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>
230 lines
4.5 KiB
C++
230 lines
4.5 KiB
C++
#pragma once
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#include "vtvsub.h"
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#include "..\munga\rotation.h"
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//##########################################################################
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//##################### Chute::UpdateRecord #####################
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//##########################################################################
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struct Chute__UpdateRecord :
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public VTVSubsystem::UpdateRecord
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{
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Quaternion
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chuteDirection;
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Vector3D
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scaleFactor;
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int
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chuteOn;
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};
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//##########################################################################
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//##################### Chute::SubsystemResource #####################
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//##########################################################################
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struct Chute__SubsystemResource:
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public VTVSubsystem::SubsystemResource
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{
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int chuteCount;
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Scalar
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reloadTime,
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dragForce,
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minVelocity;
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Scalar
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deployTime;
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Scalar
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zDeviation;
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};
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//##########################################################################
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//############################ Chute ###############################
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//##########################################################################
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class Chute:
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public VTVSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messageing Support
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//
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public:
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enum {
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ActivateMessageID = VTVSubsystem::NextMessageID,
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ConfigureMappablesMessageID,
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ChooseButtonMessageID,
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NextMessageID
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};
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void
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ActivateMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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);
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void
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ConfigureMappablesMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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);
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void
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ChooseButtonMessageHandler(
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ReceiverDataMessageOf<ControlsButton> *message
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);
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protected:
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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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 DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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TimeToReadyAttributeID = VTVSubsystem::NextAttributeID,
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ChutesRemainingAttributeID,
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ChuteDirectionAttributeID,
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ScaleFactorAttributeID,
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ChuteOnAttributeID,
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PercentDoneAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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//static AttributeIndexSet AttributeIndex
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static AttributeIndexSet& GetAttributeIndex();
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//
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// public attribute declarations go here
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//
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public:
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Scalar
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timeToReady;
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Scalar
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chutesRemaining;
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Quaternion
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chuteDirection;
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Vector3D
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scaleFactor;
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int
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chuteOn;
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Scalar
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percentDone;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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Released = VTVSubsystem::StateCount,
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Deploy,
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Loading,
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Ready,
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Dragging,
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StateCount
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};
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typedef Chute__UpdateRecord UpdateRecord;
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typedef void
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(Chute::*Performance)(Scalar time_slice);
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void
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ChuteSimulation(Scalar time_slice);
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void
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PointChute(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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VTV*
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GetEntity()
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{Check(this); return Cast_Object(VTV*, Subsystem::GetEntity());}
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protected:
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void
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WriteUpdateRecord(Simulation::UpdateRecord *message, int update_model);
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void
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ReadUpdateRecord(Simulation::UpdateRecord *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage Support
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//
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void
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DeathReset(int reset_command);
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void
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DeathShutdown(int shutdown_command);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Chute__SubsystemResource SubsystemResource;
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories
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);
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Chute(
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VTV *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~Chute();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local data for the Chute class
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//
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private:
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int chuteCount;
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Scalar reloadTime;
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Scalar dragForce;
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Scalar minVelocity;
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Point3D
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chuteOffset;
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Scalar
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deployTime,
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deployTimeUsed;
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Scalar
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zDeviation;
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void
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ApplyDrag(Scalar time_slice);
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int
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DeviantChute();
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void
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ReleaseChute();
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Scalar
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ScaleZ();
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Scalar
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ScaleXY();
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}; |