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>
151 lines
4.7 KiB
C++
151 lines
4.7 KiB
C++
//===========================================================================//
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// File: btcnsl.hpp //
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// Project: BattleTech Brick: Console //
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// Contents: BT->Console network messages (player score/damage/kill feed) //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED. The surviving BTCNSL.CPP implements these classes but its
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// header (BTCNSL.HPP) was lost. The class names, member layout and
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// constructor signatures here are recovered verbatim from BTCNSL.CPP; they
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// all derive from NetworkClient::Message (MUNGA/NETWORK.h) exactly as the
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// Red Planet analog (RP/RPCNSL.h) does.
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//
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// The recovered btplayer.cpp refers to two of these messages by the Red Planet
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// placeholder names the decompiler emitted (...VTVDamaged / ...VTVScoreUpdate);
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// the typedefs at the bottom map those to the real BT (Mech) classes so the
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// reconstructed bodies compile unchanged.
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//
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#if !defined(BTCNSL_HPP)
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# define BTCNSL_HPP
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# if !defined(CONSOLE_HPP)
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# include <console.hpp> // NetworkClient::Message, HostID, ConsoleClientID
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~ Console Message IDs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// Stream IDs for the BT->console feed (values mirror the RP layout; the exact
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// numbers are not load-bearing for the reconstruction -- they only need to be
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// distinct stream tags).
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//
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enum
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{
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ConsolePlayerMechKilledMessageID = 2,
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ConsolePlayerMechScoreUpdateMessageID = 3,
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ConsoleBTTeamScoreUpdateMessageID = 4,
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ConsolePlayerMechDamagedMessageID = 5,
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ConsolePlayerMechDeathWithoutHonorMessageID = 6
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};
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechKilledMessage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class ConsolePlayerMechKilledMessage:
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public NetworkClient::Message
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{
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public:
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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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HostID GetPlayerHostID() { return playerHostID; }
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HostID GetKillerHostID() { return killerHostID; }
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private:
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HostID playerHostID;
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HostID killerHostID;
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};
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~~~
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class ConsolePlayerMechScoreUpdateMessage:
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public NetworkClient::Message
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{
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public:
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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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HostID GetPlayerHostID() { return playerHostID; }
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int GetPlayerScore() { return playerScore; }
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private:
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HostID playerHostID;
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int playerScore;
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};
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//~~~~~~~~~~~~~~~~~~ ConsoleBTTeamScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class ConsoleBTTeamScoreUpdateMessage:
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public NetworkClient::Message
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{
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public:
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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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int GetTeamID() { return teamID; }
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int GetTeamScore() { return teamScore; }
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private:
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int teamID;
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int teamScore;
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};
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerMechDamagedMessage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class ConsolePlayerMechDamagedMessage:
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public NetworkClient::Message
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{
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public:
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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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HostID GetPlayerHostID() { return playerHostID; }
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HostID GetDamagerHostID() { return damagerHostID; }
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int GetDamageLoss() { return damageLoss; }
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int GetPointsTransfered() { return pointsTransfered; }
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int GetDamageZoneIndex() { return damageZoneIndex; }
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Logical GetDamageZoneDestroyed(){ return damageZoneDestroyed; }
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int GetWeaponIndex() { return weaponIndex; }
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private:
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HostID playerHostID;
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HostID damagerHostID;
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int damageLoss;
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int pointsTransfered;
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int damageZoneIndex;
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Logical damageZoneDestroyed;
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int weaponIndex;
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};
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//~~~~~~~~~~~~~~~ ConsolePlayerMechDeathWithoutHonorMessage ~~~~~~~~~~~~~~~~~~~~~
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class ConsolePlayerMechDeathWithoutHonorMessage:
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public NetworkClient::Message
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{
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public:
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ConsolePlayerMechDeathWithoutHonorMessage(
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HostID player_host_ID
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);
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HostID GetPlayerHostID() { return playerHostID; }
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private:
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HostID playerHostID;
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};
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//~~~~~~~~~~~~~~~~~~~~~~ decompiler placeholder aliases ~~~~~~~~~~~~~~~~~~~~~~~~~~
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// btplayer.cpp (recovered) names these two by the Red Planet form.
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typedef ConsolePlayerMechDamagedMessage ConsolePlayerVTVDamagedMessage;
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typedef ConsolePlayerMechScoreUpdateMessage ConsolePlayerVTVScoreUpdateMessage;
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#endif
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