Files
BT411/engine/MUNGA/SUBSYSTM.h
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

180 lines
3.4 KiB
C++

#pragma once
#include "simulate.h"
#include "resource.h"
#include "damage.h"
class Entity;
class NotationFile;
//##########################################################################
//#################### Subsystem::ModelResource ######################
//##########################################################################
struct Subsystem__SubsystemResource
{
char
subsystemName[32];
RegisteredClass::ClassID
classID;
size_t
subsystemModelSize;
int
segmentIndex;
LWord
subsystemFlags;
};
//##########################################################################
//######################## Subsystem #################################
//##########################################################################
class Subsystem:
public Simulation
{
//##########################################################################
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//##########################################################################
// Construction and Destruction Support
//
public:
typedef Subsystem__SubsystemResource SubsystemResource;
~Subsystem();
static ResourceDescription::ResourceID
CreateStreamedSubsystem(
NotationFile *model_file,
const char* model_name,
const char* subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories
);
protected:
Subsystem(
Entity *entity,
int subsystem_id,
SubsystemResource *model,
SharedData &shared_data
);
Subsystem(
Entity *entity,
int subsystem_id,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data
);
//##########################################################################
// Flag Support
//
public:
enum {
DontReplicateBit = Simulation::NextBit,
NextBit
};
enum {
DontReplicateFlag = 1<<DontReplicateBit
};
//##########################################################################
// Model support
//
public:
typedef void
(Subsystem::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
Entity*
GetEntity()
{Check(this); return owningEntity;}
int
GetSegmentIndex()
{Check(this); return segmentIndex;}
const char*
GetName()
{Check(this); return subsystemName;}
void
WriteUpdateRecord(
UpdateRecord *message,
int update_model
);
protected:
Entity*
owningEntity;
char*
subsystemName;
int
subsystemID;
int
segmentIndex;
//##########################################################################
// Test support
//
public:
Logical
TestInstance() const;
enum
{
nextFaultIndex = 0
};
virtual Logical
GenerateFault(int fault_index);
//##########################################################################
// Damage support
//
virtual void
TakeDamage(Damage &damage)
{
Check(this); Check_Pointer(&damage); Check(damageZone);
damageZone->TakeDamage(damage);
}
DamageZone *damageZone;
virtual void
DeathReset(int /*reset_command*/)
{}
virtual void
DeathShutdown(int /*shutdown_command*/)
{}
};
//##########################################################################
// Tool support
//
int
Get_Segment_Index(
NotationFile *model_file,
const char* model_name,
const ResourceDirectories *directories,
const char *desired_page
);