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>
108 lines
3.3 KiB
C++
108 lines
3.3 KiB
C++
//===========================================================================//
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// File: cnslmsgs.cpp //
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// Project: MUNGA Brick: //
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// Contents: Console messages //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- -----------------------------------------------------------//
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// 06/02/95 ECH Initial coding. //
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// 06/03/95 GAH Added corresponding Macintosh message defintions. //
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// 10/05/95 GAH Added ConsoleApplicationEndMissionMessage. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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(BTCNSL_HPP)
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# include <btcnsl.hpp>
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#endif
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechKilledMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsolePlayerMechKilledMessage::
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ConsolePlayerMechKilledMessage(
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HostID player_host_ID,
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HostID killer_host_ID
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):
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NetworkClient::Message(
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ConsolePlayerMechKilledMessageID,
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sizeof(ConsolePlayerMechKilledMessage)
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)
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{
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playerHostID = player_host_ID;
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killerHostID = killer_host_ID;
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}
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsolePlayerMechScoreUpdateMessage::
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ConsolePlayerMechScoreUpdateMessage(
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HostID player_host_ID,
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int score
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):
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NetworkClient::Message(
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ConsolePlayerMechScoreUpdateMessageID,
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sizeof(ConsolePlayerMechScoreUpdateMessage)
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)
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{
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playerHostID = player_host_ID;
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playerScore = score;
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}
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//~~~~~~~~~~~~~~~~~~ ConsoleBTTeamScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsoleBTTeamScoreUpdateMessage::
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ConsoleBTTeamScoreUpdateMessage(
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int team_ID,
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int score
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):
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NetworkClient::Message(
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ConsoleBTTeamScoreUpdateMessageID,
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sizeof(ConsoleBTTeamScoreUpdateMessage)
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)
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{
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teamID = team_ID;
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teamScore = score;
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}
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechDamagedMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsolePlayerMechDamagedMessage::
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ConsolePlayerMechDamagedMessage(
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HostID player_host_ID,
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HostID damager_host_ID,
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int loss,
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int damage_zone_index,
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Logical damage_zone_destroyed,
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int points_transfered,
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int weapon_index
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):
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NetworkClient::Message(
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ConsolePlayerMechDamagedMessageID,
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sizeof(ConsolePlayerMechDamagedMessage)
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)
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{
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playerHostID = player_host_ID;
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damagerHostID = damager_host_ID;
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damageLoss = loss;
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pointsTransfered = points_transfered;
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damageZoneIndex = damage_zone_index;
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damageZoneDestroyed = damage_zone_destroyed;
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weaponIndex = weapon_index;
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}
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//~~~~~~~~~~~~~~~~ ConsolePlayerMechDeathWithoutHonorMessage ~~~~~~~~~~~~~~~~~~~
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ConsolePlayerMechDeathWithoutHonorMessage::
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ConsolePlayerMechDeathWithoutHonorMessage(
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HostID player_host_ID
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):
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NetworkClient::Message(
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ConsolePlayerMechDeathWithoutHonorMessageID,
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sizeof(ConsolePlayerMechDeathWithoutHonorMessage)
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)
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{
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playerHostID = player_host_ID;
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}
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//==============================================================================
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