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>
158 lines
3.2 KiB
C++
158 lines
3.2 KiB
C++
#pragma once
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#include "style.h"
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#include "player.h"
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#include "schain.h"
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#include "camship.h"
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#include "graph2d.h"
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#include "slot.h"
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//##########################################################################
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//################# CameraDirector::AttachCameraShip #################
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//##########################################################################
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class CameraDirector__AttachCameraShipMessage:
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public Player::Message
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{
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public:
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EntityID
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cameraShipID;
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CameraDirector__AttachCameraShipMessage(
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Receiver::MessageID message_ID,
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size_t length,
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EntityID camera_ship_ID
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):
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Entity::Message(message_ID, length),
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cameraShipID(camera_ship_ID)
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{}
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};
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//##########################################################################
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//############################# CameraDirector #############################
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//##########################################################################
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class CameraDirector:
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public Player
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging support
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//
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public:
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friend class CameraDirector__AttachCameraShipMessage;
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enum{
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AttachCameraShipMessageID = Entity::NextMessageID,
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NextMessageID
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};
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typedef CameraDirector__AttachCameraShipMessage AttachCameraShipMessage;
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void
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AttachCameraShipMessageHandler(AttachCameraShipMessage *message);
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protected:
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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typedef void
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(CameraDirector::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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CreateCameraShip(Scalar time_slice);
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void
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BeADirector(Scalar time_slice);
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void
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UpdateHUD(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction Support
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//
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public:
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CameraDirector(
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MakeMessage *creation_message,
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SharedData &virtual_data = DefaultData
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);
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static CameraDirector*
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CameraDirector::Make(CameraDirector::MakeMessage *creation_message);
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~CameraDirector();
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Logical
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TestInstance() const;
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enum {
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DefaultFlags = Entity::DefaultFlags | PreRunFlag | CameraShipPlayerFlag
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};
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static Player*
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FindPlayerByRank(int rank_to_find);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support Data & Functions
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//
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protected:
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SlotOf<Entity*>
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goalEntity;
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void
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SetGoalEntity(Entity *goal_entity)
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{
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Check(this);
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goalEntity.Remove();
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Check(goal_entity);
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goalEntity.Add(goal_entity);
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}
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Entity*
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GetGoalEntity()
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{Check(this); return goalEntity.GetCurrent(); }
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Scalar
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timeLeftOnPlayer;
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CameraShip
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*cameraShip;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// HUD Support
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//
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public:
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int
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goalPlayerIndex;
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Logical
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displayRankingWindow;
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Scalar
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timeDisplayed,
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timeTillDisplayed,
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displayIntervalOn,
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displayIntervalOff;
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};
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