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>
209 lines
4.7 KiB
C++
209 lines
4.7 KiB
C++
//==========================================================================//
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// File: mechdmg.hpp //
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// Project: BattleTech //
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// Contents: Mech::DamageZone //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 06/05/95 JM Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#if !defined(MECHDMG_HPP)
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# define MECHDMG_HPP
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# if !defined(DAMAGE_HPP)
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# include <damage.hpp>
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# endif
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# if !defined(SLOT_HPP)
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# include <slot.hpp>
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# endif
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# if !defined(TABLE_HPP)
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# include <table.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 Mech;
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class Subsystem;
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class DamageZone;
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//##########################################################################
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//###################### MechCriticalSubsystem #################
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//##########################################################################
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class
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MechCriticalSubsystem SIGNATURED
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{
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public:
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MechCriticalSubsystem(DamageZone *owner);
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virtual ~MechCriticalSubsystem();
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SlotOf<Subsystem*>
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subsystemPlug;
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Scalar
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damagePercentage, damagePercentageUsed;
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Scalar
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criticalWeight;
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Logical
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TestInstance() const;
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};
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//##########################################################################
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//#################### Mech::DamageZone ###########################
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//##########################################################################
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class Mech__DamageZone :
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public DamageZone
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// LOD Support
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//
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protected:
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void
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LODDamageRouter(EntityID inflicting, Damage damage);
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int
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RandomRedirect();
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typedef PlugOf<int> IntegerPlug;
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typedef TableOf<IntegerPlug*, int> DamageZoneIndexTable;
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typedef TableIteratorOf<IntegerPlug*, int> DamageZoneIndexTableIterator;
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// Zones which are artifacts have a table of their real children.
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DamageZoneIndexTable redirectTable;
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// The result of the last random redirect
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int lastHitZone;
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Scalar lastDamageTime;
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EntityID lastInflicting;
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//
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// Zones which are real have a pointer (slot) back to their artifact parent.
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// With the current art (1/30/96) no zone has both a parent and children,
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// and many zones have neither.
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SlotOf<Mech__DamageZone*> parentArtifactZone;
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void
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UpdateLODDamageLevel();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Descending Heirarchy when DamageZone Destroyed Support
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//
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void
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ShortAttachedGenerators();
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void
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SendSubsystemDamage();
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void
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RecurseSegmentTable(Mech *my_mech);
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int
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segmentIndex;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage Support
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//
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public:
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void
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TakeDamage(Damage& damage);
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Subsystem*
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CriticalHit(Damage &damage_data);
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protected:
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Logical
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vitalDamageZone;
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Logical
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descendOnDestruction;
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Logical
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destroySiblingsOnDestruction;
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Logical
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leftLeg;
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Logical
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rightLeg;
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int
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criticalSubsystemCount;
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Scalar
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criticalWeightSum;
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MechCriticalSubsystem
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**criticalSubsystems;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Graphic State Support
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//
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public:
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void
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SetGraphicState(Enumeration new_state);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction / Destruction
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//
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public:
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static const int NullDamageZone;
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Mech__DamageZone(
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Mech *mech,
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int damage_zone_index,
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MemoryStream *stream
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);
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void SetLODParentPointers();
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~Mech__DamageZone();
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static Logical
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CreateStreamedDamageZone(
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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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NotationFile *skl_file,
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const char *damage_zone_name,
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NotationFile *dmg_file,
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const ResourceDirectories *directories,
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MemoryStream *damage_zone_stream
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);
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static int
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GetSegmentIndex(
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CString damage_zone_name,
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NotationFile *skl_file
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);
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};
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#endif
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