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>
388 lines
8.8 KiB
C++
388 lines
8.8 KiB
C++
#pragma once
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#include "state.h"
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#include "receiver.h"
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#include "time.h"
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#include "resource.h"
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class Simulation__SharedData;
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class Simulation__IndexData;
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struct Simulation__IndexEntry;
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class Simulation__AttributeIndexSet;
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class MemoryStream;
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//##########################################################################
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//################# Simulation::UpdateRecord #########################
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//##########################################################################
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struct Simulation__UpdateRecord
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{
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public:
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size_t recordLength;
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Word subsystemID;
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Word recordID;
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Time timeStamp;
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Enumeration simulationState;
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};
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//##########################################################################
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//####################### Simulation #################################
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//##########################################################################
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class Simulation:
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public Receiver
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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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typedef Simulation__SharedData SharedData;
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SharedData*
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GetSharedData();
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction Support
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//
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protected:
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Simulation(
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ClassID class_ID,
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SharedData &shared_data
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);
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public:
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~Simulation();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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typedef Enumeration AttributeID;
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typedef Simulation__IndexData IndexData;
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typedef Simulation__IndexEntry IndexEntry;
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typedef Simulation__AttributeIndexSet AttributeIndexSet;
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typedef int Simulation::*AttributePointer;
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enum {
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AnyAttributeID = 0,
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SimulationStateAttributeID,
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NextAttributeID
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};
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static const AttributePointer NullAttribute;
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void*
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GetAttributePointer(AttributeID attribute);
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void*
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GetAttributePointer(const char* attribute_name);
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private:
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static const IndexEntry AttributePointers[];
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protected:
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//static AttributeIndexSet AttributeIndex
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static AttributeIndexSet& GetAttributeIndex();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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typedef void
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(Simulation::*Performance)(Scalar time_slice);
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typedef void
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(Simulation::*Encore)();
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typedef Simulation__UpdateRecord UpdateRecord;
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void
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SetPerformance(Performance performance)
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{Check(this); activePerformance = performance;}
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void
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Perform(Scalar time_slice)
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{
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Check(this);
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(this->*activePerformance)(time_slice);
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}
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virtual void
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PerformAndWatch(
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const Time& till,
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MemoryStream *update_stream
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);
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void
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DoNothingOnce(Scalar time_slice);
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void
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DoNothing(Scalar time_slice);
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void
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SetLastPerformance(const Time& when)
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{Check(this); Check(&when); lastPerformance = when;}
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void
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RequestEncore(Encore encore);
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virtual void
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ReadUpdateRecord(UpdateRecord *message);
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virtual void
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WriteUpdateRecord(
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UpdateRecord *message,
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int update_model
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);
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void
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WriteSimulationUpdate(MemoryStream *update_stream);
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enum {
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DefaultUpdateModelBit=0,
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NextUpdateModelBit
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};
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enum {
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DefaultUpdateModelFlag = 1<<DefaultUpdateModelBit
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};
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void
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ForceUpdate(Word model=DefaultUpdateModelFlag)
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{Check(this); updateModel |= model;}
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protected:
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Time
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lastPerformance;
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Time
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lastUpdate;
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Word
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updateModel;
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Performance
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activePerformance;
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//##########################################################################
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// Flag Support
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//
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public:
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enum {
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DelayWatchersBit,
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DontExecuteBit,
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NextBit
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};
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enum {
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DelayWatchersFlag = 1<<DelayWatchersBit,
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DontExecuteFlag = 1<<DontExecuteBit
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};
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LWord simulationFlags;
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void
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SetWatcherDelay()
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{Check(this); simulationFlags |= DelayWatchersFlag;}
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void
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ClearWatcherDelay()
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{Check(this); simulationFlags &= ~DelayWatchersFlag;}
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Logical
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AreWatchersDelayed()
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{Check(this); return (simulationFlags & DelayWatchersFlag) != 0;}
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void
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NeverExecute()
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{Check(this); simulationFlags |= DontExecuteFlag;}
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void
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ExecuteOnUpdate()
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{Check(this); simulationFlags |= DontExecuteFlag;}
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void
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AlwaysExecute()
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{Check(this); simulationFlags &= ~DontExecuteFlag;}
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Logical
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IsReplicantExecutable()
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{
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Check(this);
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return
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(simulationFlags&DontExecuteFlag) == 0
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|| lastUpdate >= lastPerformance;
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}
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Logical
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IsNonReplicantExecutable()
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{Check(this); return (simulationFlags&DontExecuteFlag) == 0;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State support
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//
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public:
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enum {
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DefaultState = 0,
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StateCount
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};
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unsigned
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GetSimulationState()
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{Check(this); return simulationState.GetState();}
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unsigned
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GetOldSimulationState()
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{Check(this); return simulationState.GetOldState();}
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void
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SetSimulationState(unsigned new_state)
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{Check(this); simulationState.SetState(new_state);}
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StateIndicator
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simulationState;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Watcher Support
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//
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public:
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void
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AddAudioWatcher(Component *watcher)
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{Check(&audioWatcherSocket);audioWatcherSocket.Add(watcher);}
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void
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AddVideoWatcher(Component *watcher)
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{Check(&videoWatcherSocket);videoWatcherSocket.Add(watcher);}
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void
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AddGaugeWatcher(Component *watcher)
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{Check(&gaugeWatcherSocket);gaugeWatcherSocket.Add(watcher);}
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void
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AddEffectWatcher(Component *watcher)
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{Check(&effectWatcherSocket); effectWatcherSocket.Add(watcher);}
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void
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ExecuteWatchers();
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private:
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SChainOf<Component*>
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audioWatcherSocket;
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SChainOf<Component*>
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videoWatcherSocket;
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SChainOf<Component*>
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gaugeWatcherSocket;
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SChainOf<Component*>
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effectWatcherSocket;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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Logical
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TestInstance() const;
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static Logical
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TestClass();
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};
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//##########################################################################
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//################### Simulation::IndexEntry #########################
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//##########################################################################
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struct Simulation__IndexEntry
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{
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Enumeration
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entryID;
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const char *
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entryName;
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Simulation::AttributePointer
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entryAddress;
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};
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#define ATTRIBUTE_ENTRY(class,name,attribute)\
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{\
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class::name##AttributeID,\
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#name,\
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(Simulation::AttributePointer) &class::attribute\
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}
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//##########################################################################
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//################# Simulation::AttributeIndexSet ####################
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//##########################################################################
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class Simulation__AttributeIndexSet:
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public Receiver::InheritanceSet
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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Simulation__AttributeIndexSet(
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Simulation::AttributeID count,
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const Simulation::IndexEntry index_table[],
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const Simulation::AttributeIndexSet &inheritance
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)
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{Build(count, index_table, &inheritance);}
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Simulation__AttributeIndexSet(
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Simulation::AttributeID count,
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const Simulation::IndexEntry index_table[]
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)
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{Build(count, index_table, NULL);}
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Simulation__AttributeIndexSet()
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{attributeIndex = NULL; entryCount = 0;}
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~Simulation__AttributeIndexSet();
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protected:
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void
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Build(
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Simulation::AttributeID count,
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const Simulation::IndexEntry index_table[],
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const Simulation::AttributeIndexSet *inheritance
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// AttributeIndexSet Functionality
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//
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protected:
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Simulation::IndexEntry
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*attributeIndex;
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public:
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Simulation::AttributePointer
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Find(Simulation::AttributeID attribute) const
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{
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Check(this);
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Verify(attribute > 0);
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if (attribute<=entryCount)
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return attributeIndex[attribute-1].entryAddress;
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else
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return Simulation::NullAttribute;
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}
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Simulation::AttributePointer
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Find(const char* attribute_name) const;
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const Simulation::IndexEntry*
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FindEntry(const char* attribute_name) const;
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static const Simulation::AttributeIndexSet
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NullSet;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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static Logical
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TestClass();
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};
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//##########################################################################
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//################### Simulation::SharedData #########################
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//##########################################################################
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class Simulation__SharedData:
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public Receiver::SharedData
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{
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public:
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Simulation__SharedData(
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Derivation* derivation,
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Receiver::MessageHandlerSet &message_handlers,
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Simulation::AttributeIndexSet &attribute_index,
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int state_count
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):
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Receiver::SharedData(derivation, message_handlers),
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activeAttributeIndex(&attribute_index),
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stateCount(state_count)
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{}
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Simulation::AttributeIndexSet* activeAttributeIndex;
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int stateCount;
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};
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inline Simulation::SharedData*
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Simulation::GetSharedData()
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{return Cast_Object(SharedData*,sharedData);}
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