Files
BT411/engine/rp/RPCNSL.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

281 lines
4.7 KiB
C++

#pragma once
#if defined(MAC)
#include "NetworkEndpoint.h"
#include "Participant.h"
#else
#include "..\munga\console.h"
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~ Console Message IDs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
enum
{
ConsolePlayerVTVScoredMessageID = 2,
ConsolePlayerVTVKilledMessageID = 3,
ConsolePlayerVTVBoosterMessageID = 4,
ConsolePlayerVTVScoreUpdateMessageID = 5,
ConsolePlayerVTVDamagedMessageID = 6
};
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoredMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVScoredMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVScoredMessage(HostID player_host_ID);
long
GetPlayerHostID()
{return playerHostID.value();}
private:
HostID
playerHostID;
};
#pragma options align=reset
#else
class ConsolePlayerVTVScoredMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVScoredMessage(HostID player_host_ID);
HostID
GetPlayerHostID()
{return playerHostID;}
private:
HostID
playerHostID;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVKilledMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVKilledMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVKilledMessage(
HostID player_host_ID,
HostID killer_host_ID
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetKillerHostID()
{return killerHostID.value();}
private:
HostID
playerHostID;
HostID
killerHostID;
};
#pragma options align=reset
#else
class ConsolePlayerVTVKilledMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVKilledMessage(
HostID player_host_ID,
HostID killer_host_ID
);
HostID
GetPlayerHostID()
{return playerHostID;}
HostID
GetKillerHostID()
{return killerHostID;}
private:
HostID
playerHostID,
killerHostID;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVBoosterMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVBoosterMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVBoosterMessage(
HostID player_host_ID,
LEDWORD booster_on
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetBoosterOn()
{return boosterOn.value();}
private:
HostID
playerHostID;
LEDWORD
boosterOn;
};
#pragma options align=reset
#else
class ConsolePlayerVTVBoosterMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVBoosterMessage(
HostID player_host_ID,
int booster_on
);
HostID
GetPlayerHostID()
{return playerHostID;}
int
GetBoosterOn()
{return boosterOn;}
private:
HostID
playerHostID;
int
boosterOn;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVScoreUpdateMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVScoreUpdateMessage(
HostID player_host_ID,
LEDWORD score
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetPlayerScore()
{return playerScore.value();}
private:
HostID
playerHostID;
LEDWORD
playerScore;
};
#pragma options align=reset
#else
class ConsolePlayerVTVScoreUpdateMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVScoreUpdateMessage(
HostID player_host_ID,
int score
);
HostID
GetPlayerHostID()
{return playerHostID;}
int
GetPlayerScore()
{return playerScore;}
private:
HostID
playerHostID;
int
playerScore;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVDamagedMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVDamagedMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVDamagedMessage(
HostID player_host_ID,
HostID damager_host_ID,
LEDWORD loss,
LEDWORD points_transfered
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetDamagerHostID()
{return damagerHostID.value();}
long
GetDamageLoss()
{return damageLoss.value();}
long
GetPointsTransfered()
{return pointsTransfered.value();}
private:
HostID
playerHostID;
HostID
damagerHostID;
LEDWORD
damageLoss;
LEDWORD
pointsTransfered;
};
#pragma options align=reset
#else
class ConsolePlayerVTVDamagedMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVDamagedMessage(
HostID player_host_ID,
HostID damager_host_ID,
int loss,
int points_transfered
);
HostID
GetPlayerHostID()
{return playerHostID;}
HostID
GetDamagerHostID()
{return damagerHostID;}
int
GetDamageLoss()
{return damageLoss;}
int
GetPointsTransfered()
{return pointsTransfered;}
private:
HostID
playerHostID;
HostID
damagerHostID;
int
damageLoss;
int
pointsTransfered;
};
#endif