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>
89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
//===========================================================================//
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// File: rp4lbe4.hh //
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// Project: MUNGA Brick: Red Planet LBE Application //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(BTL4APP_HPP)
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# define BTL4APP_HPP
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# if !defined(BTL4MPPR_HPP)
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# include <btl4mppr.hpp>
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# endif
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//##########################################################################
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//###################### BTL4Application ##########################
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//##########################################################################
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//##########################################################################
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//###################### RP4L4Application ############################
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//##########################################################################
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class BTL4Application:
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public L4Application
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{
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public:
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BTL4Application(
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ResourceFile *resource_file,
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ClassID class_ID=L4ApplicationClassID,
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SharedData &shared_data=DefaultData
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);
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~BTL4Application();
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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private:
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Registry*
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MakeRegistry();
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VideoRenderer*
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MakeVideoRenderer();
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AudioRenderer*
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MakeAudioRenderer();
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GaugeRenderer*
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MakeGaugeRenderer();
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ModeManager*
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MakeModeManager();
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ControlsManager*
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MakeControlsManager();
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Mission*
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MakeMission(
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NotationFile *notation_file,
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ResourceFile *resources
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);
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Entity*
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MakeViewpointEntity(Entity::MakeMessage *);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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private:
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static const HandlerEntry MessageHandlerEntries[];
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protected:
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static MessageHandlerSet MessageHandlers;
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void
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RunMissionMessageHandler(RunMissionMessage *message);
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void
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StopMissionMessageHandler(StopMissionMessage *message);
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};
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#endif
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