Files
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

230 lines
4.5 KiB
C++

#pragma once
#include "vtvsub.h"
#include "..\munga\rotation.h"
//##########################################################################
//##################### Chute::UpdateRecord #####################
//##########################################################################
struct Chute__UpdateRecord :
public VTVSubsystem::UpdateRecord
{
Quaternion
chuteDirection;
Vector3D
scaleFactor;
int
chuteOn;
};
//##########################################################################
//##################### Chute::SubsystemResource #####################
//##########################################################################
struct Chute__SubsystemResource:
public VTVSubsystem::SubsystemResource
{
int chuteCount;
Scalar
reloadTime,
dragForce,
minVelocity;
Scalar
deployTime;
Scalar
zDeviation;
};
//##########################################################################
//############################ Chute ###############################
//##########################################################################
class Chute:
public VTVSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messageing Support
//
public:
enum {
ActivateMessageID = VTVSubsystem::NextMessageID,
ConfigureMappablesMessageID,
ChooseButtonMessageID,
NextMessageID
};
void
ActivateMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
void
ConfigureMappablesMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
void
ChooseButtonMessageHandler(
ReceiverDataMessageOf<ControlsButton> *message
);
protected:
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
TimeToReadyAttributeID = VTVSubsystem::NextAttributeID,
ChutesRemainingAttributeID,
ChuteDirectionAttributeID,
ScaleFactorAttributeID,
ChuteOnAttributeID,
PercentDoneAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
//
// public attribute declarations go here
//
public:
Scalar
timeToReady;
Scalar
chutesRemaining;
Quaternion
chuteDirection;
Vector3D
scaleFactor;
int
chuteOn;
Scalar
percentDone;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Released = VTVSubsystem::StateCount,
Deploy,
Loading,
Ready,
Dragging,
StateCount
};
typedef Chute__UpdateRecord UpdateRecord;
typedef void
(Chute::*Performance)(Scalar time_slice);
void
ChuteSimulation(Scalar time_slice);
void
PointChute(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
VTV*
GetEntity()
{Check(this); return Cast_Object(VTV*, Subsystem::GetEntity());}
protected:
void
WriteUpdateRecord(Simulation::UpdateRecord *message, int update_model);
void
ReadUpdateRecord(Simulation::UpdateRecord *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage Support
//
void
DeathReset(int reset_command);
void
DeathShutdown(int shutdown_command);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Chute__SubsystemResource SubsystemResource;
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories
);
Chute(
VTV *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~Chute();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data for the Chute class
//
private:
int chuteCount;
Scalar reloadTime;
Scalar dragForce;
Scalar minVelocity;
Point3D
chuteOffset;
Scalar
deployTime,
deployTimeUsed;
Scalar
zDeviation;
void
ApplyDrag(Scalar time_slice);
int
DeviantChute();
void
ReleaseChute();
Scalar
ScaleZ();
Scalar
ScaleXY();
};