Files
BT411/engine/rp/VTVSUB.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

62 lines
1.9 KiB
C++

#pragma once
#include "..\munga\subsystm.h"
#include "..\munga\controls.h"
class VTV;
//##########################################################################
//######################## Subsystem #################################
//##########################################################################
class VTVSubsystem : public Subsystem
{
friend class VTV;
//##########################################################################
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//##########################################################################
// Messaging support
//
// No messages handled here
//##########################################################################
// Construction and Destruction Support
//
public:
~VTVSubsystem();
Logical TestInstance() const;
protected:
VTVSubsystem(VTV *entity, int subsystem_id, SubsystemResource *model, SharedData &shared_data, void *control_destination = NULL, Receiver::MessageID message_id = (Receiver::MessageID) 0);
//##########################################################################
// Model support
//
public:
VTV* GetEntity() { return (VTV*)Subsystem::GetEntity(); }
//##########################################################################
// Mapping support
//
protected:
void EnterConfiguration(ControlsButton *direct_target, Receiver *receiver, Receiver::MessageID active_message_id, Receiver::MessageID config_message_id);
void ExitConfiguration();
// 'controlDestination' is a pointer to the "thing" that a button
// is mapped to (if 'direct-mapped'), and 'controlMessageID' indicates
// the message ID that the button is mapped to (if 'event-mapped').
// These values must be set appropriately in order for gauges to be
// able to determine ownership of mapped buttons.
void *controlDestination; // OBSOLETE?
Receiver::MessageID controlMessageID; // OBSOLETE?
};