Files
BT411/game/original/BT/BTCNSL.CPP
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

108 lines
3.3 KiB
C++

//===========================================================================//
// File: cnslmsgs.cpp //
// Project: MUNGA Brick: //
// Contents: Console messages //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- -----------------------------------------------------------//
// 06/02/95 ECH Initial coding. //
// 06/03/95 GAH Added corresponding Macintosh message defintions. //
// 10/05/95 GAH Added ConsoleApplicationEndMissionMessage. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(BTCNSL_HPP)
# include <btcnsl.hpp>
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechKilledMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsolePlayerMechKilledMessage::
ConsolePlayerMechKilledMessage(
HostID player_host_ID,
HostID killer_host_ID
):
NetworkClient::Message(
ConsolePlayerMechKilledMessageID,
sizeof(ConsolePlayerMechKilledMessage)
)
{
playerHostID = player_host_ID;
killerHostID = killer_host_ID;
}
//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsolePlayerMechScoreUpdateMessage::
ConsolePlayerMechScoreUpdateMessage(
HostID player_host_ID,
int score
):
NetworkClient::Message(
ConsolePlayerMechScoreUpdateMessageID,
sizeof(ConsolePlayerMechScoreUpdateMessage)
)
{
playerHostID = player_host_ID;
playerScore = score;
}
//~~~~~~~~~~~~~~~~~~ ConsoleBTTeamScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleBTTeamScoreUpdateMessage::
ConsoleBTTeamScoreUpdateMessage(
int team_ID,
int score
):
NetworkClient::Message(
ConsoleBTTeamScoreUpdateMessageID,
sizeof(ConsoleBTTeamScoreUpdateMessage)
)
{
teamID = team_ID;
teamScore = score;
}
//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechDamagedMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsolePlayerMechDamagedMessage::
ConsolePlayerMechDamagedMessage(
HostID player_host_ID,
HostID damager_host_ID,
int loss,
int damage_zone_index,
Logical damage_zone_destroyed,
int points_transfered,
int weapon_index
):
NetworkClient::Message(
ConsolePlayerMechDamagedMessageID,
sizeof(ConsolePlayerMechDamagedMessage)
)
{
playerHostID = player_host_ID;
damagerHostID = damager_host_ID;
damageLoss = loss;
pointsTransfered = points_transfered;
damageZoneIndex = damage_zone_index;
damageZoneDestroyed = damage_zone_destroyed;
weaponIndex = weapon_index;
}
//~~~~~~~~~~~~~~~~ ConsolePlayerMechDeathWithoutHonorMessage ~~~~~~~~~~~~~~~~~~~
ConsolePlayerMechDeathWithoutHonorMessage::
ConsolePlayerMechDeathWithoutHonorMessage(
HostID player_host_ID
):
NetworkClient::Message(
ConsolePlayerMechDeathWithoutHonorMessageID,
sizeof(ConsolePlayerMechDeathWithoutHonorMessage)
)
{
playerHostID = player_host_ID;
}
//==============================================================================