Files
TeslaRel410/restoration/source410/BT/MISSILE.HPP
T
CydandClaude Fable 5 110ecec2ca 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>
2026-07-24 11:58:40 -05:00

152 lines
4.8 KiB
C++

//===========================================================================//
// File: missile.hpp //
// Project: BattleTech //
// Contents: Implementation details for missiles //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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
# if !defined(PROJTILE_HPP)
# include <projtile.hpp>
# endif
# if !defined(DAMAGE_HPP)
# include <damage.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
class Seeker;
class MissileThruster;
//###########################################################################
//############################## Missile ################################
//###########################################################################
class Missile:
public Projectile
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
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
//
public:
typedef Projectile::MakeMessage MakeMessage;
static Missile*
Make(MakeMessage *creation_message);
Missile(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~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;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Resource creation
//
public:
static ResourceDescription::ResourceID
CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data (binary offsets past the Projectile base: 0x340..0x364)
//
protected:
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