Files
BT411/engine/MUNGA/SCNROLE.cpp
T
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

236 lines
5.0 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "scnrole.h"
#include "app.h"
#include "notation.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::ScenarioRole(const CString &role_name)
{
damageReceivedModifier = 0.0f;
damageInflictedModifier = 0.0f;
damageBias = 0.0f;
friendlyFirePenalty = 0.0f;
killBonus = 0.0f;
roleName = role_name;
returnFromDeath = 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::ScenarioRole(const CString &role_name, const CString &model_file)
{
Check_Pointer(&role_name);
Check_Pointer(&model_file);
roleName = role_name;
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Truncate the Role:: from roleName
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceFile
*res = application->GetResourceFile();
ResourceDescription
*player_res_des;
player_res_des = res->FindResourceDescription(
model_file,
ResourceDescription::GameModelResourceType
);
if (player_res_des)
{
player_res_des->Lock();
ModelResource
*player_data = (ModelResource *)player_res_des->
resourceAddress;
killBonus = player_data->killBonus;
returnFromDeath = player_data->returnFromDeath;
damageReceivedModifier = player_data->damageReceivedModifier;
damageInflictedModifier = player_data->damageInflictedModifier;
damageBias = player_data->damageBias;
friendlyFirePenalty = player_data->friendlyFirePenalty;
player_res_des->Unlock();
}
else
{
Tell(role_name);
Warn(" does not exists in resource! ");
damageReceivedModifier = 0.0f;
damageInflictedModifier = 0.0f;
damageBias = 0.0f;
friendlyFirePenalty = 0.0f;
killBonus = 0.0f;
returnFromDeath = 0;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
ScenarioRole::CalcDamageReceivedScore(const Scalar &damage_received)
{
Check(this);
// ]
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Calculate modified score for the player receiving damage
// damageReceived * damageReceivedModifier
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Check(this);
Check_Fpu();
return -(damage_received * GetDamageReceivedModifier());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ScenarioRole::~ScenarioRole()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceDescription::ResourceID
ScenarioRole::CreateModelResource(
#if DEBUG_LEVEL>0
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *directories,
ModelResource *model
#else
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *,
ModelResource *model
#endif
)
{
Check(resource_file);
Check_Pointer(model_name);
Check_Pointer(directories);
//
// If we were not provided a buffer to write the model data into, we must
// create it ourselves. Then make sure that the model stuff is read in
//
ModelResource *local_model = model;
if (!local_model)
{
local_model = new ModelResource;
Register_Pointer(local_model);
}
//----------------------------------------
// Read in the data from notation file
//----------------------------------------
//
// Get PointValue assigned to this ScoreZone
//
if(
!model_file->GetEntry(
"gamedata",
"KillBonus",
&local_model->killBonus
)
)
{
std::cerr << model_name << "Missing KillBonus" << std::endl;
Dump_And_Die:
if (!model)
{
Unregister_Pointer(local_model);
delete local_model;
}
return -1;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageReceivedModifier",
&local_model->damageReceivedModifier
)
)
{
std::cerr << model_name << "Missing DamageReceivedModifier" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageInflictedModifier",
&local_model->damageInflictedModifier
)
)
{
std::cerr << model_name << "Missing DamageInflictedModifier" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"ReturnFromDeath",
&local_model->returnFromDeath
)
)
{
std::cerr << model_name << "Missing ReturnFromDeath" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"DamageBias",
&local_model->damageBias
)
)
{
std::cerr << model_name << "Missing DamageBias" << std::endl;
goto Dump_And_Die;
}
if(
!model_file->GetEntry(
"gamedata",
"FriendlyFirePenalty",
&local_model->friendlyFirePenalty
)
)
{
std::cerr << model_name << "Missing FriendlyFirePenalty" << std::endl;
goto Dump_And_Die;
}
if (!model)
{
ResourceDescription *new_res =
resource_file->AddResource(
model_name,
ResourceDescription::GameModelResourceType,
1,
ResourceDescription::Preload,
local_model,
sizeof(*local_model)
);
Unregister_Pointer(local_model);
delete local_model;
Check_Fpu();
Check(new_res);
return new_res->resourceID;
}
else
{
Check_Fpu();
return 0;
}
}