Files
BT412/engine/MUNGA/JMOVER.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

246 lines
5.0 KiB
C++

#pragma once
#include "mover.h"
#include "joint.h"
#include "slot.h"
#include "segment.h"
//##############################################################################
//######################## JointedMover ##################################
//##############################################################################
class JointedMover:
public Mover
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
#if 0
private:
static const HandlerEntry MessageHandlerEntries[];
protected:
static MessageHandlerSet MessageHandlers;
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum{
SegmentCountAttributeID = Mover::NextAttributeID,
SegmentTableAttributeID,
JointSubsystemAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex;
static AttributeIndexSet& GetAttributeIndex();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Segment Support
//
public:
EntitySegment::SegmentTable
segmentTable;
int
segmentCount;
EntitySegment*
GetSegmentFromDamageZone(CString damage_zone);
EntitySegment*
GetSegment(CString segment_name);
EntitySegment*
GetSegment(int segment_index)
{
Check(this);
EntitySegment::SegmentTableIterator iterator(segmentTable);
return iterator.GetNth(segment_index);
}
SlotOf<JointSubsystem*>
jointSubsystem;
JointSubsystem*
GetJointSubsystem()
{
Check(this); return jointSubsystem.GetCurrent();
}
void
GetSegmentToWorld(
EntitySegment &my_segment,
LinearMatrix *transform
);
protected:
void
InitializeChildPointers(EntitySegment *current_segment);
void
CalcSegmentTransforms(EntitySegment *final_segment);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Animation Support
//
public:
typedef
Scalar (JointedMover::*AnimationCallback)(
ResourceDescription::ResourceID animation_number,
Scalar carryover,
Logical animate_joints
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(JointedMover::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
static JointedMover*
Make(MakeMessage *creation_message);
static int
CreateDamageZoneStream (
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
static ResourceDescription::ResourceID
CreateSkeletonStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
static Logical
InitDestroyedVideoObjectNames(
MemoryStream *segment_stream,
NotationFile *model_file,
CString page_name,
const ResourceDirectories *directories
);
static Logical
InitVideoObjectNames(
MemoryStream *segment_stream,
NotationFile *model_file,
CString page_name,
const ResourceDirectories *directories
);
static int
GetSegmentIndex(
CString segment_name,
NotationFile *skl_file
);
static int
GetDamageZoneIndex(
CString damage_zone_name,
NotationFile *skl_file
);
JointedMover(
MakeMessage *creation_message,
SharedData &virtual_data
);
~JointedMover();
Logical
TestInstance() const;
};
//##########################################################################
//########################## Animation ###############################
//##########################################################################
class AnimationInstance:
public Plug
{
private:
Logical lerpToZero;
Scalar deltaTime;
public:
AnimationInstance(JointedMover *jointed_mover);
~AnimationInstance();
Scalar Animate(Scalar time_slice, Logical move_joints = True);
Logical
LerpToPose(Scalar time_slice, Scalar time_to_lerp, Logical move_joints = True);
Logical LerpToRest(Scalar time_slice, Scalar time_to_lerp, Logical move_joints = True);
void SnapToRest(Logical move_joints = True);
void
SetAnimation(
ResourceDescription::ResourceID animation_number,
JointedMover::AnimationCallback finished_callback
);
int
frameCount,
jointCount,
*jointIndices;
float
*footStepThreshold;
Scalar
*frameStart;
void
*keyFrames;
void
*currentFrameTo;
Vector3D
*keyJointPos,
*rootTranslations;
JointSubsystem
*jointSubToAnimate;
protected:
int currentFrame;
JointedMover *moverToAnimate;
ResourceDescription *animationResource;
JointedMover::AnimationCallback finishedCallback;
Scalar currentTime;
};