BT410 Phase 5.3.20: missiles fly on the AUTHENTIC 'mslhit' family
The explosionModelFile decode: SRM6's streamed value 17 is a real resource
FAMILY id -- 'mslhit', 3 members: VideoModel(225), AudioStreamList(227) and
an 8-byte GameModel(228) = { int 498, maxTimeOfFlight 5.0 }. The round now
spawns on that family and reads the AUTHORED 5.0s lifetime (range 800 at
~160 u/s checks out); the owner-family fallback stays for content without a
projectile family (sanity band keeps the default there).
Two engine truths closed the wave: (1) collision volumes are the Mover
DEFAULT -- a projectile spawn MUST pass NoCollisionVolumeFlag or the ctor
demands a BoxedSolidStream member the family doesn't carry (SearchList
NULL -> Lock() page fault -- the crash that originally masqueraded as a
"model-list index"); (2) the @0x414938 SearchList crash is the
missing-MEMBER case (Check compiled out) -- probe families manually before
handing them to engine paths. Resource type numbering mapped and recorded
(15=GameModel, 10=VideoModel, 20=DamageZoneStream, ...). BT_MODEL_DUMP=1
keeps the raw family/record dump as a decode bench.
Verified: 20 launches -> 20 detonations on the mslhit family over 110s,
zero faults; smoke + novice green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -171,10 +171,226 @@ void
|
||||
// our staged flight integration reads none of the Mover mass/drag.
|
||||
//
|
||||
{
|
||||
//
|
||||
// DEV one-shot (BT_MODEL_DUMP=1): raw-dump the mech's ModelList
|
||||
// stream -- the decode bench for the explosionModelFile INDEX
|
||||
// (SRM6 reads 17). The owner's make resourceID IS the
|
||||
// ModelList record (CreatePlayerVehicle passes
|
||||
// mech_res->resourceID).
|
||||
//
|
||||
{
|
||||
static int dumped = 0;
|
||||
if (!dumped && getenv("BT_MODEL_DUMP"))
|
||||
{
|
||||
dumped = 1;
|
||||
ResourceDescription *ml =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(owner->GetResourceID());
|
||||
if (ml != NULL)
|
||||
{
|
||||
ml->Lock();
|
||||
unsigned char *raw =
|
||||
(unsigned char *)ml->resourceAddress;
|
||||
int size = ml->resourceSize;
|
||||
DEBUG_STREAM << "[mdl] list res id=" << ml->resourceID
|
||||
<< " type=" << ml->resourceType
|
||||
<< " size=" << size
|
||||
<< " count=" << *(int *)raw << endl;
|
||||
int limit = (size < 640) ? size : 640;
|
||||
for (int bb = 0; bb < limit; bb += 16)
|
||||
{
|
||||
DEBUG_STREAM << "[mdl] +" << bb << ":";
|
||||
int cc;
|
||||
for (cc = bb; cc < bb + 16 && cc < limit; ++cc)
|
||||
{
|
||||
DEBUG_STREAM << " " << (unsigned)raw[cc];
|
||||
}
|
||||
DEBUG_STREAM << " ";
|
||||
for (cc = bb; cc < bb + 16 && cc < limit; ++cc)
|
||||
{
|
||||
char ch = (raw[cc] >= 32 && raw[cc] < 127)
|
||||
? (char)raw[cc] : '.';
|
||||
DEBUG_STREAM << ch;
|
||||
}
|
||||
DEBUG_STREAM << endl;
|
||||
}
|
||||
//
|
||||
// Identify the members + the streamed
|
||||
// explosionModelFile value by name/type.
|
||||
//
|
||||
int nn = *(int *)raw;
|
||||
if (nn > 0 && nn < 40)
|
||||
{
|
||||
int *ids = (int *)(raw + 4);
|
||||
for (int ee = 0; ee < nn; ++ee)
|
||||
{
|
||||
ResourceDescription *mm =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(ids[ee]);
|
||||
DEBUG_STREAM << "[mdl] member[" << ee
|
||||
<< "] id=" << ids[ee];
|
||||
if (mm != NULL)
|
||||
{
|
||||
DEBUG_STREAM << " type=" << mm->resourceType
|
||||
<< " name=" << mm->resourceName;
|
||||
}
|
||||
DEBUG_STREAM << endl;
|
||||
}
|
||||
}
|
||||
{
|
||||
ResourceDescription *ex =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(
|
||||
explosionResourceID);
|
||||
DEBUG_STREAM << "[mdl] explosionModelFile="
|
||||
<< explosionResourceID;
|
||||
if (ex != NULL)
|
||||
{
|
||||
DEBUG_STREAM << " -> type=" << ex->resourceType
|
||||
<< " name=" << ex->resourceName
|
||||
<< " size=" << ex->resourceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_STREAM << " -> NOT IN DIRECTORY";
|
||||
}
|
||||
DEBUG_STREAM << endl;
|
||||
|
||||
//
|
||||
// Walk the explosion family's OWN members.
|
||||
//
|
||||
if (ex != NULL && ex->resourceType ==
|
||||
ResourceDescription::ModelListResourceType)
|
||||
{
|
||||
ex->Lock();
|
||||
int *xr = (int *)ex->resourceAddress;
|
||||
int xn = xr[0];
|
||||
DEBUG_STREAM << "[mdl] '" << ex->resourceName
|
||||
<< "' members=" << xn << endl;
|
||||
for (int xx = 0; xx < xn && xx < 16; ++xx)
|
||||
{
|
||||
ResourceDescription *xm =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(xr[1 + xx]);
|
||||
DEBUG_STREAM << "[mdl] [" << xx
|
||||
<< "] id=" << xr[1 + xx];
|
||||
if (xm != NULL)
|
||||
{
|
||||
DEBUG_STREAM
|
||||
<< " type=" << xm->resourceType
|
||||
<< " name=" << xm->resourceName
|
||||
<< " size=" << xm->resourceSize;
|
||||
}
|
||||
DEBUG_STREAM << endl;
|
||||
|
||||
//
|
||||
// The GameModel member: dump as floats
|
||||
// (the missile model record -- lifetime
|
||||
// @+0x44, thrust @+0x48, mode @+0x50).
|
||||
//
|
||||
if (xm != NULL && xm->resourceType ==
|
||||
ResourceDescription::GameModelResourceType)
|
||||
{
|
||||
xm->Lock();
|
||||
float *fv = (float *)xm->resourceAddress;
|
||||
int nf = xm->resourceSize / 4;
|
||||
for (int ff = 0; ff < nf; ++ff)
|
||||
{
|
||||
DEBUG_STREAM << "[mdl] +"
|
||||
<< (ff * 4)
|
||||
<< " f=" << fv[ff]
|
||||
<< " i=" << ((int *)fv)[ff]
|
||||
<< endl;
|
||||
}
|
||||
xm->Unlock();
|
||||
}
|
||||
}
|
||||
ex->Unlock();
|
||||
}
|
||||
}
|
||||
DEBUG_STREAM << flush;
|
||||
ml->Unlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Resolve the round's resource FAMILY. The streamed
|
||||
// explosionModelFile IS a family id after all (SRM6 = 17 =
|
||||
// 'mslhit': VideoModel + AudioStreamList + an 8-byte GameModel
|
||||
// {int 498, maxTimeOfFlight 5.0}). Guard: only use it when the
|
||||
// family really carries a GameModel MEMBER -- the Mover base
|
||||
// ctor SearchLists for one and CRASHES on a missing member
|
||||
// (the walk runs off the family list). Fallback = the owner's
|
||||
// family (GameModel provably present).
|
||||
//
|
||||
ResourceDescription::ResourceID round_family =
|
||||
owner->GetResourceID();
|
||||
if (explosionResourceID != ResourceDescription::NullResourceID)
|
||||
{
|
||||
ResourceDescription *family =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(explosionResourceID);
|
||||
if (family != NULL
|
||||
&& family->resourceType
|
||||
== ResourceDescription::ModelListResourceType)
|
||||
{
|
||||
family->Lock();
|
||||
int *members = (int *)family->resourceAddress;
|
||||
int member_count = members[0];
|
||||
Logical family_complete = True;
|
||||
Logical has_game_model = False;
|
||||
for (int mi = 0; mi < member_count; ++mi)
|
||||
{
|
||||
ResourceDescription *member =
|
||||
application->GetResourceFile()->
|
||||
FindResourceDescription(members[1 + mi]);
|
||||
if (member == NULL)
|
||||
{
|
||||
//
|
||||
// A member id absent from the directory makes
|
||||
// the engine SearchList walk CRASH -- this
|
||||
// family is unusable for the Mover make.
|
||||
//
|
||||
family_complete = False;
|
||||
}
|
||||
else if (member->resourceType
|
||||
== ResourceDescription::GameModelResourceType)
|
||||
{
|
||||
has_game_model = True;
|
||||
}
|
||||
}
|
||||
if (family_complete && has_game_model)
|
||||
{
|
||||
round_family = explosionResourceID;
|
||||
//
|
||||
// Keep the family RESIDENT (no Unlock): dropping a
|
||||
// first-touch family back to lockCount 0 left the
|
||||
// engine's re-Lock inside the Mover ctor reading a
|
||||
// dead list (SearchList returned NULL on members we
|
||||
// just resolved). The binary's launcher holds its
|
||||
// projectile model locked for the mission anyway.
|
||||
//
|
||||
}
|
||||
else
|
||||
{
|
||||
family->Unlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HostManager *host_manager = application->GetHostManager();
|
||||
Check(host_manager);
|
||||
|
||||
Origin muzzle = owner->localOrigin;
|
||||
//
|
||||
// NoCollisionVolumeFlag is LOAD-BEARING: collision volumes are
|
||||
// the Mover DEFAULT (IsCollisionVolume = the flag NOT set), and
|
||||
// the ctor then demands a BoxedSolidStream member -- which a
|
||||
// projectile family doesn't carry (SearchList NULL ->
|
||||
// Lock() page fault). The round's collision is the world
|
||||
// query / proximity fuse, not a boxed solid.
|
||||
//
|
||||
Mover::MakeMessage
|
||||
spawn_round(
|
||||
Entity::MakeMessageID,
|
||||
@@ -182,8 +398,8 @@ void
|
||||
EntityID(host_manager->GetLocalHostID()),
|
||||
(Entity::ClassID)MissileClassID,
|
||||
EntityID::Null,
|
||||
owner->GetResourceID(),
|
||||
Entity::DefaultFlags,
|
||||
round_family,
|
||||
Entity::DefaultFlags | Mover::NoCollisionVolumeFlag,
|
||||
muzzle,
|
||||
Motion::Identity,
|
||||
Motion::Identity
|
||||
|
||||
@@ -1,324 +1,355 @@
|
||||
//===========================================================================//
|
||||
// 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
|
||||
|
||||
#if !defined(MISSILE_HPP)
|
||||
# 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,
|
||||
"Missile"
|
||||
);
|
||||
|
||||
Missile::SharedData
|
||||
Missile::DefaultData(
|
||||
Missile::ClassDerivations,
|
||||
Mover::MessageHandlers,
|
||||
Mover::AttributeIndex,
|
||||
1,
|
||||
(Entity::MakeHandler)Missile::Make
|
||||
);
|
||||
|
||||
Missile*
|
||||
Missile::Make(MakeMessage *creation_message)
|
||||
{
|
||||
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();
|
||||
}
|
||||
//===========================================================================//
|
||||
// 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
|
||||
|
||||
#if !defined(MISSILE_HPP)
|
||||
# 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
|
||||
|
||||
#if !defined(APP_HPP)
|
||||
# include <app.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,
|
||||
"Missile"
|
||||
);
|
||||
|
||||
Missile::SharedData
|
||||
Missile::DefaultData(
|
||||
Missile::ClassDerivations,
|
||||
Mover::MessageHandlers,
|
||||
Mover::AttributeIndex,
|
||||
1,
|
||||
(Entity::MakeHandler)Missile::Make
|
||||
);
|
||||
|
||||
Missile*
|
||||
Missile::Make(MakeMessage *creation_message)
|
||||
{
|
||||
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;
|
||||
|
||||
//
|
||||
// The authored flight envelope, from our family's GameModel record (the
|
||||
// binary's ResolveModel). The 'mslhit' record is 8 bytes:
|
||||
// { int 498, Scalar maxTimeOfFlight } -- SRM reads 5.0s (range 800 at
|
||||
// ~160 u/s checks out). Sanity-banded: the owner-family fallback's
|
||||
// GameModel is a MECH record whose +4 is a turn rate, and the band
|
||||
// keeps the default in that case.
|
||||
//
|
||||
{
|
||||
ResourceDescription *game_model =
|
||||
application->GetResourceFile()->SearchList(
|
||||
resourceID,
|
||||
ResourceDescription::GameModelResourceType
|
||||
);
|
||||
if (game_model != NULL && game_model->resourceSize >= 8)
|
||||
{
|
||||
game_model->Lock();
|
||||
Scalar authored =
|
||||
((Scalar *)game_model->resourceAddress)[1];
|
||||
if (authored > 0.5f && authored < 30.0f)
|
||||
{
|
||||
lifetime = authored;
|
||||
}
|
||||
game_model->Unlock();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
@@ -55,20 +55,40 @@ app task, one delete per frame, not mid-walk).
|
||||
- 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).
|
||||
- The streamed `explosionModelFile` IS a resource FAMILY id after all
|
||||
(5.3.20 decode): SRM6's 17 = **'mslhit'** — a 3-member family:
|
||||
VideoModel (id 225, 100 bytes), AudioStreamList (id 227), and an 8-byte
|
||||
GameModel (id 228) = `{ int 498, Scalar maxTimeOfFlight }` — SRM reads
|
||||
**5.0 s** (range 800 at ~160 u/s checks out). Resource TYPE numbering
|
||||
(RESOURCE.HPP): 1 ModelList, 9 BoxedSolidStream, 10 VideoModel,
|
||||
**15 GameModel**, 17 SubsystemModelStream, 18 GaugeImageStream,
|
||||
20 DamageZoneStream, 21 SkeletonStream, 30 ExplosionTableStream. A
|
||||
family's raw stream = `int count` + count member resource ids (what
|
||||
SearchList walks).
|
||||
- **NoCollisionVolumeFlag is LOAD-BEARING on projectile spawns**: collision
|
||||
volumes are the Mover DEFAULT (`IsCollisionVolume()` = the flag NOT set),
|
||||
and the ctor then demands a BoxedSolidStream member — which a projectile
|
||||
family doesn't carry (SearchList NULL → Lock() page fault; the mech
|
||||
family works because bhk1 carries blh_cv.sld). The round's collision is
|
||||
the world query / proximity fuse.
|
||||
- The original SearchList crash (@0x414938) is the missing-MEMBER case:
|
||||
`Check(res)` on a member id that doesn't resolve is compiled out in opt
|
||||
and the walk derefs NULL. Probe families manually (FindResourceDescription
|
||||
per member) before handing them to engine paths.
|
||||
- The spawn keeps the resolved family LOCKED (no Unlock) — the launcher
|
||||
holds its projectile model resident, as the binary does.
|
||||
|
||||
## 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).
|
||||
- Lifetime is AUTHORED now (5.0 s from the mslhit GameModel, sanity-banded
|
||||
[0.5, 30] so the owner-family fallback's mech record keeps the default);
|
||||
burn (2s @120 u/s²), launch speed (150 u/s) and fuse radius (20u) remain
|
||||
staged — BT411's model +0x44/+0x48/+0x50 offsets describe a bigger record
|
||||
than the 8-byte 4.10 GameModel, so thrust/detonation-mode live elsewhere
|
||||
(candidates: the VideoModel record's tail, or per-launcher resources).
|
||||
- Cluster SPLASH + explosion entity (ClassID 0x5C @004be078), world-geometry
|
||||
collision (@0042291c), target-velocity intercept lead, Missile
|
||||
WriteUpdateRecord (tag 0x78) for MP replication.
|
||||
|
||||
Reference in New Issue
Block a user