Files
BT411/engine/rp/RIVET.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

179 lines
3.6 KiB
C++

#pragma once
#include "..\munga\mover.h"
#define RIVET_MAXIMUM_LIFETIME 5.0f
//###################### Rivet ModelResource ####################
struct Rivet__ModelResource :
public Mover::ModelResource
{
Damage
damageData;
ResourceDescription::ResourceID
explosionResourceID;
};
//##########################################################################
//##################### Mover::MakeMessage ##########################
//##########################################################################
class Rivet__MakeMessage:
public Mover::MakeMessage
{
public:
EntityID
shootingEntity;
Rivet__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const Motion &velocity,
const Motion &acceleration,
const EntityID &shooter
):
Mover::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
velocity,
acceleration
),
shootingEntity(shooter)
{}
Rivet__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &entity_ID,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const Motion &velocity,
const Motion &acceleration,
const EntityID &shooter
):
Mover::MakeMessage(
message_ID,
length,
entity_ID,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
velocity,
acceleration
),
shootingEntity(shooter)
{}
};
//##########################################################################
//############################# Rivet ################################
//##########################################################################
class Rivet :
public Mover
{
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
DamageDataAttributeID = Mover::NextAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
//
// public attribute declarations go here
//
public:
Damage
damageData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model support
//
public:
enum {
DefaultFlags =
Mover::DefaultFlags|NoCollisionVolumeFlag|NoCollisionTestFlag
};
typedef void (Rivet::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
MoveToTarget(Scalar time_slice);
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Rivet__ModelResource ModelResource;
typedef Rivet__MakeMessage MakeMessage;
static Rivet*
Make(MakeMessage *creation_message);
Rivet(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
~Rivet();
Logical
TestInstance() const;
static ResourceDescription::ResourceID
CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *notation_file,
const ResourceDirectories *directories,
ModelResource *model = NULL
);
protected:
ResourceDescription::ResourceID
explosionResourceID;
Entity
*shootingEntity;
};