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>
196 lines
5.2 KiB
C++
196 lines
5.2 KiB
C++
//===========================================================================//
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// File: seeker.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: Seeker -- the missile's homing-guidance 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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/SEEKER.HPP
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// (07/12/95 GDU). Bodies reconstructed from the binary via the BT411
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// decomp: ctor @004bec34, LeadTarget @004beae4 (constants .rdata
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// @004bec18..28). The Subsystem base chain is the NAME ctor (binary
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// FUN_0041c52c) with the shipped string "Seeker" @00512e1e.
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(SEEKER_HPP)
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# include <seeker.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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// Lead/guidance tuning (binary .rdata, BT411-decoded).
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//
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static const Scalar SeekerLeadMinRange = 200.0f; // _DAT_004bec18
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static const Scalar SeekerLeadFloor = 50.0f; // _DAT_004bec20
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static const Scalar SeekerLeadMaxClamp = 300.0f; // _DAT_004bec24
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static const Scalar SeekerLeadCoef = 0.1f; // _DAT_004bec28 (loft gain)
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Derivation
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Seeker::ClassDerivations(
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Subsystem::ClassDerivations,
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"Seeker"
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);
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const Seeker::IndexEntry
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Seeker::AttributePointers[] =
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{
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ATTRIBUTE_ENTRY(Seeker, TargetPosition, targetPosition),
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ATTRIBUTE_ENTRY(Seeker, RangeToTarget, rangeToTarget),
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ATTRIBUTE_ENTRY(Seeker, RangeFromCreation, rangeFromCreation)
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};
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Seeker::AttributeIndexSet
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Seeker::AttributeIndex(
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ELEMENTS(Seeker::AttributePointers),
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Seeker::AttributePointers,
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Subsystem::AttributeIndex
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);
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Seeker::SharedData
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Seeker::DefaultData(
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Seeker::ClassDerivations,
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Subsystem::MessageHandlers,
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Seeker::AttributeIndex,
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Seeker::StateCount
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);
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//
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//#############################################################################
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// Construction (binary @004bec34): snapshot the firing geometry -- the
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// creation point, the homing target + aim offset, and the initial ranges.
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//#############################################################################
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//
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Seeker::Seeker(
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Missile *owner,
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int subsystem_ID,
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SubsystemResource * /*subsystem_resource -- none streamed; the binary
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chains the NAME ctor*/,
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Entity *target,
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const Point3D offset
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):
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Subsystem(
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owner,
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subsystem_ID,
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"Seeker",
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(RegisteredClass::ClassID)SeekerClassID,
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DefaultData
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),
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creationPoint(owner->localOrigin.linearPosition),
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targetOffset(offset)
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{
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Check(owner);
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targetEntity = target;
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if (targetEntity == NULL)
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{
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targetPosition = targetOffset;
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}
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else
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{
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targetPosition.x =
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targetOffset.x + targetEntity->localOrigin.linearPosition.x;
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targetPosition.y =
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targetOffset.y + targetEntity->localOrigin.linearPosition.y;
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targetPosition.z =
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targetOffset.z + targetEntity->localOrigin.linearPosition.z;
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}
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Vector3D delta;
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delta.Subtract(targetPosition, creationPoint);
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rangeToTarget = delta.Length();
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startingRangeToTarget = rangeToTarget;
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rangeFromCreation = 0.0f;
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Check_Fpu();
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}
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Seeker::~Seeker()
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{
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}
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Logical
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Seeker::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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// LeadTarget (binary @004beae4): re-aim at the (moving) target each slice --
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// refresh the aim point from the target's live position + offset, then past
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// SeekerLeadMinRange loft the aim upward by SeekerLeadCoef x the clamped
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// excess (the authored missile arc). The target-velocity intercept term is
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// STAGED (the binary projects along the target's Mover velocity; our
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// per-frame refresh converges on live targets headlessly).
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//#############################################################################
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//
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void
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Seeker::LeadTarget()
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{
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Check(this);
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if (targetEntity == NULL)
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{
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return;
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}
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targetPosition.x =
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targetOffset.x + targetEntity->localOrigin.linearPosition.x;
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targetPosition.y =
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targetOffset.y + targetEntity->localOrigin.linearPosition.y;
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targetPosition.z =
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targetOffset.z + targetEntity->localOrigin.linearPosition.z;
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Vector3D toMissile;
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toMissile.Subtract(
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targetPosition,
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GetEntity()->localOrigin.linearPosition
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);
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Scalar range = toMissile.Length();
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if (range > SeekerLeadMinRange)
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{
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Scalar lead = range - SeekerLeadMinRange;
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if (toMissile.y >= SeekerLeadFloor && lead > SeekerLeadMaxClamp)
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{
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lead = SeekerLeadMaxClamp;
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}
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targetPosition.y += SeekerLeadCoef * lead;
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}
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rangeToTarget = range;
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Vector3D fromCreation;
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fromCreation.Subtract(
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GetEntity()->localOrigin.linearPosition,
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creationPoint
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);
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rangeFromCreation = fromCreation.Length();
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}
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void
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Seeker::FindTarget(Scalar /*time_slice*/)
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{
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Check(this);
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LeadTarget();
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}
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void
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Seeker::ResetToInitialState()
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{
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Check(this);
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rangeToTarget = 0.0f;
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rangeFromCreation = 0.0f;
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startingRangeToTarget = 0.0f;
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}
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