Files
BT411/engine/MUNGA/TEAM.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
3.4 KiB
C++

#pragma once
#include "entity.h"
//##########################################################################
//################# Team__MakeMessage ##########################
//##########################################################################
class Team__MakeMessage :
public Entity::MakeMessage
{
public:
char
teamName[64];
int
initialScore;
Team__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,
char *team_name
) :
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
)
{
Str_Copy(teamName, team_name, sizeof(teamName));
}
};
//##########################################################################
//################# Team__ScoreMessage ##########################
//##########################################################################
class Team__ScoreMessage :
public Entity::Message
{
public:
Scalar
scoreAward;
Team__ScoreMessage(
Receiver::MessageID message_ID,
size_t length,
Scalar score
):
Entity::Message(message_ID, length),
scoreAward(score)
{}
};
//##########################################################################
//######################## CLASS Team ################################
//##########################################################################
class Team :
public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData
DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum {
ScoreMessageID = Entity::NextMessageID,
NextMessageID
};
typedef Team__ScoreMessage ScoreMessage;
void
ScoreMessageHandler(ScoreMessage *message);
private:
static const HandlerEntry MessageHandlerEntries[];
protected:
static MessageHandlerSet MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
private:
static const IndexEntry
AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex;
static AttributeIndexSet& GetAttributeIndex();
public:
enum {
TeamNameAttributeID = Entity::NextAttributeID,
TeamScoreAttributeID,
NextAttributeID
};
char
teamName[64];
Scalar
teamScore;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(Team::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
virtual void
TeamSimulation(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction / Destruction Support
//
public:
typedef Team__MakeMessage MakeMessage;
Team(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~Team();
Logical
TestInstance() const;
static Team*
Make(MakeMessage *creation_message);
static Logical
CreateMakeMessage (
MakeMessage *creation_message,
NotationFile *model_file,
const ResourceDirectories *directories
);
};