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>
204 lines
4.4 KiB
C++
204 lines
4.4 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "team.h"
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#include "app.h"
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#include "nttmgr.h"
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//#############################################################################
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//############################### Team #################################
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//#############################################################################
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//#############################################################################
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// Shared Data Support
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//
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Derivation* Team::GetClassDerivations()
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{
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static Derivation classDerivations(Entity::GetClassDerivations(), "Team");
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return &classDerivations;
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}
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Team::SharedData
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Team::DefaultData(
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Team::GetClassDerivations(),
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Team::MessageHandlers,
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Team::GetAttributeIndex(),
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Team::StateCount,
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(Team::MakeHandler)Team::Make
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);
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//#############################################################################
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// Attribute Support
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//
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const Team::IndexEntry
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Team::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(Team, TeamName, teamName),
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ATTRIBUTE_ENTRY(Team, TeamScore, teamScore)
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};
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Team::AttributeIndexSet& Team::GetAttributeIndex()
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{
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static Team::AttributeIndexSet attributeIndex(ELEMENTS(Team::AttributePointers),
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Team::AttributePointers,
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Entity::GetAttributeIndex()
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);
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return attributeIndex;
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}
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//#############################################################################
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// Message Support
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//
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const Receiver::HandlerEntry
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Team::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(Team, Score)
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};
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Receiver::MessageHandlerSet
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Team::MessageHandlers(
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ELEMENTS(Team::MessageHandlerEntries),
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Team::MessageHandlerEntries,
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Entity::GetMessageHandlers()
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Team::ScoreMessageHandler(ScoreMessage *score_message)
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{
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Check(this);
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Check(score_message);
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teamScore += score_message->scoreAward;
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Team::TeamSimulation(
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Scalar // time_slice
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)
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{
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Check(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Team::Team(
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MakeMessage *creation_message,
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SharedData &shared_data
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) :
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Entity (creation_message, shared_data)
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{
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Str_Copy(teamName, creation_message->teamName, sizeof(teamName));
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teamScore = creation_message->initialScore;
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Add this to the Entity Group of Teams
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Check(application);
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EntityManager *entity_manager = application->GetEntityManager();
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Check(entity_manager);
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EntityGroup *team_group = entity_manager->UseGroup("Teams");
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Check(team_group);
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team_group->Add(this);
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SetValidFlag();
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Team::~Team()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Team*
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Team::Make(MakeMessage *creation_message)
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{
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Check_Fpu();
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return new Team(creation_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Team::CreateMakeMessage(
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MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)
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{
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Check(creation_message);
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Check(model_file);
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Check_Pointer(directories);
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if (!Entity::CreateMakeMessage(creation_message, model_file, directories))
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{
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return False;
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}
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creation_message->messageLength = sizeof(Team::MakeMessage);
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creation_message->classToCreate = TeamClassID;
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creation_message->instanceFlags = MasterInstance | TrappedFlag | MapFlag;
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Str_Copy(creation_message->teamName, "DEFUALT", sizeof(creation_message->teamName));
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char *p;
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#if 0
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//
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//~~~~~~~~~~~~~~~
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// Get the TeamID
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//~~~~~~~~~~~~~~~
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//
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if ((p = strtok(NULL, " ")) == NULL)
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{
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std::cerr << "teamID missing!\n";
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return False;
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}
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creation_message->teamID = atoi(p);
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#endif
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//
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//~~~~~~~~~~~~~~~~~~~~~~
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// Get the Initial Score
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//~~~~~~~~~~~~~~~~~~~~~~
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//
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if ((p = strtok(NULL, " ")) == NULL)
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{
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std::cerr << "InitialScore missing!\n";
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return False;
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}
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creation_message->initialScore = atoi(p);
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//
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//~~~~~~~~~~~~~~~
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// Get the TeamName
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//~~~~~~~~~~~~~~~
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//
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if ((p = strtok(NULL, ",")) == NULL)
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{
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std::cerr << "teamName missing!\n";
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return False;
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}
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Str_Copy(creation_message->teamName,p, sizeof(creation_message->teamName));
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return True;
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}
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Logical
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Team::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations());
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}
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