DMGTABLE born (type-29 streams, BT411 byte-verified format): the height x angle grid -- DamageLookupTable rows by height, PieSlice cells by angle (rotate-with-torso rows add the live twist), DamageZonePercentTable = the cumulative hit-distribution roll (first threshold above the roll -- the BattleTech dice scatter). Loaded in the Mech ctor by the DamageZoneStream member's NAME (mech+0x444, resident); Mech::TakeDamageMessageHandler resolves invalidDamageZone hits through it (binary @0x4a0264 tail). The missile fuse becomes the authentic unaimed producer: zone -1 + the round's world position as the impact point (ENTITY3.HPP: "damage zones are only valid via reticle based weapons"). Fight-verified on the authentic 7-row bhk1 table: flat-flying SRMs strike low -> row 0 -> FEET AND LEG zones, side-correct by impact angle (+x right, -x left), identical geometry spread across the cell distribution by the roll. 17/17 missile lifecycle, zero faults; smoke + novice green. Also fixed: the ctor's reservedState zero-loop counted past the shrunken array. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
375 lines
12 KiB
C++
375 lines
12 KiB
C++
//===========================================================================//
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// File: missile.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: Missile -- the guided self-propelled projectile entity //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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// RECONSTRUCTED against the binary via the BT411 decomp (ctor @004bf5b4,
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// MoveAndCollide @004bef78, allocator @004bf8bc) and the surviving
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// SEEKER.HPP / MISTHRST.HPP. See MISSILE.NOTES.md for the staged pieces
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// (flight constants pending the missile GameModel record decode; world
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// collision + explosion entity are the render/effects wave).
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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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(MISTHRST_HPP)
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# include <misthrst.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(RANDOM_HPP)
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# include <random.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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//
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// Guidance tuning (binary .rdata @004bf594..@004bf5b0, BT411-decoded).
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// STAGED-DEFAULT flight envelope: lifetime / thrust come from the missile
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// GameModel record (model +0x44 / +0x48) once that layout is decoded; until
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// then the defaults below fly a believable SRM (fast, short-burn).
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//
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static const Scalar MissileSteerEps = 1.0e-4f; // _DAT_004bf598 steering deadband
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static const Scalar MissileTurnGain = 4.0f; // _DAT_004bf5a4 turn rate gain (1/s)
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static const Scalar MissileDriftGain = 0.1f; // _DAT_004bf5a8
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static const Scalar DefaultLifetime = 10.0f; // model +0x44 (staged default)
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static const Scalar DefaultFuseRadius = 20.0f; // proximity fuse (staged)
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Derivation
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Missile::ClassDerivations(
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Projectile::ClassDerivations,
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"Missile"
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);
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Missile::SharedData
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Missile::DefaultData(
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Missile::ClassDerivations,
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Mover::MessageHandlers,
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Mover::AttributeIndex,
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1,
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(Entity::MakeHandler)Missile::Make
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);
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Missile*
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Missile::Make(MakeMessage *creation_message)
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{
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return new Missile(creation_message);
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}
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//
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//#############################################################################
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// Construction (binary @004bf5b4). Chains the Projectile base (Entity
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// transform + Mover motion/model stream -- the MakeMessage's resourceID is
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// the launcher's explosion/projectile GameModel). The subsystem roster is
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// built in Launch(), which carries the target the binary's spawn descriptor
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// delivered to the ctor.
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//#############################################################################
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//
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Missile::Missile(
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MakeMessage *creation_message,
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SharedData &shared_data
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):
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Projectile(creation_message, shared_data)
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{
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Check(creation_message);
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lifetime = DefaultLifetime;
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ageFraction = 0.0f;
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age = 0.0f;
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detonationFlag = 0;
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flightVelocity = Vector3D(0.0f, 0.0f, 0.0f);
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fuseRadius = DefaultFuseRadius;
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launcherEntityID = EntityID::Null;
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telemetryCountdown = 0;
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//
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// The authored flight envelope, from our family's GameModel record (the
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// binary's ResolveModel). The 'mslhit' record is 8 bytes:
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// { int 498, Scalar maxTimeOfFlight } -- SRM reads 5.0s (range 800 at
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// ~160 u/s checks out). Sanity-banded: the owner-family fallback's
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// GameModel is a MECH record whose +4 is a turn rate, and the band
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// keeps the default in that case.
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//
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{
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ResourceDescription *game_model =
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application->GetResourceFile()->SearchList(
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resourceID,
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ResourceDescription::GameModelResourceType
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);
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if (game_model != NULL && game_model->resourceSize >= 8)
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{
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game_model->Lock();
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Scalar authored =
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((Scalar *)game_model->resourceAddress)[1];
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if (authored > 0.5f && authored < 30.0f)
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{
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lifetime = authored;
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}
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game_model->Unlock();
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}
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}
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Check_Fpu();
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}
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Missile::~Missile()
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{
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] dtor (death row fry)" << endl << flush;
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}
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}
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Logical
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Missile::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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// Launch -- seed the flight (the binary ctor tail + spawn-descriptor
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// unpack). Builds the two-subsystem roster (Seeker @004bec34 with the
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// homing target, MissileThruster @004be7c4), aims the initial velocity at
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// the target and installs the guided integrator as the per-frame
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// Performance. Tail = SetValidFlag(), like every 1995 entity.
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//#############################################################################
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//
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void
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Missile::Launch(
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Mech *launcher,
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Entity *target,
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Damage &damage,
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Scalar launch_speed
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)
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{
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Check(this);
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Check(launcher);
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launcherEntityID = launcher->GetEntityID();
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damageData = damage;
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//
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// The 2-entry subsystem roster (binary this[0x49] = 2).
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//
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subsystemCount = SubsystemCount;
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subsystemArray = new Subsystem *[SubsystemCount];
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Register_Pointer(subsystemArray);
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subsystemArray[SeekerSubsystem] =
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new Seeker(this, SeekerSubsystem, NULL, target,
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Point3D(0.0f, 0.0f, 0.0f));
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Register_Object(subsystemArray[SeekerSubsystem]);
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subsystemArray[MissileThrusterSubsystem] =
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new MissileThruster(this, MissileThrusterSubsystem, NULL);
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Register_Object(subsystemArray[MissileThrusterSubsystem]);
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//
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// Initial velocity: straight at the target's current position (the
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// authored MuzzleVelocity up-tilt arc through the MOUNT frame is the
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// muzzle wave -- the seeker converges either way).
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//
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if (target != NULL)
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{
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Vector3D aim;
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aim.Subtract(
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target->localOrigin.linearPosition,
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localOrigin.linearPosition
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);
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Scalar range = aim.Length();
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if (range > 0.01f)
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{
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flightVelocity.x = aim.x / range * launch_speed;
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flightVelocity.y = aim.y / range * launch_speed;
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flightVelocity.z = aim.z / range * launch_speed;
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}
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}
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SetPerformance(&Missile::MoveAndCollide);
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AlwaysExecute();
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SetValidFlag();
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] LAUNCH from " << launcherEntityID
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<< " at (" << localOrigin.linearPosition.x
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<< "," << localOrigin.linearPosition.y
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<< "," << localOrigin.linearPosition.z
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<< ") spd=" << launch_speed
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<< " dmg=" << damageData.damageAmount
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<< "x" << damageData.burstCount << endl << flush;
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}
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}
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//
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//#############################################################################
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// MoveAndCollide (binary @004bef78) -- the guided per-frame integrator.
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//
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// 1. Age; past the lifetime the round fizzles (death row, no damage).
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// 2. Re-lead the target (Seeker::FindTarget) + bleed the thruster burn.
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// 3. Steer the velocity toward the Seeker's lead point (turn gain 4.0,
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// deadband 1e-4) and integrate the position.
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// 4. Proximity fuse: inside fuseRadius of the aim point the round
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// DETONATES -- the cluster damage record lands on the target (random
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// hull zone interim, same as the direct path) and the round retires.
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// World-geometry collision (@0042291c) + the explosion entity
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// (@004be078, ClassID 0x5C) are the render/effects wave.
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//#############################################################################
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//
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void
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Missile::MoveAndCollide(Scalar time_slice)
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{
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Check(this);
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age += time_slice;
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ageFraction = (age <= lifetime) ? age / lifetime : 1.0f;
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if (age > lifetime)
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{
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] fizzle (lifetime) at ("
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<< localOrigin.linearPosition.x << ","
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<< localOrigin.linearPosition.y << ","
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<< localOrigin.linearPosition.z << ")" << endl << flush;
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}
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CondemnToDeathRow();
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Check_Fpu();
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return;
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}
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Seeker *seeker =
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(Seeker *)subsystemArray[SeekerSubsystem];
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MissileThruster *thruster =
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(MissileThruster *)subsystemArray[MissileThrusterSubsystem];
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Check(seeker);
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Check(thruster);
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//
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// The hosted subsystems are advanced FROM the integrator (the binary
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// folds their work into this pass -- no separate roster tick).
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//
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seeker->FindTarget(time_slice);
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thruster->MissileThrusterSimulation(time_slice);
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//
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// Steering: bend the velocity toward the seeker's lead point at
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// MissileTurnGain per second, holding speed; the thruster adds pace
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// while burning.
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//
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Vector3D toLead;
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toLead.Subtract(seeker->targetPosition, localOrigin.linearPosition);
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Scalar range = toLead.Length();
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Scalar speed = flightVelocity.Length();
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if (thruster->burnTimeRemaining > 0.0f)
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{
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speed += thruster->thrusterAcceleration * time_slice;
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}
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if (range > MissileSteerEps)
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{
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Scalar blend = MissileTurnGain * time_slice;
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if (blend > 1.0f)
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{
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blend = 1.0f;
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}
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Vector3D desired;
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desired.x = toLead.x / range * speed;
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desired.y = toLead.y / range * speed;
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desired.z = toLead.z / range * speed;
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flightVelocity.x += (desired.x - flightVelocity.x) * blend;
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flightVelocity.y += (desired.y - flightVelocity.y) * blend;
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flightVelocity.z += (desired.z - flightVelocity.z) * blend;
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}
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localOrigin.linearPosition.x += flightVelocity.x * time_slice;
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localOrigin.linearPosition.y += flightVelocity.y * time_slice;
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localOrigin.linearPosition.z += flightVelocity.z * time_slice;
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localToWorld = localOrigin;
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//
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// The proximity fuse (the BANKED seeker notes: fuse on the seeker's
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// rangeToTarget).
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//
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seeker->rangeToTarget = range;
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if (range <= fuseRadius && seeker->targetEntity != NULL)
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{
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Entity *victim = seeker->targetEntity;
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//
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// The AUTHENTIC unaimed delivery: zone -1 (invalidDamageZone) with
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// the round's world position as the impact point -- the victim's
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// cylinder hit-location table resolves WHERE the round physically
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// struck ("For BattleTech, damage zones are only valid via reticle
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// based weapons" -- the surviving ENTITY3.HPP warning). Without a
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// table the base handler drops the hit, so victims with no
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// type-29 stream fall back to the interim random-zone pick.
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//
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int zone = -1;
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damageData.impactPoint = localOrigin.linearPosition;
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if (victim->IsDerivedFrom(Mech::ClassDerivations))
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{
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Mech *mech_victim = (Mech *)victim;
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if (mech_victim->GetDamageLookupTable() == NULL
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&& victim->damageZoneCount > 0)
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{
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zone = Random(victim->damageZoneCount);
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}
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}
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else if (victim->damageZoneCount > 0)
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{
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zone = Random(victim->damageZoneCount);
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}
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Entity::TakeDamageMessage
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hit(
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Entity::TakeDamageMessageID,
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sizeof(Entity::TakeDamageMessage),
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launcherEntityID,
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zone,
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damageData
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);
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victim->Dispatch(&hit);
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[msl] DETONATE on zone " << zone
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<< " amount=" << damageData.damageAmount
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<< " burst=" << damageData.burstCount
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<< " after " << age << "s" << endl << flush;
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}
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CondemnToDeathRow();
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Check_Fpu();
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return;
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}
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if (getenv("BT_MECH_LOG") && --telemetryCountdown <= 0)
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{
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telemetryCountdown = 30;
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DEBUG_STREAM << "[msl] t=" << age
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<< " pos=(" << localOrigin.linearPosition.x
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<< "," << localOrigin.linearPosition.y
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<< "," << localOrigin.linearPosition.z
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<< ") range=" << range
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<< " spd=" << speed << endl << flush;
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}
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Check_Fpu();
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}
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