Files
BT412/game/reconstructed/messmgr.hpp
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

242 lines
7.3 KiB
C++

//===========================================================================//
// File: messmgr.hh //
// Project: BattleTech //
// Contents: Consolidates Messages from Subsystems and Graphics Generation //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/30/95 JM Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// GROUND TRUTH: this header is the surviving MESSMGR.HPP
// (410SRC/Telsa40/Rel410/CODE/BT/BT/MESSMGR.HPP), reproduced verbatim.
// The only additions are the //@offset reconstruction comments tying each
// data member to the byte offset observed in the shipped object (see
// messmgr.cpp for the originating @ADDR evidence). Declarations are
// UNCHANGED.
//
// Class summary (recovered):
// SubsystemMessageManager : public Subsystem
// vtable @0050b954 ClassID 0xBD3 ("SubsystemMessageManagerClassID")
// ctor @0049bca4 dtor @0049bd7c CreateStreamedSubsystem @0049be10
// object layout >= 0x130 bytes; new members begin at +0xE4.
//
#if !defined (MESSMGR_HPP)
# define MESSMGR_HPP
#if !defined (SUBSYSTM_HPP)
# include <subsystm.hpp>
#endif
#if !defined (RESOURCE_HPP)
# include <resource.hpp>
#endif
#if !defined (VCHAIN_HPP)
# include <vchain.hpp>
#endif
#if !defined (PLUG_HPP)
# include <plug.hpp>
#endif
#if !defined(ENTITYID_HPP)
# include <entityid.hpp>
#endif
class Entity;
class Mech;
class Entity__TakeDamageMessage;
//##########################################################################
//########## SubsystemMessageManager::SubsystemResource ###############
//##########################################################################
//
// Parsed by CreateStreamedSubsystem @0049be10. Stamps ClassID 0xBD3 and
// model-record size 0x38 at resource +0x20/+0x24, then reads:
// +0x30 terrainHitExplosionID ("TerrainHitExplosion", a resource lookup)
// +0x34 rendererCompensateTime ("RendererCompensateTime", a Scalar)
//
struct SubsystemMessageManager__SubsystemResource :
public Subsystem::SubsystemResource
{
ResourceDescription::ResourceID
terrainHitExplosionID; // resource +0x30
Scalar
rendererCompensateTime; // resource +0x34
};
//##########################################################################
//##################### SubsystemMessageManager ###################
//##########################################################################
class
SubsystemMessageManager :
public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations; // static @0050b6cc (BSS)
static SharedData DefaultData; // default Performance ptr @0050b6fc -> 0049b784
//
// Added to satisfy the real Simulation__SharedData 4-arg ctor
// (derivation, message-handlers, attribute-index, state-count). The
// shipped record carried only the derivation + default Performance; the
// handler set / attribute index are empty for this class.
//
static Receiver::MessageHandlerSet MessageHandlers;
static AttributeIndexSet AttributeIndex;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Death and Damage Support
//
public:
void DeathReset(Logical) {}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
protected:
struct CommonDamageInformation
{
Entity
*entityHit; //@0xE4 (ctor/reset -> 0)
int
damageZoneIndex; //@0xE8 (ctor/reset -> -1)
Point3D
impactPoint; //@0xEC (Point3D, 3 Scalars)
} commonDamageInformation; //@0xE4
public:
struct DamageInformation
: public Plug // Plug vtable @0050b9a8, dtor @0049c3e3, size 0x14
{
Enumeration
damageType; //@0x0C (= TakeDamageMessage+0x2C)
int
subsystemID; //@0x10 (= TakeDamageMessage+0x5C)
};
typedef void
(SubsystemMessageManager::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ConsolidateAndSendDamage(Scalar time_slice); // Performance @0049b784
Mech*
GetEntity()
{Check(this); return Cast_Object(Mech*, Subsystem::GetEntity());}
protected:
Scalar
rendererCompensateTime; //@0xF8 (resource +0x34)
typedef PlugOf<ResourceDescription::ResourceID>
ResourceIDPlug;
VChainOf<ResourceIDPlug*, ResourceDescription::ResourceID>
weaponExplosions; //@0xFC (VChain hdr 0x18 bytes)
VChainOf<DamageInformation*, Scalar> damageInformation; //@0x114 (VChain hdr 0x18 bytes)
ResourceDescription::ResourceID
terrainHitExplosionID; //@0x12C (resource +0x30)
void
CreateWeaponExplosions(
Logical terrain_hit,
EntityID entity_hit,
Point3D explode_position
); // inlined into ConsolidateAndSendDamage @0049b784
//
// @0049baa0 -- per-frame flush of the accumulated weaponExplosions queue
// (own method; not a streamed override).
//
void
SendQueuedExplosions();
//
// CROSS-FAMILY shim. In the original the per-subsystem explosion resource
// id is read off the engine Subsystem (Subsystem::GetExplosionID(),
// subsystem+0x3E4). The WinTesla Subsystem does not expose it yet, so we
// resolve through this local helper until the base provides it. See
// report "CROSS-FAMILY NEEDS".
//
ResourceDescription::ResourceID
ResolveExplosionID(Subsystem *subsystem);
//
// CROSS-FAMILY shim. The original built a renderer command (FUN_004336f0)
// and submitted it to the global graphics pipe (theGraphicsPipe->Submit,
// FUN_0041acbc). WinTesla replaced the IG graphics pipe with L4D3D and the
// submission entry point is not present in these headers; isolate the
// missing call here so the queueing/timing logic compiles.
//
void
SubmitExplosion(
ResourceDescription::ResourceID explosion_id,
Scalar fire_time
);
public:
void
AddDamageMessage(
Entity *damaged_entity,
Entity__TakeDamageMessage *message
); //@0049b6d8
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction Support
//
public:
typedef SubsystemMessageManager__SubsystemResource SubsystemResource;
SubsystemMessageManager(
Mech *owner,
int subsystem_ID,
SubsystemResource *sub_res,
SharedData &shared_data=DefaultData
); // ctor @0049bca4
~SubsystemMessageManager(); // dtor @0049bd7c (vtable slot 0)
Logical
TestInstance() const;
static Logical
CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories
); // @0049be10 (ClassID 0xBD3)
};
#endif