,20 +131,73 @@ void
}
//
// The salvo delivery (CORRECTED to the arcade economy, BT411 task #62):
// the binary fires ONE cluster Missile per trigger and its zone damage
// lands EXACTLY ONCE -- damageData carries the ctor's salvo-split
// per-missile amount with burstCount = missileCount, and the zone armor
// formula ignores burstCount (it feeds only the gyro bounce + the splash
// falloff). A per-round delivery loop was ~missileCount-times too
// lethal (the port's "2-shot kill" regression). INTERIM instant-hit --
// the Missile entity flight / seeker / proximity fuse / cluster SPLASH
// is the missile wave.
// The salvo launch (binary @004bcc60): ONE cluster Missile entity per
// trigger, spawned through the Mover make machinery -- the MakeMessage's
// resourceID is this weapon's projectile GameModel (explosionResourceID
// @0x3e4), so the Mover base streams the authored mass/drag. The round
// carries the salvo-split cluster damage record (burstCount =
// missileCount rides into the gyro bounce + splash) and homes via its
// Seeker; the proximity fuse delivers the damage ONCE (the arcade
// economy, BT411 task #62). Muzzle = the mech origin STAGED (the
// authored MuzzleVelocity arc through the MOUNT segment frame is the
// muzzle wave). If the projectile model resource is absent the launch
// falls back to the 5.3.16 instant-hit delivery.
//
if (targetWithinRange && owner != NULL
&& owner->GetTargetEntity() != NULL
&& getenv("BT_MISSILE_FLIGHT") == NULL)
{
//
// DEFAULT delivery (the 5.3.18a arcade economy): the instant-hit
// cluster message. The flying-Missile path below is complete and
// live-verified through DETONATE, but its DEATH-ROW TEARDOWN still
// page-faults (the 5.3.18 frontier, MISSILE.NOTES.md) -- opt in
// with BT_MISSILE_FLIGHT=1 until the dtor chain is closed.
//
SendDamage(owner->GetTargetEntity(), damageData);
}
else if (targetWithinRange && owner != NULL
&& owner->GetTargetEntity() != NULL)
{
SendDamage(owner->GetTargetEntity(), damageData);
//
// The MakeMessage's resourceID must be a resource FAMILY id -- the
// Mover base ctor runs its own SearchList(resourceID, GameModel),
// and SearchList CRASHES (engine @0x414938) when the id isn't in
// the top-level directory (member resources resolve only through
// their family head). The streamed explosionModelFile is a small
// INDEX (SRM6 reads 17) into a model list -- decoding it into the
// real projectile family is the projectile-model brick. Until
// then the round spawns on the OWNER's family (its GameModel
// member provably streams every boot -- the mech model params);
// our staged flight integration reads none of the Mover mass/drag.
//
{
HostManager *host_manager = application->GetHostManager();
Check(host_manager);
Origin muzzle = owner->localOrigin;
Mover::MakeMessage
spawn_round(
Entity::MakeMessageID,
sizeof(Mover::MakeMessage),
EntityID(host_manager->GetLocalHostID()),
(Entity::ClassID)MissileClassID,
EntityID::Null,
owner->GetResourceID(),
Entity::DefaultFlags,
muzzle,
Motion::Identity,
Motion::Identity
);
Missile *round = new Missile(&spawn_round);
Register_Object(round);
round->Launch(
owner,
owner->GetTargetEntity(),
damageData,
kMissileLaunchSpeed
);
}
}
if (getenv("BT_MECH_LOG"))
+292 -4
View File
@@ -1,10 +1,19 @@
//===========================================================================//
// Project: BattleTech //
// File: missile.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: Missile -- the guided self-propelled projectile entity //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED against the binary via the BT411 decomp (ctor @004bf5b4,
// MoveAndCollide @004bef78, allocator @004bf8bc) and the surviving
// SEEKER.HPP / MISTHRST.HPP. See MISSILE.NOTES.md for the staged pieces
// (flight constants pending the missile GameModel record decode; world
// collision + explosion entity are the render/effects wave).
//
#include <bt.hpp>
#pragma hdrstop
@@ -13,6 +22,34 @@
# include <missile.hpp>
#endif
#if !defined(SEEKER_HPP)
# include <seeker.hpp>
#endif
#if !defined(MISTHRST_HPP)
# include <misthrst.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(RANDOM_HPP)
# include <random.hpp>
#endif
//
// Guidance tuning (binary .rdata @004bf594..@004bf5b0, BT411-decoded).
// STAGED-DEFAULT flight envelope: lifetime / thrust come from the missile
// GameModel record (model +0x44 / +0x48) once that layout is decoded; until
// then the defaults below fly a believable SRM (fast, short-burn).
//
static const Scalar MissileSteerEps = 1.0e-4f; // _DAT_004bf598 steering deadband
static const Scalar MissileTurnGain = 4.0f; // _DAT_004bf5a4 turn rate gain (1/s)
static const Scalar MissileDriftGain = 0.1f; // _DAT_004bf5a8
static const Scalar DefaultLifetime = 10.0f; // model +0x44 (staged default)
static const Scalar DefaultFuseRadius = 20.0f; // proximity fuse (staged)
Derivation
Missile::ClassDerivations(
Projectile::ClassDerivations,
@@ -29,8 +66,259 @@ Missile::SharedData
);
Missile*
Missile::Make(MakeMessage *)
Missile::Make(MakeMessage *creation_message)
{
Fail("Missile::Make -- missile.cpp not yet reconstructed");
return NULL;
return new Missile(creation_message);
}
//
//#############################################################################
// Construction (binary @004bf5b4). Chains the Projectile base (Entity
// transform + Mover motion/model stream -- the MakeMessage's resourceID is
// the launcher's explosion/projectile GameModel). The subsystem roster is
// built in Launch(), which carries the target the binary's spawn descriptor
// delivered to the ctor.
//#############################################################################
//
Missile::Missile(
MakeMessage *creation_message,
SharedData &shared_data
):
Projectile(creation_message, shared_data)
{
Check(creation_message);
lifetime = DefaultLifetime;
ageFraction = 0.0f;
age = 0.0f;
detonationFlag = 0;
flightVelocity = Vector3D(0.0f, 0.0f, 0.0f);
fuseRadius = DefaultFuseRadius;
launcherEntityID = EntityID::Null;
telemetryCountdown = 0;
Check_Fpu();
}
Missile::~Missile()
{
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[msl] dtor (death row fry)" << endl << flush;
}
}
Logical
Missile::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// Launch -- seed the flight (the binary ctor tail + spawn-descriptor
// unpack). Builds the two-subsystem roster (Seeker @004bec34 with the
// homing target, MissileThruster @004be7c4), aims the initial velocity at
// the target and installs the guided integrator as the per-frame
// Performance. Tail = SetValidFlag(), like every 1995 entity.
//#############################################################################
//
void
Missile::Launch(
Mech *launcher,
Entity *target,
Damage &damage,
Scalar launch_speed
)
{
Check(this);
Check(launcher);
launcherEntityID = launcher->GetEntityID();
damageData = damage;
//
// The 2-entry subsystem roster (binary this[0x49] = 2).
//
subsystemCount = SubsystemCount;
subsystemArray = new Subsystem *[SubsystemCount];
Register_Pointer(subsystemArray);
subsystemArray[SeekerSubsystem] =
new Seeker(this, SeekerSubsystem, NULL, target,
Point3D(0.0f, 0.0f, 0.0f));
Register_Object(subsystemArray[SeekerSubsystem]);
subsystemArray[MissileThrusterSubsystem] =
new MissileThruster(this, MissileThrusterSubsystem, NULL);
Register_Object(subsystemArray[MissileThrusterSubsystem]);
//
// Initial velocity: straight at the target's current position (the
// authored MuzzleVelocity up-tilt arc through the MOUNT frame is the
// muzzle wave -- the seeker converges either way).
//
if (target != NULL)
{
Vector3D aim;
aim.Subtract(
target->localOrigin.linearPosition,
localOrigin.linearPosition
);
Scalar range = aim.Length();
if (range > 0.01f)
{
flightVelocity.x = aim.x / range * launch_speed;
flightVelocity.y = aim.y / range * launch_speed;
flightVelocity.z = aim.z / range * launch_speed;
}
}
SetPerformance(&Missile::MoveAndCollide);
AlwaysExecute();
SetValidFlag();
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[msl] LAUNCH from " << launcherEntityID
<< " at (" << localOrigin.linearPosition.x
<< "," << localOrigin.linearPosition.y
<< "," << localOrigin.linearPosition.z
<< ") spd=" << launch_speed
<< " dmg=" << damageData.damageAmount
<< "x" << damageData.burstCount << endl << flush;
}
}
//
//#############################################################################
// MoveAndCollide (binary @004bef78) -- the guided per-frame integrator.
//
// 1. Age; past the lifetime the round fizzles (death row, no damage).
// 2. Re-lead the target (Seeker::FindTarget) + bleed the thruster burn.
// 3. Steer the velocity toward the Seeker's lead point (turn gain 4.0,
// deadband 1e-4) and integrate the position.
// 4. Proximity fuse: inside fuseRadius of the aim point the round
// DETONATES -- the cluster damage record lands on the target (random
// hull zone interim, same as the direct path) and the round retires.
// World-geometry collision (@0042291c) + the explosion entity
// (@004be078, ClassID 0x5C) are the render/effects wave.
//#############################################################################
//
void
Missile::MoveAndCollide(Scalar time_slice)
{
Check(this);
age += time_slice;
ageFraction = (age <= lifetime) ? age / lifetime : 1.0f;
if (age > lifetime)
{
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[msl] fizzle (lifetime) at ("
<< localOrigin.linearPosition.x << ","
<< localOrigin.linearPosition.y << ","
<< localOrigin.linearPosition.z << ")" << endl << flush;
}
CondemnToDeathRow();
Check_Fpu();
return;
}
Seeker *seeker =
(Seeker *)subsystemArray[SeekerSubsystem];
MissileThruster *thruster =
(MissileThruster *)subsystemArray[MissileThrusterSubsystem];
Check(seeker);
Check(thruster);
//
// The hosted subsystems are advanced FROM the integrator (the binary
// folds their work into this pass -- no separate roster tick).
//
seeker->FindTarget(time_slice);
thruster->MissileThrusterSimulation(time_slice);
//
// Steering: bend the velocity toward the seeker's lead point at
// MissileTurnGain per second, holding speed; the thruster adds pace
// while burning.
//
Vector3D toLead;
toLead.Subtract(seeker->targetPosition, localOrigin.linearPosition);
Scalar range = toLead.Length();
Scalar speed = flightVelocity.Length();
if (thruster->burnTimeRemaining > 0.0f)
{
speed += thruster->thrusterAcceleration * time_slice;
}
if (range > MissileSteerEps)
{
Scalar blend = MissileTurnGain * time_slice;
if (blend > 1.0f)
{
blend = 1.0f;
}
Vector3D desired;
desired.x = toLead.x / range * speed;
desired.y = toLead.y / range * speed;
desired.z = toLead.z / range * speed;
flightVelocity.x += (desired.x - flightVelocity.x) * blend;
flightVelocity.y += (desired.y - flightVelocity.y) * blend;
flightVelocity.z += (desired.z - flightVelocity.z) * blend;
}
localOrigin.linearPosition.x += flightVelocity.x * time_slice;
localOrigin.linearPosition.y += flightVelocity.y * time_slice;
localOrigin.linearPosition.z += flightVelocity.z * time_slice;
localToWorld = localOrigin;
//
// The proximity fuse (the BANKED seeker notes: fuse on the seeker's
// rangeToTarget).
//
seeker->rangeToTarget = range;
if (range <= fuseRadius && seeker->targetEntity != NULL)
{
Entity *victim = seeker->targetEntity;
int zone = -1;
if (victim->damageZoneCount > 0)
{
zone = Random(victim->damageZoneCount);
}
Entity::TakeDamageMessage
hit(
Entity::TakeDamageMessageID,
sizeof(Entity::TakeDamageMessage),
launcherEntityID,
zone,
damageData
);
victim->Dispatch(&hit);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[msl] DETONATE on zone " << zone
<< " amount=" << damageData.damageAmount
<< " burst=" << damageData.burstCount
<< " after " << age << "s" << endl << flush;
}
CondemnToDeathRow();
Check_Fpu();
return;
}
if (getenv("BT_MECH_LOG") && --telemetryCountdown <= 0)
{
telemetryCountdown = 30;
DEBUG_STREAM << "[msl] t=" << age
<< " pos=(" << localOrigin.linearPosition.x
<< "," << localOrigin.linearPosition.y
<< "," << localOrigin.linearPosition.z
<< ") range=" << range
<< " spd=" << speed << endl << flush;
}
Check_Fpu();
}
+80 -2
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@@ -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
+73
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@@ -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.
+135
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@@ -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;
}
}
}
+33 -4
View File
@@ -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);
}
+195
View File
@@ -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;
}
+6
View File
@@ -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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~