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>
179 lines
3.4 KiB
C++
179 lines
3.4 KiB
C++
#pragma once
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#include "entity.h"
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//##########################################################################
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//################# Team__MakeMessage ##########################
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//##########################################################################
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class Team__MakeMessage :
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public Entity::MakeMessage
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{
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public:
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char
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teamName[64];
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int
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initialScore;
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Team__MakeMessage(
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Receiver::MessageID message_ID,
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size_t length,
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Entity::ClassID class_ID,
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const EntityID &owner_ID,
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ResourceDescription::ResourceID resource_ID,
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LWord instance_flags,
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const Origin &origin,
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char *team_name
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) :
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Entity::MakeMessage(
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message_ID,
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length,
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class_ID,
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owner_ID,
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resource_ID,
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instance_flags,
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origin
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)
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{
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Str_Copy(teamName, team_name, sizeof(teamName));
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}
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};
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//##########################################################################
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//################# Team__ScoreMessage ##########################
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//##########################################################################
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class Team__ScoreMessage :
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public Entity::Message
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{
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public:
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Scalar
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scoreAward;
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Team__ScoreMessage(
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Receiver::MessageID message_ID,
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size_t length,
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Scalar score
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):
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Entity::Message(message_ID, length),
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scoreAward(score)
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{}
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};
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//##########################################################################
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//######################## CLASS Team ################################
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//##########################################################################
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class Team :
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public Entity
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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
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DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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enum {
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ScoreMessageID = Entity::NextMessageID,
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NextMessageID
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};
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typedef Team__ScoreMessage ScoreMessage;
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void
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ScoreMessageHandler(ScoreMessage *message);
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private:
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static const HandlerEntry MessageHandlerEntries[];
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protected:
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static MessageHandlerSet MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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private:
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static const IndexEntry
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AttributePointers[];
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protected:
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//static AttributeIndexSet AttributeIndex;
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static AttributeIndexSet& GetAttributeIndex();
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public:
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enum {
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TeamNameAttributeID = Entity::NextAttributeID,
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TeamScoreAttributeID,
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NextAttributeID
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};
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char
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teamName[64];
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Scalar
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teamScore;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(Team::*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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virtual void
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TeamSimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction / Destruction Support
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//
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public:
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typedef Team__MakeMessage MakeMessage;
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Team(
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MakeMessage *creation_message,
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SharedData &shared_data = DefaultData
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);
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~Team();
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Logical
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TestInstance() const;
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static Team*
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Make(MakeMessage *creation_message);
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static Logical
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CreateMakeMessage (
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MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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};
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