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