Files
BT412/engine/MUNGA/EXPLODE.h
T
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

188 lines
4.1 KiB
C++

#pragma once
#include "entity.h"
#include "boxsolid.h"
#include "table.h"
//##########################################################################
//##################### Explosion::ModelResource #####################
//##########################################################################
struct Explosion__ModelResource
{
ObjectID resourceTableObjectID;
Scalar explosionDuration;
};
//##########################################################################
//########################### Explosion ##############################
//##########################################################################
class Explosion__MakeMessage;
class Damage;
class Mover;
class Explosion : public Entity
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef Explosion__ModelResource
ModelResource;
typedef void
(Explosion::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ExplosionSimulation(Scalar time_slice);
static ResourceDescription::ResourceID
Explosion::CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
typedef ChainIteratorOf<Entity*> EntityIterator;
void
SplashDamage(
EntityID inflicting,
Damage &damage,
Scalar collisionRadius,
Vector3D offset = Vector3D::Identity,
Entity *exludedEntities = NULL
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Explosion__MakeMessage
MakeMessage;
static Explosion*
Make(MakeMessage *creation_message);
Explosion(
MakeMessage *creation_message,
SharedData &virtual_data = DefaultData
);
~Explosion();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
Enumeration
GetInterestPriority(Entity *linked_entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Protected Data
//
protected:
Scalar
explosionDuration;
Entity
*entityHit;
Entity
*creatingEntity;
Point3D
localHitPosition;
};
//##########################################################################
//##################### Explosion::MakeMessage #######################
//##########################################################################
class Explosion__MakeMessage:
public Entity::MakeMessage
{
public:
EntityID
entityHitID;
EntityID
creatingEntityID;
Explosion__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const EntityID &entity_hit_ID,
const EntityID &creating_entity_ID
):
Entity::MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin
),
entityHitID(entity_hit_ID),
creatingEntityID(creating_entity_ID)
{}
};
//##########################################################################
//###################### ExplosionResourceTable ######################
//##########################################################################
class ExplosionResourceTable:
public Plug
{
public:
typedef PlugOf<ResourceDescription::ResourceID>
ResourceIDPlug;
ExplosionResourceTable(PlugStream *stream);
~ExplosionResourceTable();
static void
BuildFromPage(
ObjectStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
Logical
TestInstance() const;
ResourceDescription::ResourceID
FindResourceID(Enumeration material_type);
ResourceDescription::ResourceID
FindResourceID(Entity *entity_hit);
private:
TableOf<ResourceIDPlug*, Enumeration>
resourceIDSocket;
};