Files
BT412/game/reconstructed/btl4gau3.cpp
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

300 lines
14 KiB
C++

//===========================================================================//
// File: btl4gau3.cpp //
// Project: BattleTech Brick: Gauge Renderer Manager //
// Contents: Cockpit instrument library, part 3 -- multiplayer / tactical HUD //
// displays (see btl4gau3.hpp). //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 02/22/96 CPB Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1996, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary (BTL4OPT.EXE). Behaviour follows the
// Ghidra pseudo-C in recovered/all/part_014.c (@004c9bd0..@004cbea0). Class /
// member names from the CODE identification strings; per-method @ADDR cited.
// This TU links between btl4gau2.obj and btl4grnd.obj.
//
// Engine-internal helper map (consistent with btl4gau2.cpp):
// FUN_00444818 GraphicGauge ctor FUN_00444870 GraphicGauge dtor
// FUN_004700bc NumericDisplay ctor FUN_0047018c ::dtor
// FUN_00470430 ::DrawAt FUN_00470758 ::Erase FUN_004703f4 ::Reset
// FUN_00442aec/00442c12 BitMapCache AddRef/Release
// FUN_00442d2b/00442e51 PixMapCache AddRef/Release
// FUN_004700ac InternName FUN_004022e8 FreeName
// FUN_00403ad0 NamedNode::Find(dictionary, name) ("Players")
// FUN_00421414 ChainOf<Player*>::Iterator ctor FUN_00421452 ::dtor
// FUN_0042076c Subsystem::FindDamageZone -> index
// FUN_004c3b98 ColorMapperArmor ctor (btl4gaug)
// FUN_004c2f88 -> 7 (selection/blip colour) FUN_004c2f94 entity colour
// FUN_0044fc10 score/rank lookup FUN_004b0898 lance-slot mech lookup
// FUN_0049fb54 / 0x50bdb4 damage-mapping-group derivation
// FUN_00449c88 Pixmap ctor FUN_00449d0c Pixmap dtor
// FUN_00407064 Warehouse::FindResource (App+0x68) FUN_004032dc MemoryStream
// FUN_004dcd94 Round FUN_004dbb24 DebugStream<<char* FUN_004db78c <<int
// DAT_004efc94 the Application (App+0x24 dictionary, +0x68 warehouse,
// +0xc8 palette cache, +0x6c local mech)
//
// Recovered string evidence:
// "SectorDisplay: Missing image " 0x51bc90 "Players" 0x51bcba/0x51bd97
// "PlayerStatus: Make player number " 0x51bcd9
// "CreateMutantPixelmap8: couldn't ..." 0x51bd0d/0x51bd40/0x51bd6d
// "PilotList" 0x51bb4a "PlayerStatus" 0x51bb54 "MessageBoard" 0x51bb61
// "adpal.pcc" 0x51bd9f "adpal2.pcc" 0x51bda9 "PlayerStatusMappingGroup" 0x51bdb4
//
// See btl4gaug.cpp: suppress heat.hpp's optional DebugStream so the shared
// mechrecon ReconStream definition is the only one active in this TU.
#define BT_DEBUGSTREAM_DEFINED
#include <bt.hpp>
#pragma hdrstop
#if !defined(BTL4GAU3_HPP)
# include <btl4gau3.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
//
// Unrecovered .data resource pools used by the two Make() factories below. The
// concrete bytes (rate/mode/colours/image names) were not recovered from the
// optimised image; declared here as typed placeholders so the construction
// paths compile. (BEST-EFFORT.) DebugStream is provided by the shared recon
// headers.
//
static int DAT_0051a2bc = 0; // SectorDisplay GaugeRate
static int DAT_0051a300 = 0; // SectorDisplay ModeMask
static char DAT_0051a344[] = ""; // SectorDisplay grid image name
static int DAT_0051b07c = 1; // PlayerStatus player number (1..8)
static int DAT_0051aff4 = 0; // PlayerStatus GaugeRate
static int DAT_0051b038 = 0; // PlayerStatus ModeMask
static char DAT_0051b0c0[] = ""; // PlayerStatus font image
static int DAT_0051b104 = 0; // color
static int DAT_0051b148 = 0; // okColor
static int DAT_0051b18c = 0; // aliveColor
static int DAT_0051b1d0 = 0; // deadColor
//###########################################################################
// PlayerStatusMappingGroup @004c9bd0
//###########################################################################
//
// @004c9bd0 -- build the 28 ColorMapperArmor zone gauges. For each name in the
// damage-zone name table (PTR_s_dz_door_0051a240, 28 entries) build a transient
// damage-zone descriptor, resolve its index on the mech (FindDamageZone
// @0042076c), allocate (0x70) a ColorMapperArmor and construct it (@004c3b98)
// wired to that zone (incrementing the next base colour index each iteration).
// @004c9ca8 -- destroy: delete all 28, optionally free the array.
// @004c9cf4 -- Execute: run each element's Execute (vtbl+0xc).
// @004c9d18 -- SetColor: recolour all 28 (FUN_004c3c38 = ColorMapper SetColor).
//
//###########################################################################
// SectorDisplay @004c9d44 Make / @004c9e10 ctor
//###########################################################################
//
// @004c9d44 -- Make. Allocate (0xc4) and construct "SectorDisplay" from the
// resource strings (DAT_0051a2bc..0051a3cc). Then verify the grid image exists
// (BitMapCache); if missing, warn "SectorDisplay: Missing image <name>".
//
Logical
SectorDisplay::Make(
int /*display_port_index*/,
Vector2DOf<int> /*position*/,
Entity *entity,
GaugeRenderer *gauge_renderer
)
{
SectorDisplay *gauge = (SectorDisplay *)operator new(0xc4);
if (gauge != NULL)
{
//
// Construct with the recovered grid-image name; the remaining geometry /
// colour / font-image arguments were not recovered, so are typed
// placeholders.
//
new (gauge) SectorDisplay(
(GaugeRate)DAT_0051a2bc, // rate
(ModeMask)DAT_0051a300, // mode mask
(L4GaugeRenderer *)gauge_renderer,
0, // graphics port number
0, 0, // x, y
(char *)&DAT_0051a344, // grid image
(char *)0, // font image
0, // color
"SectorDisplay");
}
BitMap *grid = gauge_renderer->warehousePointer->bitMapBin.GetIfAlreadyExists(
(char *)&DAT_0051a344); // FUN_00442aec (peek, no AddRef)
if (grid == NULL)
{
DebugStream << "SectorDisplay: Missing image "
<< (char *)&DAT_0051a344 << "\n"; // FUN_004dbb24 x3
}
return (grid != NULL);
}
//
// @004c9e10 -- ctor (vtable PTR_FUN_0051beec). GraphicGauge base, interns the
// grid image; computes cellWidth = imageWidth/14, gridLeft = cellWidth*12,
// gridRight = cellWidth*12 + cellWidth - 1, gridHeight = imageHeight; sets the
// port origin; builds two NumericDisplays (this[0x2F] at origin, this[0x30] at
// +cellWidth*4). baseLine = dirty = 500.
// @004c9f94 -- dtor: release grid, delete both numerics, GraphicGauge::~GraphicGauge.
// @004ca038 -- BecameActive: dirty=1; reset both numerics.
// @004ca068 -- SetEnable: this[0x24] = enable.
// @004ca07c -- Execute: when enabled, DrawAt the two numerics at the rounded
// cursor position (+offsets), and on the first pass blit the grid image.
//
//###########################################################################
// TeamStatusDisplay @004ca208
//###########################################################################
//
// @004ca208 -- ctor (vtable PTR_FUN_0051bea8). GraphicGauge base. rowSpacing =
// param_10; originY = param_8 - 0x20; flags = param_12. Reads the font bitmap
// width to size the highlight (cellW = w/14; highlightWidth = cellW*8 + 0x86,
// plus an extra column when flags&4). Builds 8 rows, each with a number
// NumericDisplay (this[0x3B+i]) and -- when flags&4 -- a kill NumericDisplay
// (this[0x4C+i]); rows step down by rowSpacing.
// @004ca39c -- dtor: delete the 8 numeric pairs, base dtor.
// @004ca424 -- SetEnable: this[0x24] = enable.
// @004ca438 -- BecameActive: selectedRow = 999; per-row prev = -1, prevScore =
// -0.001f (0xba83126f); per-row prevRank = -1.
// @004ca478 -- Execute. Resolve the local player's index/team
// (App+0x6c mech -> +0x190 -> +0x1cc index, +0x204 team via FUN_0044fc10).
// Read the "Players" node (FindByName @00403ad0), slot each player into [0..7]
// by entity+0x1cc (skipping spectators, +0x29 bit 0x40). For each row: if the
// occupant changed, blit the player's interned name bitmap (App+0xc8 palette
// cache lookup) or clear, tinting friendly/self with FUN_004c2f88 (=7). Then
// update each kill numeric from entity+0x1c8. When flags&4, also track each
// player's rank (entity+0x204 - rankBase via FUN_0044fc10). Finally redraw the
// selection underline on the local player's row.
//
//###########################################################################
// PilotList @004ca90c Make / @004ca958 ctor
//###########################################################################
//
// @004ca90c -- Make: allocate (0x178) and construct "PilotList" from
// DAT_0051ab4c..0051abd4.
// @004ca958 -- ctor (vtable PTR_FUN_0051be64). GraphicGauge base. For each of
// 8 entries, read its (x,y,layoutMode) from DAT_0051af88 (stride 3); compute the
// three NumericDisplay positions from layoutMode (0/1/2) and build them
// (this entry +0x10/+0x14/+0x18). resolvedMech = 0; selected = 0.
// @004cab10 -- dtor: delete the 3 numerics per entry (8 entries), base dtor.
// @004caba4 -- BecameActive: per-entry resolvedMech (+0x08) = -1; currentSlot = 9.
// @004cabd0 -- Execute (one slot per frame). Look up the lance roster
// (App+0x6c mech +0x128 -> FUN_004b0898 slot lookup). For the current slot:
// if empty, erase the three numerics; else compute the player-name bitmap and
// blit it (DrawMechIcon @004cad70 tints by team via FUN_004c2f88), then DrawAt
// the mech (+0x27c) and score (+0x280) numerics. Advance currentSlot (wraps 8).
// helpers DrawMechIcon @004cad70, DrawAmmoCount @004cae20.
//
//###########################################################################
// PlayerStatus @004cae90 Make / @004cb1a8 ctor
//###########################################################################
//
// @004cae90 -- Make. DAT_0051b07c is the player number; must be 1..8 or
// "PlayerStatus: Make player number <n>" is warned. Allocates (200) and
// constructs "PlayerStatus" from DAT_0051aff4..0051b1d0.
//
Logical
PlayerStatus::Make(
int /*display_port_index*/,
Vector2DOf<int> /*position*/,
Entity *entity,
GaugeRenderer *gauge_renderer
)
{
int playerNumber = DAT_0051b07c;
if (playerNumber < 1 || playerNumber > 8)
{
DebugStream << "PlayerStatus: Make player number "
<< playerNumber << " out of range\n"; // FUN_004dbb24 / FUN_004db78c
return False;
}
PlayerStatus *gauge = (PlayerStatus *)operator new(200);
if (gauge != NULL)
{
new (gauge) PlayerStatus(
(GaugeRate)DAT_0051aff4, (ModeMask)DAT_0051b038,
(L4GaugeRenderer *)gauge_renderer, 0, (int)entity,
(int)gauge_renderer, playerNumber,
(char *)&DAT_0051b0c0,
DAT_0051b104, DAT_0051b148, DAT_0051b18c, DAT_0051b1d0,
"PlayerStatus");
}
return True;
}
//
// @004cb1a8 -- ctor (vtable PTR_FUN_0051be20). GraphicGauge base; stashes the
// four state colours (this[0x29..0x2C]); playerIndex = player_number - 1; sets
// the port origin; builds the score NumericDisplay (this[0x2E], helv font,
// color/okColor).
// @004cb28c -- dtor: delete the score numeric; free the mutant pixmap
// (FUN_00449d0c); base dtor.
// @004cb310 -- BecameActive: reset score numeric; run mappingGroup BecameActive
// (FUN_004c9cf4); dirty flags = 1 / -1.
// @004cb358 -- Execute. Find player N in the "Players" node (@00403ad0,
// "Players" 0x51bd97, indexed lookup vtbl+0x34). When the player changes and
// has a mech (+0x1fc): build a recoloured name pixmap (CreateMutantPixelmap8
// @004cafac) and a fresh PlayerStatusMappingGroup (@004c9bd0, adpal.pcc/
// adpal2.pcc) tinting the mech outline; cache the interned name bitmap. Each
// frame: DrawAt the score (+0x1c8); update the armour mapping group when the
// damage-mapping derivation (FUN_0049fb54 / 0x50bdb4) changes; on dirty, blit
// the name bitmap then the recoloured mech outline; finally pick the frame
// colour (aliveColor/deadColor by subsys+0x1c4) and draw the status box.
//
//###########################################################################
// CreateMutantPixelmap8 @004cafac
//###########################################################################
//
// @004cafac -- per-player pixmap recolour. Find the source pixmap resource
// (Warehouse @00407064 by id mech+0x1bc); on failure warn "CreateMutantPixelmap8:
// couldn't find ...". Open it as a MemoryStream, read the embedded image name
// (ReadStreamString @004caf50, 0x50 chars), look it up in the PixMapCache. Copy
// the source 8-bit pixels into a (possibly reused) Pixmap, biasing every palette
// index >= 0x20 by (palette_base - 0x20) so each player's mech draws in their
// own colour ramp. Returns the recoloured Pixmap.
//
//###########################################################################
// MessageBoard @004cb678 Make / @004cb704 ctor
//###########################################################################
//
// @004cb678 -- Make: allocate (0xa4) and construct "MessageBoard" from
// DAT_0051b43c..0051b508; verify the strip image exists (BitMapCache).
// @004cb704 -- ctor (vtable PTR_FUN_0051bddc). GraphicGauge base; interns +
// AddRefs the message strip bitmap (this[0x25]); sets the port origin; color =
// param_10 (this[0x26]).
// @004cb788 -- dtor: release the strip, free the name, base dtor.
// @004cb7fc -- BecameActive: previousNameId = -1; previousMessageId = -2.
// @004cb82c -- Execute. Track the local player's mech (this[0x24]). Read its
// controller message ids (mech+0x190 controller, +0xc message id, +0x10 name
// id). When the message id changes, blit the corresponding 0x80x0x20 cell of
// the strip ((id&3)<<7, (id>>2)<<5) tinted by FUN_004c2f88 (=7); -1 clears.
// When the name id changes, blit the player's name bitmap (App+0xc8 palette
// cache lookup) similarly.
//
// === btl4grnd.cpp begins at @004cbea0 (BTL4GaugeRenderer ctor) -- not this TU.