Files
BT411/engine/MUNGA/EXPTBL.h
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

210 lines
4.4 KiB
C++

#pragma once
#include "plug.h"
#include "table.h"
#include "resource.h"
#include "entityid.h"
#include "cmpnnt.h"
class Entity;
class NotationFile;
class Point3D;
//##############################################################################
//###################### Class ExplosionTableEntry ########################
//##############################################################################
class ExplosionTableEntry : public Plug
{
protected:
Scalar
damageLevel;
Enumeration
graphicState;
ResourceDescription::ResourceID
explosionResourceID;
Scalar
timeDelay;
public:
ExplosionTableEntry(MemoryStream *exp_stream);
~ExplosionTableEntry();
static Logical
CreateStreamedExplosion(
ResourceFile *resource_file,
CString exp_file_name,
NotationFile *exp_file,
CString exp_page_name,
MemoryStream *explosion_stream
);
ResourceDescription::ResourceID
GetExplosionResourceID() const
{Check(this); return explosionResourceID;}
Scalar
GetDamageLevel() const
{Check(this); return damageLevel;}
Enumeration
GetGraphicState() const
{Check(this); return graphicState;}
Scalar
GetTimeDelay() const
{Check(this); return timeDelay;}
void
CreateExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
const Point3D &explode_position
);
};
//##############################################################################
//######################## Class ExplosionTable ###########################
//##############################################################################
// (Although sharing instance not fully implemented yet!)
// Note: Explosion tables specifically do not hold any references to any
// specific damage Zone as you will most likely be sharing instances of
// explosion tables across entity's, subsystem's, etc..
//
class ExplosionTable : public TableOf<ExplosionTableEntry*, int>
{
protected:
typedef
TableIteratorOf<ExplosionTableEntry*, int>
ExplosionTableIterator;
public:
ExplosionTable(MemoryStream *exp_stream);
~ExplosionTable();
ExplosionTableEntry*
SelectDamageLevelEntry(Scalar damage_level);
ExplosionTableEntry*
SelectGraphicStateEntry(Enumeration graphic_state);
void
DamageExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
Scalar damage_level,
const Point3D &explode_position
)
{
Check(this);
ExplosionTableEntry *exp_entry = SelectDamageLevelEntry(damage_level);
if (exp_entry)
{
CreateExplosion(
exp_entry,
entity_hit_ID,
creating_entity_ID,
explode_position
);
}
#if DEBUG_LEVEL>0
else
{
Tell("DamageLevel = ");
Tell(damage_level);
Warn("not valid for ExplosionTable, no Explosion being created !\n");
}
#endif
}
void
CreateExplosion(
ExplosionTableEntry *explosion_entry,
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
Point3D explode_position // world coordinates
);
void
GraphicStateExplosion(
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID,
const Point3D &explode_position,
Enumeration graphic_state
)
{
Check(this);
ExplosionTableEntry *exp_entry = SelectGraphicStateEntry(graphic_state);
if (exp_entry)
{
CreateExplosion(
exp_entry,
entity_hit_ID,
creating_entity_ID,
explode_position
);
}
#if DEBUG_LEVEL>0
else
{
Tell("DamageZone::GraphicState = ");
Tell(graphic_state);
Warn("not valid for ExplosionTable, no Explosion being created !\n");
}
#endif
}
Logical
CrossedDamageLevelThreshold(Scalar old_value, Scalar new_value);
static Logical
CreateStreamedExplosionTable(
ResourceFile *resource_file,
CString model_name,
NotationFile *exp_file,
CString exp_filename,
MemoryStream *explosion_stream
);
};
//##########################################################################
//###################### EntityEffectWatcher #########################
//##########################################################################
class EntityEffectWatcher :
public Component
{
protected:
Scalar
*oldDamageLevel;
Entity
*entityWatched;
public:
EntityEffectWatcher(
Entity *entity_watched
);
~EntityEffectWatcher();
Logical
TestInstance() const;
void
Execute();
};