Files
BT412/engine/MUNGA/LAMP.h
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

173 lines
4.0 KiB
C++

#pragma once
#include "gaugrend.h"
#include "style.h"
#include "graph2d.h"
#include "mode.h"
#include "slot.h"
#include "chain.h"
class LampManager;
class GraphicLamp;
typedef int LampID;
typedef int LampState;
//#########################################################################
//################################# Lamp ##################################
//#########################################################################
class Lamp : public Node
{
friend class LampManager;
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
enum
{
LampStateUndefined = -1,
LampStateOff = 0,
LampStateOn,
NextLampState
};
virtual ~Lamp();
Logical
TestInstance() const;
virtual void
SetState(LampState new_state);
void
SetAlertState(Logical alert_on = True);
LampState
GetState()
{
Check(this);
return previousState;
}
protected:
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
Lamp(
LampID lamp_id,
ModeMask mode_mask,
LampManager *lamp_manager
);
virtual void
Update(Logical force_notify_of_state_change = False);
virtual void
NotifyOfStateChange();
//
//----------------------------------------------------------------------
// Protected data
//----------------------------------------------------------------------
//
LampID
lampID;
ModeMask
modeMask;
LampState
previousState;
LampManager
*manager;
int
alertActive;
};
//#########################################################################
//############################## GraphicLamp ##############################
//#########################################################################
class GraphicLamp :
public Lamp
{
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
~GraphicLamp();
Logical
TestInstance() const;
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
protected:
GraphicLamp(
LampID lamp_id,
ModeMask mode_mask,
LampManager *lamp_manager,
GaugeRenderer *renderer,
int graphics_port_number
);
//----------------------------------------------------------------------
// Public data
//----------------------------------------------------------------------
GaugeRenderer
*renderer;
GraphicsView
localView;
};
#include "gaugrend.h" // LampManager is a part of GaugeRenderer...
//############################## LampManager ##############################
// The Lamp Manager belongs to the Gauge Renderer: it is responsible for
// handling specialized 'lamp' objects similar to (but not identical to)
// gauge objects.
//#########################################################################
class LampManager SIGNATURED
{
friend class Lamp;
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
virtual ~LampManager();
Logical
TestInstance() const;
virtual void
Update(ModeMask current_mode_mask);
Lamp *
FindLamp(LampID lamp_id, ModeMask mode_mask);
void
RemoveAllLamps();
ModeMask
GetPreviousModeMask()
{
Check(this);
Check_Fpu();
return previousModeMask;
}
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
protected:
LampManager();
void
ActivateLamps(ModeMask bits_became_active);
void
DeactivateLamps(ModeMask bits_became_inactive);
void
AddLamp(Lamp *new_lamp);
void
RemoveLamp(LampID lamp_id, ModeMask mode_mask);
ModeMask
previousModeMask;
ChainOf<Lamp*>
lampList,
activeLampList,
inactiveLampList;
};