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>
185 lines
4.3 KiB
C++
185 lines
4.3 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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#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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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;
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Scalar
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rendererCompensateTime;
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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;
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static SharedData DefaultData;
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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;
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int
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damageZoneIndex;
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Point3D
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impactPoint;
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} commonDamageInformation;
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public:
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struct DamageInformation
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: public Plug
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{
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Enumeration
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damageType;
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int
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subsystemID;
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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);
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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;
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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;
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VChainOf<DamageInformation*, Scalar> damageInformation;
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ResourceDescription::ResourceID
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terrainHitExplosionID;
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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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);
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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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);
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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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);
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~SubsystemMessageManager();
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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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);
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};
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#endif
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