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>
136 lines
4.0 KiB
C++
136 lines
4.0 KiB
C++
//===========================================================================//
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// File: misthrst.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: MissileThruster -- the missile's propulsion subsystem //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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//
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// The class interface is the AUTHENTIC surviving CODE/BT/BT/MISTHRST.HPP.
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// Bodies reconstructed via the BT411 decomp (ctor @004be7c4). The Subsystem
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// base chain is the NAME ctor with the shipped string "MissleThruster"
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// @00512e25 (the 1995 misspelling is AUTHENTIC -- keep it). No streamed
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// resource in the pod content: the flight envelope defaults below are
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// STAGED until the missile GameModel record decode (see MISSILE.NOTES.md).
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISTHRST_HPP)
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# include <misthrst.hpp>
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#endif
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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//
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// STAGED-DEFAULT burn envelope (a believable SRM: short hard burn).
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//
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static const Scalar DefaultBurnTime = 2.0f;
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static const Scalar DefaultThrusterAcceleration = 120.0f; // u/s^2
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static const Scalar DefaultThrusterClimb = 0.0f;
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Derivation
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MissileThruster::ClassDerivations(
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Subsystem::ClassDerivations,
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"MissileThruster"
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);
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const MissileThruster::IndexEntry
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MissileThruster::AttributePointers[] =
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{
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ATTRIBUTE_ENTRY(MissileThruster, BurnTimeRemaining, burnTimeRemaining),
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ATTRIBUTE_ENTRY(MissileThruster, MaxThrusterRotationRate, maxThrusterRotationRate),
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ATTRIBUTE_ENTRY(MissileThruster, ThrusterAcceleration, thrusterAcceleration)
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};
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MissileThruster::AttributeIndexSet
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MissileThruster::AttributeIndex(
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ELEMENTS(MissileThruster::AttributePointers),
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MissileThruster::AttributePointers,
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Subsystem::AttributeIndex
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);
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MissileThruster::SharedData
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MissileThruster::DefaultData(
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MissileThruster::ClassDerivations,
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Subsystem::MessageHandlers,
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MissileThruster::AttributeIndex,
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MissileThruster::StateCount
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);
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//
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//#############################################################################
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// Construction (binary @004be7c4). The const burn/thrust envelope streams
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// from the missile resource in the binary; staged defaults here.
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//#############################################################################
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//
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MissileThruster::MissileThruster(
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Missile *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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):
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Subsystem(
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owner,
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subsystem_ID,
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"MissleThruster",
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(RegisteredClass::ClassID)ThrusterClassID,
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DefaultData
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),
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thrusterAcceleration(
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(subsystem_resource != NULL)
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? subsystem_resource->thrusterAcceleration
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: DefaultThrusterAcceleration
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),
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thrusterClimb(
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(subsystem_resource != NULL)
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? subsystem_resource->thrusterClimb
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: DefaultThrusterClimb
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)
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{
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Check(owner);
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burnTimeRemaining = (subsystem_resource != NULL)
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? subsystem_resource->burnTime
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: DefaultBurnTime;
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maxThrusterRotationRate = 0.0f;
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Check_Fpu();
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}
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MissileThruster::~MissileThruster()
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{
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}
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Logical
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MissileThruster::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// MissileThrusterSimulation -- bleed the burn. (Driven from the Missile's
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// MoveAndCollide integrator, not a roster Performance -- the binary folds
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// the thruster work into the integrate pass.)
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//#############################################################################
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//
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void
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MissileThruster::MissileThrusterSimulation(Scalar time_slice)
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{
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Check(this);
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if (burnTimeRemaining > 0.0f)
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{
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burnTimeRemaining -= time_slice;
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if (burnTimeRemaining < 0.0f)
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{
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burnTimeRemaining = 0.0f;
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}
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}
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}
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