Files
TeslaRel410/restoration/source410/BT/MISTHRST.CPP
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

136 lines
4.0 KiB
C++

//===========================================================================//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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;
}
}
}