Files
BT411/engine/MUNGA/PLAYER.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

462 lines
9.0 KiB
C++

#pragma once
#include "entity.h"
#include "icom.h"
#include "scnrole.h"
class Mission;
class DropZone__ReplyMessage;
//##########################################################################
//##################### Player::MakeMessage ##########################
//##########################################################################
class Player__MakeMessage:
public Entity::MakeMessage
{
public:
int
playerBitmapIndex;
Player__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index
):
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
playerBitmapIndex(player_bitmap_index)
{ }
Player__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &entity_ID,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index
):
Entity::MakeMessage(
message_ID,
length,
entity_ID,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
playerBitmapIndex(player_bitmap_index)
{ }
};
//##########################################################################
//################### Player::UpdateRecord ####################
//##########################################################################
struct Player__UpdateRecord :
public Entity::UpdateRecord
{
Scalar
currentScore;
Point3D
dropZoneLocation;
};
//##########################################################################
//################# ScoreZone::ReplyMessage ##########################
//##########################################################################
class Player__ScoreMessage :
public Entity::Message
{
public:
Scalar
scoreAward;
Player__ScoreMessage(
Receiver::MessageID message_ID,
size_t length,
Scalar score
):
Entity::Message(message_ID, length),
scoreAward(score)
{}
};
//##########################################################################
//################# ScoreZone::ReplyMessage ##########################
//##########################################################################
class Player__VehicleDeadMessage:
public Entity::Message
{
public:
int deathCount;
EntityID dropZoneID;
Player__VehicleDeadMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &dropzone_id=EntityID::Null
):
Entity::Message(message_ID, length),
deathCount(-1),
dropZoneID(dropzone_id)
{}
};
//##########################################################################
//###################### Player::StatusMessage #########################
//##########################################################################
class Player;
class Player__StatusMessage:
public Node
{
public:
Player__StatusMessage(
Player *player_involved,
int message_type,
Scalar display_time
);
enum {
NoMessage = -1,
NextMessageType = 0
};
int
messageType;
Player
*playerInvolved;
Scalar
displayTime;
};
//##########################################################################
//########################### Player ################################
//##########################################################################
class Player:
public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData
DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
enum
{
CurrentScoreAttributeID = Entity::NextAttributeID,
DropZoneLocationAttributeID,
PlayerRankingAttributeID,
StatusMessagePointerAttributeID,
PlayerBitmapIndexAttributeID,
PlayerHighlightedAttributeID,
NextAttributeID
};
private:
static const IndexEntry
AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex;
static AttributeIndexSet& GetAttributeIndex();
virtual int
CalcRanking();
public:
Logical
playerHighlighted;
Scalar
currentScore;
int
playerRanking;
Point3D
dropZoneLocation;
Player__StatusMessage
*statusMessagePointer;
int
playerBitmapIndex;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Gauge Support
//
public:
typedef Player__StatusMessage
StatusMessage;
void
AddStatusMessage(StatusMessage *status_message);
void
StatusMessageUpdate(Scalar time_slice);
protected:
ChainOf<StatusMessage*>
statusMessageQueue;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum
{
DropZoneReplyMessageID = Entity::NextMessageID,
ScoreMessageID,
VehicleDeadMessageID,
MissionStartingMessageID,
MissionEndingMessageID,
NextMessageID
};
typedef Player__VehicleDeadMessage VehicleDeadMessage;
private:
static const HandlerEntry MessageHandlerEntries[];
protected:
//static MessageHandlerSet MessageHandlers;
static MessageHandlerSet& GetMessageHandlers();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game start/stop support
//
public:
typedef Message MissionStartingMessage;
typedef Message MissionEndingMessage;
protected:
void
MissionStartingMessageHandler(Message *message);
void
MissionEndingMessageHandler(Message *message);
Scalar
fadeTimeRemaining;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
DropZoneAcquiredState = Entity::StateCount,
VehicleTranslocatedState,
MissionStartingState,
MissionEndingState,
StateCount
};
typedef void
(Player::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
virtual void
PlayerSimulation(Scalar time_slice);
virtual void
CameraShipSimulation(Scalar time_slice);
void
GoToVehicle(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Vehicle creation
//
protected:
void
DropZoneReplyMessageHandler(DropZone__ReplyMessage *message);
void
VehicleDeadMessageHandler(VehicleDeadMessage *message);
void
HuntForDropZone(Scalar time_slice);
Mission*
playerMission;
Entity*
playerVehicle;
int
deathCount;
public:
Entity*
GetPlayerVehicle()
{Check(this); return playerVehicle;}
void
SetPlayerVehicle(Entity *player_vehicle)
{
Check(player_vehicle);
Check(this);
playerVehicle = player_vehicle;
}
Mission*
GetMission()
{
Check(this);
return playerMission;
}
int
GetDeathCount()
{Check(this); return deathCount;}
protected:
virtual void
CreatePlayerVehicle(Origin);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer Support
//
public:
Enumeration
GetAudioRepresentation(Entity *linked_entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Intercom Support
//
public:
Icom*
GetIntercom()
{
Check(this);
return intercomPointer;
}
protected:
Icom
*intercomPointer;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Scoring Support
//
public:
typedef Player__ScoreMessage ScoreMessage;
const ScenarioRole*
GetScenarioRole() const
{Check(this); return scenarioRole; }
protected:
void
ScoreMessageHandler(ScoreMessage *message);
ScenarioRole
*scenarioRole;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Flag Support
//
public:
enum {
NonScoringPlayerBit = Entity::NextBit,
CameraShipPlayerBit,
NextBit
};
enum {
NonScoringPlayerFlag = 1 << NonScoringPlayerBit,
CameraShipPlayerFlag = 1 << CameraShipPlayerBit,
DefaultFlags =
Entity::DefaultFlags
| NonScoringPlayerFlag
| PreRunFlag
};
void
SetNonScoringPlayerFlag()
{Check(this); simulationFlags |= NonScoringPlayerFlag;}
void
SetScoringPlayerFlag()
{Check(this); simulationFlags &= ~NonScoringPlayerFlag;}
Logical
IsScoringPlayer()
{Check(this); return (simulationFlags&NonScoringPlayerFlag) == 0;}
Logical IsCameraShipPlayer()
{
Check(this);
return (simulationFlags & CameraShipPlayerFlag) != 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update Support
//
typedef Player__UpdateRecord UpdateRecord;
protected:
void
WriteUpdateRecord(
Simulation::UpdateRecord *message,
int update_model
);
void
ReadUpdateRecord(Simulation::UpdateRecord *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Player__MakeMessage MakeMessage;
static Player*
Make(MakeMessage *creation_message);
Player(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~Player();
Logical
TestInstance() const;
protected:
void
ManageApplicationStatus(Scalar time_slice);
};