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>
246 lines
5.0 KiB
C++
246 lines
5.0 KiB
C++
#pragma once
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#include "mover.h"
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#include "joint.h"
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#include "slot.h"
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#include "segment.h"
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//##############################################################################
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//######################## JointedMover ##################################
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//##############################################################################
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class JointedMover:
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public Mover
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{
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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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// Message Support
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//
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#if 0
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private:
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static const HandlerEntry MessageHandlerEntries[];
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protected:
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static MessageHandlerSet MessageHandlers;
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#endif
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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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SegmentCountAttributeID = Mover::NextAttributeID,
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SegmentTableAttributeID,
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JointSubsystemAttributeID,
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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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// Segment Support
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//
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public:
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EntitySegment::SegmentTable
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segmentTable;
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int
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segmentCount;
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EntitySegment*
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GetSegmentFromDamageZone(CString damage_zone);
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EntitySegment*
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GetSegment(CString segment_name);
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EntitySegment*
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GetSegment(int segment_index)
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{
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Check(this);
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EntitySegment::SegmentTableIterator iterator(segmentTable);
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return iterator.GetNth(segment_index);
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}
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SlotOf<JointSubsystem*>
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jointSubsystem;
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JointSubsystem*
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GetJointSubsystem()
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{
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Check(this); return jointSubsystem.GetCurrent();
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}
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void
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GetSegmentToWorld(
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EntitySegment &my_segment,
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LinearMatrix *transform
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);
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protected:
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void
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InitializeChildPointers(EntitySegment *current_segment);
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void
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CalcSegmentTransforms(EntitySegment *final_segment);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Animation Support
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//
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public:
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typedef
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Scalar (JointedMover::*AnimationCallback)(
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ResourceDescription::ResourceID animation_number,
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Scalar carryover,
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Logical animate_joints
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(JointedMover::*Performance)(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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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static JointedMover*
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Make(MakeMessage *creation_message);
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static int
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CreateDamageZoneStream (
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static ResourceDescription::ResourceID
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CreateSkeletonStream(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static Logical
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InitDestroyedVideoObjectNames(
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MemoryStream *segment_stream,
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NotationFile *model_file,
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CString page_name,
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const ResourceDirectories *directories
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);
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static Logical
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InitVideoObjectNames(
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MemoryStream *segment_stream,
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NotationFile *model_file,
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CString page_name,
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const ResourceDirectories *directories
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);
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static int
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GetSegmentIndex(
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CString segment_name,
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NotationFile *skl_file
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);
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static int
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GetDamageZoneIndex(
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CString damage_zone_name,
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NotationFile *skl_file
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);
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JointedMover(
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MakeMessage *creation_message,
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SharedData &virtual_data
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);
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~JointedMover();
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Logical
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TestInstance() const;
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};
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//##########################################################################
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//########################## Animation ###############################
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//##########################################################################
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class AnimationInstance:
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public Plug
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{
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private:
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Logical lerpToZero;
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Scalar deltaTime;
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public:
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AnimationInstance(JointedMover *jointed_mover);
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~AnimationInstance();
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Scalar Animate(Scalar time_slice, Logical move_joints = True);
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Logical
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LerpToPose(Scalar time_slice, Scalar time_to_lerp, Logical move_joints = True);
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Logical LerpToRest(Scalar time_slice, Scalar time_to_lerp, Logical move_joints = True);
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void SnapToRest(Logical move_joints = True);
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void
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SetAnimation(
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ResourceDescription::ResourceID animation_number,
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JointedMover::AnimationCallback finished_callback
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);
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int
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frameCount,
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jointCount,
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*jointIndices;
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float
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*footStepThreshold;
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Scalar
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*frameStart;
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void
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*keyFrames;
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void
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*currentFrameTo;
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Vector3D
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*keyJointPos,
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*rootTranslations;
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JointSubsystem
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*jointSubToAnimate;
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protected:
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int currentFrame;
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JointedMover *moverToAnimate;
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ResourceDescription *animationResource;
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JointedMover::AnimationCallback finishedCallback;
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Scalar currentTime;
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};
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