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>
217 lines
5.4 KiB
C++
217 lines
5.4 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "nttmgr.h"
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#include "namelist.h"
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#include "app.h"
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#include "entity.h"
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#include "hostmgr.h"
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#include "dropzone.h"
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#include "registry.h"
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//#############################################################################
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//############################ EntityGroup ##############################
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//#############################################################################
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//#############################################################################
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// Construction and Destruction
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntityGroup::EntityGroup():
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groupMembers(NULL)
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntityGroup::~EntityGroup()
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{
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}
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//#############################################################################
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//########################### EntityManager #############################
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//#############################################################################
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Derivation* EntityManager::GetClassDerivations()
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{
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static Derivation classDerivations(NetworkClient::GetClassDerivations(), "EntityManager");
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return &classDerivations;
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}
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EntityManager::SharedData
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EntityManager::DefaultData(
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EntityManager::GetClassDerivations(),
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EntityManager::GetMessageHandlers()
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntityManager::EntityManager():
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NetworkClient(
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EntityManager::EntityManagerClassID,
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DefaultData,
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NetworkClient::EntityManagerClientID
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)
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{
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deathRow = UseGroup("DeathRow");
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntityManager::~EntityManager()
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{
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//
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//----------------------------------------------
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// Erase all the groups listed in the group list
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//----------------------------------------------
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//
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ObjectNameList::Entry *entry;
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while ((entry = groupList.GetFirstEntry()) != NULL)
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{
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Check(entry);
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EntityGroup *group = (EntityGroup*)entry->GetData();
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groupList.DeleteEntry(entry->GetName());
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Unregister_Object(group);
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delete group;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntityManager::FryDeathRow()
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{
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Check(this);
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Check(deathRow);
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//
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// ECH 8/23/95 - Just delete one ... this allows the application to
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// delete as many entities as it can within the current frame
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//
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ChainIteratorOf<Node*> iterator(deathRow->groupMembers);
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Node *node;
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if ((node = iterator.GetCurrent()) != NULL)
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{
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Unregister_Object(node);
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delete node;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntityManager::ReceiveNetworkPacket(
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NetworkPacket*,
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Receiver::Message *packet_message
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)
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{
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Check(this);
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Check_Pointer(packet_message);
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//
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//-------------------------------------------------------------------------
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// Check to see if the interest zone contained in the message is one we are
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// interested in, and if not, ignore the message
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//-------------------------------------------------------------------------
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//
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Entity::MakeMessage
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*message = Cast_Object(Entity::MakeMessage*, packet_message);
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//
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//-----------------------------------------------------------------------
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// Find the address of the entity. If it exists, post the message on the
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// application event queue.
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//-----------------------------------------------------------------------
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//
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Entity
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*entity =
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application->GetHostManager()->GetEntityPointer(message->entityID);
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if (entity)
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{
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//
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// HACK -- This hack puts dropzone messages on max priority. It should
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// really be done with a message priority encoded in the message
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//
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if (
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entity->GetClassID() == DropZoneClassID
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&& message->messageID == DropZone::AssignDropZoneMessageID
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)
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{
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application->Post(MaxEventPriority, entity, message);
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}
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else
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{
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application->Post(EntityManagerEventPriority, entity, message);
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}
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}
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//
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//--------------------------------------------------------------------------
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// If the entity does not exist, check to see if this is a manager message,
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// or see if we have to ask for a remake
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//--------------------------------------------------------------------------
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//
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else
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{
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switch (message->messageID)
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{
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case Entity::MakeMessageID:
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{
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#if DEBUG_LEVEL>0
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Entity *entity = application->GetRegistry()->MakeEntity(message);
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Register_Object(entity);
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#else
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application->GetRegistry()->MakeEntity(message);
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#endif
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}
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break;
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//
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//---------------------------------------------------------------------
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// Send a remake message to the sending host to have our entity rebuilt
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//---------------------------------------------------------------------
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//
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default:
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break;
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntityGroup*
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EntityManager::UseGroup(const char *name)
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{
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EntityGroup *group = FindGroup(name);
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if (!group)
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{
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group = new EntityGroup;
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group->groupName = groupList.AddEntry(name, group);
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Register_Object(group);
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}
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return group;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntityManager::RemoveGroup(EntityGroup *group)
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{
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Check(group);
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groupList.DeleteEntry(group->groupName);
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Unregister_Object(group);
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delete group;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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EntityManager::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations());
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}
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