Files
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

158 lines
3.2 KiB
C++

#pragma once
#include "style.h"
#include "player.h"
#include "schain.h"
#include "camship.h"
#include "graph2d.h"
#include "slot.h"
//##########################################################################
//################# CameraDirector::AttachCameraShip #################
//##########################################################################
class CameraDirector__AttachCameraShipMessage:
public Player::Message
{
public:
EntityID
cameraShipID;
CameraDirector__AttachCameraShipMessage(
Receiver::MessageID message_ID,
size_t length,
EntityID camera_ship_ID
):
Entity::Message(message_ID, length),
cameraShipID(camera_ship_ID)
{}
};
//##########################################################################
//############################# CameraDirector #############################
//##########################################################################
class CameraDirector:
public Player
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging support
//
public:
friend class CameraDirector__AttachCameraShipMessage;
enum{
AttachCameraShipMessageID = Entity::NextMessageID,
NextMessageID
};
typedef CameraDirector__AttachCameraShipMessage AttachCameraShipMessage;
void
AttachCameraShipMessageHandler(AttachCameraShipMessage *message);
protected:
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
typedef void
(CameraDirector::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
CreateCameraShip(Scalar time_slice);
void
BeADirector(Scalar time_slice);
void
UpdateHUD(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction Support
//
public:
CameraDirector(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
static CameraDirector*
CameraDirector::Make(CameraDirector::MakeMessage *creation_message);
~CameraDirector();
Logical
TestInstance() const;
enum {
DefaultFlags = Entity::DefaultFlags | PreRunFlag | CameraShipPlayerFlag
};
static Player*
FindPlayerByRank(int rank_to_find);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support Data & Functions
//
protected:
SlotOf<Entity*>
goalEntity;
void
SetGoalEntity(Entity *goal_entity)
{
Check(this);
goalEntity.Remove();
Check(goal_entity);
goalEntity.Add(goal_entity);
}
Entity*
GetGoalEntity()
{Check(this); return goalEntity.GetCurrent(); }
Scalar
timeLeftOnPlayer;
CameraShip
*cameraShip;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// HUD Support
//
public:
int
goalPlayerIndex;
Logical
displayRankingWindow;
Scalar
timeDisplayed,
timeTillDisplayed,
displayIntervalOn,
displayIntervalOff;
};