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>
242 lines
7.3 KiB
C++
242 lines
7.3 KiB
C++
//===========================================================================//
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// File: messmgr.hh //
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// Project: BattleTech //
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// Contents: Consolidates Messages from Subsystems and Graphics Generation //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/30/95 JM Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// GROUND TRUTH: this header is the surviving MESSMGR.HPP
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// (410SRC/Telsa40/Rel410/CODE/BT/BT/MESSMGR.HPP), reproduced verbatim.
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// The only additions are the //@offset reconstruction comments tying each
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// data member to the byte offset observed in the shipped object (see
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// messmgr.cpp for the originating @ADDR evidence). Declarations are
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// UNCHANGED.
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//
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// Class summary (recovered):
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// SubsystemMessageManager : public Subsystem
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// vtable @0050b954 ClassID 0xBD3 ("SubsystemMessageManagerClassID")
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// ctor @0049bca4 dtor @0049bd7c CreateStreamedSubsystem @0049be10
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// object layout >= 0x130 bytes; new members begin at +0xE4.
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//
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#if !defined (MESSMGR_HPP)
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# define MESSMGR_HPP
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#if !defined (SUBSYSTM_HPP)
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# include <subsystm.hpp>
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#endif
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#if !defined (RESOURCE_HPP)
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# include <resource.hpp>
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#endif
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#if !defined (VCHAIN_HPP)
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# include <vchain.hpp>
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#endif
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#if !defined (PLUG_HPP)
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# include <plug.hpp>
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#endif
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#if !defined(ENTITYID_HPP)
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# include <entityid.hpp>
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#endif
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class Entity;
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class Mech;
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class Entity__TakeDamageMessage;
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//##########################################################################
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//########## SubsystemMessageManager::SubsystemResource ###############
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//##########################################################################
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//
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// Parsed by CreateStreamedSubsystem @0049be10. Stamps ClassID 0xBD3 and
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// model-record size 0x38 at resource +0x20/+0x24, then reads:
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// +0x30 terrainHitExplosionID ("TerrainHitExplosion", a resource lookup)
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// +0x34 rendererCompensateTime ("RendererCompensateTime", a Scalar)
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//
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struct SubsystemMessageManager__SubsystemResource :
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public Subsystem::SubsystemResource
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{
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ResourceDescription::ResourceID
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terrainHitExplosionID; // resource +0x30
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Scalar
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rendererCompensateTime; // resource +0x34
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};
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//##########################################################################
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//##################### SubsystemMessageManager ###################
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//##########################################################################
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class
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SubsystemMessageManager :
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public Subsystem
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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 ClassDerivations; // static @0050b6cc (BSS)
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static SharedData DefaultData; // default Performance ptr @0050b6fc -> 0049b784
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//
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// Added to satisfy the real Simulation__SharedData 4-arg ctor
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// (derivation, message-handlers, attribute-index, state-count). The
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// shipped record carried only the derivation + default Performance; the
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// handler set / attribute index are empty for this class.
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//
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static Receiver::MessageHandlerSet MessageHandlers;
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static AttributeIndexSet AttributeIndex;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Death and Damage Support
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//
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public:
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void DeathReset(Logical) {}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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protected:
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struct CommonDamageInformation
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{
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Entity
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*entityHit; //@0xE4 (ctor/reset -> 0)
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int
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damageZoneIndex; //@0xE8 (ctor/reset -> -1)
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Point3D
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impactPoint; //@0xEC (Point3D, 3 Scalars)
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} commonDamageInformation; //@0xE4
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public:
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struct DamageInformation
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: public Plug // Plug vtable @0050b9a8, dtor @0049c3e3, size 0x14
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{
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Enumeration
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damageType; //@0x0C (= TakeDamageMessage+0x2C)
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int
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subsystemID; //@0x10 (= TakeDamageMessage+0x5C)
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};
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typedef void
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(SubsystemMessageManager::*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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void
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ConsolidateAndSendDamage(Scalar time_slice); // Performance @0049b784
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Mech*
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GetEntity()
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{Check(this); return Cast_Object(Mech*, Subsystem::GetEntity());}
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protected:
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Scalar
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rendererCompensateTime; //@0xF8 (resource +0x34)
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typedef PlugOf<ResourceDescription::ResourceID>
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ResourceIDPlug;
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VChainOf<ResourceIDPlug*, ResourceDescription::ResourceID>
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weaponExplosions; //@0xFC (VChain hdr 0x18 bytes)
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VChainOf<DamageInformation*, Scalar> damageInformation; //@0x114 (VChain hdr 0x18 bytes)
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ResourceDescription::ResourceID
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terrainHitExplosionID; //@0x12C (resource +0x30)
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void
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CreateWeaponExplosions(
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Logical terrain_hit,
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EntityID entity_hit,
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Point3D explode_position
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); // inlined into ConsolidateAndSendDamage @0049b784
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//
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// @0049baa0 -- per-frame flush of the accumulated weaponExplosions queue
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// (own method; not a streamed override).
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//
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void
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SendQueuedExplosions();
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//
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// CROSS-FAMILY shim. In the original the per-subsystem explosion resource
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// id is read off the engine Subsystem (Subsystem::GetExplosionID(),
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// subsystem+0x3E4). The WinTesla Subsystem does not expose it yet, so we
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// resolve through this local helper until the base provides it. See
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// report "CROSS-FAMILY NEEDS".
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//
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ResourceDescription::ResourceID
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ResolveExplosionID(Subsystem *subsystem);
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//
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// CROSS-FAMILY shim. The original built a renderer command (FUN_004336f0)
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// and submitted it to the global graphics pipe (theGraphicsPipe->Submit,
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// FUN_0041acbc). WinTesla replaced the IG graphics pipe with L4D3D and the
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// submission entry point is not present in these headers; isolate the
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// missing call here so the queueing/timing logic compiles.
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//
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void
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SubmitExplosion(
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ResourceDescription::ResourceID explosion_id,
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Scalar fire_time
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);
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public:
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void
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AddDamageMessage(
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Entity *damaged_entity,
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Entity__TakeDamageMessage *message
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); //@0049b6d8
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction Support
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//
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public:
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typedef SubsystemMessageManager__SubsystemResource SubsystemResource;
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SubsystemMessageManager(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *sub_res,
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SharedData &shared_data=DefaultData
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); // ctor @0049bca4
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~SubsystemMessageManager(); // dtor @0049bd7c (vtable slot 0)
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Logical
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TestInstance() const;
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static Logical
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CreateStreamedSubsystem(
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ResourceFile *resource_file,
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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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); // @0049be10 (ClassID 0xBD3)
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};
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#endif
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