Files
BT411/engine/MUNGA/CAMMPPR.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

111 lines
3.0 KiB
C++

#pragma once
#include "subsystm.h"
#include "camship.h"
#include "controls.h"
//##########################################################################
//####################### CameraControlsMapper ########################
//##########################################################################
class CameraControlsMapper : public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
public:
enum
{
KeypressMessageID = Subsystem::NextMessageID,
DirectorModeMessageID,
IncrementCameraMessageID,
DecrementCameraMessageID,
CreateCameraInstanceMessageID,
DeleteCameraInstanceMessageID,
OutputCameraInstancesMessageID,
NextMessageID
};
void KeypressMessageHandler(ReceiverDataMessageOf<ControlsKey> *message);
void DirectorModeMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
void IncrementCameraMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
void DecrementCameraMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
void CreateCameraInstanceMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
void DeleteCameraInstanceMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
void OutputCameraInstancesMessageHandler(ReceiverDataMessageOf<ControlsButton> *message);
protected:
static const HandlerEntry MessageHandlerEntries[];
//static MessageHandlerSet MessageHandlers;
static MessageHandlerSet& GetMessageHandlers();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum
{
StickPositionAttributeID = Subsystem::NextAttributeID,
ThrottlePositionAttributeID,
PedalsPositionAttributeID,
ReverseThrustAttributeID,
DriveCameraAttributeID,
SlideOrClampAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
//
// public attribute declarations go here
//
public:
ControlsJoystick stickPosition;
Scalar throttlePosition;
Scalar pedalsPosition;
ControlsButton reverseThrust;
ControlsButton driveCamera;
ControlsButton slideOrClamp;
//##########################################################################
// Model support
//
public:
CameraShip* GetEntity() { return (CameraShip*)Subsystem::GetEntity(); }
typedef void (CameraControlsMapper::*Performance)(Scalar time_slice);
void SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
protected:
CameraControlsMapper(CameraShip *owner, int subsystem_ID, SubsystemResource *subsystem_resource, SharedData &shared_data);
public:
~CameraControlsMapper();
Logical TestInstance() const;
};