diff --git a/restoration/source410/BT/MISLANCH.CPP b/restoration/source410/BT/MISLANCH.CPP index ca42cd04..fba76594 100644 --- a/restoration/source410/BT/MISLANCH.CPP +++ b/restoration/source410/BT/MISLANCH.CPP @@ -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 diff --git a/restoration/source410/BT/MISSILE.CPP b/restoration/source410/BT/MISSILE.CPP index 11e8a6d1..be875d04 100644 --- a/restoration/source410/BT/MISSILE.CPP +++ b/restoration/source410/BT/MISSILE.CPP @@ -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 -#pragma hdrstop - -#if !defined(MISSILE_HPP) -# include -#endif - -#if !defined(SEEKER_HPP) -# include -#endif - -#if !defined(MISTHRST_HPP) -# include -#endif - -#if !defined(MECH_HPP) -# include -#endif - -#if !defined(RANDOM_HPP) -# include -#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 +#pragma hdrstop + +#if !defined(MISSILE_HPP) +# include +#endif + +#if !defined(SEEKER_HPP) +# include +#endif + +#if !defined(MISTHRST_HPP) +# include +#endif + +#if !defined(MECH_HPP) +# include +#endif + +#if !defined(RANDOM_HPP) +# include +#endif + +#if !defined(APP_HPP) +# include +#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(); +} diff --git a/restoration/source410/BT/MISSILE.NOTES.md b/restoration/source410/BT/MISSILE.NOTES.md index 3993d508..20c78a00 100644 --- a/restoration/source410/BT/MISSILE.NOTES.md +++ b/restoration/source410/BT/MISSILE.NOTES.md @@ -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.