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>
180 lines
3.4 KiB
C++
180 lines
3.4 KiB
C++
#pragma once
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#include "simulate.h"
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#include "resource.h"
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#include "damage.h"
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class Entity;
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class NotationFile;
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//##########################################################################
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//#################### Subsystem::ModelResource ######################
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//##########################################################################
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struct Subsystem__SubsystemResource
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{
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char
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subsystemName[32];
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RegisteredClass::ClassID
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classID;
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size_t
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subsystemModelSize;
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int
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segmentIndex;
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LWord
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subsystemFlags;
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};
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//##########################################################################
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//######################## Subsystem #################################
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//##########################################################################
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class Subsystem:
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public Simulation
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{
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//##########################################################################
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// Shared Data Support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//##########################################################################
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// Construction and Destruction Support
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//
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public:
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typedef Subsystem__SubsystemResource SubsystemResource;
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~Subsystem();
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static ResourceDescription::ResourceID
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char* model_name,
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const char* subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories
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);
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protected:
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Subsystem(
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Entity *entity,
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int subsystem_id,
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SubsystemResource *model,
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SharedData &shared_data
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);
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Subsystem(
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Entity *entity,
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int subsystem_id,
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const char *subsystem_name,
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RegisteredClass::ClassID class_id,
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SharedData &shared_data
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);
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//##########################################################################
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// Flag Support
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//
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public:
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enum {
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DontReplicateBit = Simulation::NextBit,
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NextBit
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};
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enum {
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DontReplicateFlag = 1<<DontReplicateBit
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};
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//##########################################################################
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// Model support
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//
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public:
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typedef void
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(Subsystem::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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Entity*
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GetEntity()
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{Check(this); return owningEntity;}
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int
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GetSegmentIndex()
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{Check(this); return segmentIndex;}
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const char*
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GetName()
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{Check(this); return subsystemName;}
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void
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WriteUpdateRecord(
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UpdateRecord *message,
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int update_model
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);
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protected:
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Entity*
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owningEntity;
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char*
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subsystemName;
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int
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subsystemID;
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int
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segmentIndex;
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//##########################################################################
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// Test support
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//
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public:
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Logical
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TestInstance() const;
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enum
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{
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nextFaultIndex = 0
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};
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virtual Logical
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GenerateFault(int fault_index);
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//##########################################################################
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// Damage support
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//
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virtual void
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TakeDamage(Damage &damage)
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{
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Check(this); Check_Pointer(&damage); Check(damageZone);
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damageZone->TakeDamage(damage);
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}
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DamageZone *damageZone;
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virtual void
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DeathReset(int /*reset_command*/)
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{}
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virtual void
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DeathShutdown(int /*shutdown_command*/)
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{}
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};
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//##########################################################################
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// Tool support
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//
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int
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Get_Segment_Index(
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NotationFile *model_file,
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const char* model_name,
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const ResourceDirectories *directories,
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const char *desired_page
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);
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