Files
BT412/engine/MUNGA/EYECANDY.cpp
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

237 lines
5.1 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "random.h"
#include "eyecandy.h"
#include "app.h"
#include "notation.h"
//#############################################################################
// Shared Data Support
//
EyeCandy::SharedData
EyeCandy::DefaultData(
EyeCandy::GetClassDerivations(),
EyeCandy::GetMessageHandlers(),
EyeCandy::GetAttributeIndex(),
EyeCandy::StateCount,
(Entity::MakeHandler)EyeCandy::Make
);
Derivation* EyeCandy::GetClassDerivations()
{
static Derivation classDerivations(Entity::GetClassDerivations(), "EyeCandy");
return &classDerivations;
}
//#############################################################################
//############################### EyeCandy #################################
//#############################################################################
void
EyeCandy::EyeCandySimulation(Scalar)
{
Check(application);
if (simulationState.GetState() == effectOn)
{
simulationState.SetState(effectOff);
}
Scalar now = Now();
if ((now - lastTrigger) >= waitTime)
{
simulationState.SetState(effectOn);
lastTrigger = now;
RandomGenerator random_number;
waitTime = minWaitTime + (maxWaitTime - minWaitTime) * random_number;
}
}
//#############################################################################
// Construction and Destruction
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EyeCandy::EyeCandy(
EyeCandy::MakeMessage *creation_message ,
EyeCandy::SharedData &virtual_data
):
Entity(creation_message, virtual_data)
{
Check_Pointer(this);
Check_Pointer(creation_message);
SetPerformance(&EyeCandy::EyeCandySimulation);
SetValidFlag();
//
//-------------------------------------------------
// Find the EyeCandy in the resource
//-------------------------------------------------
//
ResourceFile *res_file = application->GetResourceFile();
Check(res_file);
ResourceDescription *res =
res_file->SearchList(
resourceID,
ResourceDescription::GameModelResourceType
);
Check(res);
res->Lock();
ModelResource *eyecandy_res = (ModelResource*)res->resourceAddress;
maxWaitTime = eyecandy_res->maxWaitTime;
minWaitTime = eyecandy_res->minWaitTime;
res->Unlock();
waitTime = minWaitTime + (maxWaitTime - minWaitTime) * Random;
simulationState.SetState(effectOff);
lastTrigger = Now();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EyeCandy*
EyeCandy::Make(EyeCandy::MakeMessage *creation_message)
{
return new EyeCandy(creation_message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical
EyeCandy::CreateMakeMessage(
MakeMessage *creation_message,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
Check(creation_message);
Check(model_file);
if (!Entity::CreateMakeMessage(creation_message, model_file, directories))
{
return False;
}
creation_message->classToCreate = RegisteredClass::EyeCandyClassID;
creation_message->instanceFlags = HermitInstance|DynamicFlag|TrappedFlag;
return True;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EyeCandy::~EyeCandy()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceDescription::ResourceID
EyeCandy::CreateModelResource(
#if DEBUG_LEVEL>0
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *directories,
ModelResource *model
#else
ResourceFile *resource_file,
const char* model_name,
NotationFile * model_file,
const ResourceDirectories *,
ModelResource *model
#endif
)
{
Check(resource_file);
Check_Pointer(model_name);
Check_Pointer(directories);
//
// If we were not provided a buffer to write the model data into, we must
// create it ourselves. Then make sure that the model stuff is read in
//
ModelResource *local_model = model;
if (!local_model)
{
local_model = new ModelResource;
Register_Pointer(local_model);
}
//----------------------------------------
// Read in the data from notation file
//----------------------------------------
//
// Get PointValue assigned to this ScoreZone
//
if(
!model_file->GetEntry(
"gamedata",
"MaxWaitTime",
&local_model->maxWaitTime
)
)
{
std::cerr << model_name << "Missing MaxWaitTime" << std::endl;
Dump_And_Die:
if (!model)
{
Unregister_Pointer(local_model);
delete local_model;
}
return -1;
}
if(
!model_file->GetEntry(
"gamedata",
"MinWaitTime",
&local_model->minWaitTime
)
)
{
std::cerr << model_name << "Missing MinWaitTime" << std::endl;
goto Dump_And_Die;
}
//
//---------------------------
// Write out the new resource
//---------------------------
//
if (!model)
{
ResourceDescription *new_res =
resource_file->AddResource(
model_name,
ResourceDescription::GameModelResourceType,
1,
ResourceDescription::Preload,
local_model,
sizeof(*local_model)
);
Unregister_Pointer(local_model);
delete local_model;
Check(new_res);
return new_res->resourceID;
}
else
{
return 0;
}
}
Logical
EyeCandy::TestInstance() const
{
return IsDerivedFrom(*GetClassDerivations());
}