//===========================================================================// // 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// Copyright (C) 1995, Virtual World Entertainment, Inc. // // All Rights reserved worldwide // // This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL // //===========================================================================// // // RECONSTRUCTED against the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(); }