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>
156 lines
4.0 KiB
C++
156 lines
4.0 KiB
C++
//===========================================================================//
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// File: btteam.cpp //
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// Project: BattleTech //
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// Contents: BattleTech Team Specifications //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/11/96 JM initial coding //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(BTTEAM_HPP)
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# include <btteam.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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#if !defined(BTCNSL_HPP)
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# include <btcnsl.hpp>
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#endif
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//#############################################################################
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//############################### BTTeam ###############################
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//#############################################################################
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//#############################################################################
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// Shared Data Support
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//
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Derivation* BTTeam::GetClassDerivations()
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{
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static Derivation classDerivations(Team::GetClassDerivations(), "BTTeam");
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return &classDerivations;
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}
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BTTeam::SharedData
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BTTeam::DefaultData(
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BTTeam::GetClassDerivations(),
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BTTeam::MessageHandlers,
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BTTeam::GetAttributeIndex(),
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BTTeam::StateCount,
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(BTTeam::MakeHandler)BTTeam::Make
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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BTTeam::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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// Update the console every 15 seconds
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//------------------------------------------------------------------------
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//
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if (lastPerformance - lastConsoleUpdate >= 15.0f)
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{
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lastConsoleUpdate = lastPerformance;
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//
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//---------------------------------------------
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// Tell the console (if there is one) our score
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//---------------------------------------------
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//
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Check(application);
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Host *console_host = host_manager->GetConsoleHost();
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if (console_host)
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{
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Check(console_host);
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ConsoleBTTeamScoreUpdateMessage
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score_message(ownerID, (int)teamScore);
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application->SendMessage(
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console_host->GetHostID(),
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NetworkClient::ConsoleClientID,
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&score_message
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);
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}
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}
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BTTeam::BTTeam(
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MakeMessage *creation_message,
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SharedData &shared_data
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) :
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Team (creation_message, shared_data)
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{
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lastConsoleUpdate = lastPerformance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BTTeam::~BTTeam()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BTTeam*
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BTTeam::Make(MakeMessage *creation_message)
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{
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Check_Fpu();
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return new BTTeam(creation_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BTTeam::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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if (!Team::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->classToCreate = BTTeamClassID;
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BTTeam::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations());
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}
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