Files
BT411/engine/MUNGA/SCNROLE.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

117 lines
2.1 KiB
C++

#pragma once
#include "node.h"
#include "cstr.h"
#include "resource.h"
#include "scalar.h"
class NotationFile;
struct ScenarioRole__ModelResource
{
Scalar killBonus, damageReceivedModifier, damageInflictedModifier, damageBias, friendlyFirePenalty;
int returnFromDeath;
};
class ScenarioRole : public Node
{
public:
Scalar CalcDamageReceivedScore(const Scalar &damage_received);
protected:
Scalar damageInflictedModifier, damageReceivedModifier, friendlyFirePenalty, damageBias, killBonus;
CString roleName;
int returnFromDeath;
public:
const int GetReturnFromDeath()
{
Check(this);
return returnFromDeath;
}
Scalar GetDamageInflictedModifier() const
{
Check(this);
return damageInflictedModifier;
}
Scalar GetDamageReceivedModifier() const
{
Check(this);
return damageReceivedModifier;
}
Scalar GetFriendlyFirePenalty() const
{
Check(this);
return friendlyFirePenalty;
}
Scalar GetDamageBias() const
{
Check(this);
return damageBias;
}
Scalar GetKillBonus() const
{
Check(this);
return killBonus;
}
CString GetRoleName() const
{
Check(this);
return roleName;
}
void SetDamageInflictedModifier(const Scalar &value)
{
Check(this);
damageInflictedModifier = value;
}
void SetDamageReceivedModifier(const Scalar value)
{
Check(this);
damageReceivedModifier = value;
}
void SetFriendlyFirePenalty(const Scalar &value)
{
Check(this);
friendlyFirePenalty = value;
}
void SetDamageBias(const Scalar &value)
{
Check(this);
damageBias = value;
}
void SetKillBonus(const Scalar &value)
{
Check(this);
killBonus = value;
}
void SetReturnFromDeath(const int &value)
{
Check(this);
returnFromDeath = value;
}
public:
typedef ScenarioRole__ModelResource ModelResource;
ScenarioRole(const CString &role_name, const CString &model_file);
ScenarioRole(const CString &role_name);
~ScenarioRole();
static ResourceDescription::ResourceID CreateModelResource(ResourceFile *resource_file, const char* model_name, NotationFile * model_file, const ResourceDirectories *directories, ModelResource *model = NULL);
};