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>
216 lines
3.0 KiB
C++
216 lines
3.0 KiB
C++
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struct VCActorConfig
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{
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char *actorName;
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char *domainName;
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char *domainExtName;
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char *userName;
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char *userDir;
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char *logName;
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char *configData;
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int32 verbose;
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int32 enable;
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int32 testMode;
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FILE *fpLog;
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};
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struct VCBodyCreate_CallbackData
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{
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VCBody *body;
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};
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struct VCBodyAttribute_CallbackData
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{
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VCBody *body;
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VCAttribute *bodyPart;
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VCAttribute *attribute;
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};
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struct VCBodyPartCreate_CallbackData
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{
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VCBody *body;
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VCAttribute *bodyPart;
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};
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struct VCTimer_CallbackData
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{
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uint32 dummy;
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};
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struct VCExit_CallbackData
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{
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uint32 dummy;
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};
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struct VCGroup_CallbackData
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{
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uint32 operation;
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};
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struct VCBodyInput_CallbackData
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{
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VCBody *body;
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VCAttribute *bodyPart;
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uint32 keyCode;
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};
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struct VCBodyCollision_CallbackData
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{
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VCBody *body;
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VCAttribute *bodyPart;
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VCCollision *collision;
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};
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struct VCInput_UpdateCallbackData
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{
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VCInput *input;
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VCAttribute *inputResource;
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uint32 keyCode;
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};
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struct VCInput_CallbackData
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{
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VCInput *input;
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VCAttribute *inputResource;
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uint32 keyCode;
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};
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struct VCEntityRelocate_CallbackData
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{
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VCEntity *entity;
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VCPositionData *pos;
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uint32 flags;
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};
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struct VCEntityInvalid_CallbackData
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{
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VCEntity *entity;
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};
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struct VCAttributeRelocate_CallbackData
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{
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VCEntity *entity;
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int32 index;
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VCAttribute *attribute;
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VCPositionData *pos;
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uint32 flags;
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};
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struct VCEntityAttribute_CallbackData
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{
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VCEntity *entity;
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int32 index;
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VCAttribute *attribute;
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};
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struct VCAttribute_CallbackData
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{
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VCAttribute *attribute;
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};
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struct VCCollision_CallbackData
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{
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VCCollision *collision;
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};
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struct VCIntersection_CallbackData
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{
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VCIntersection *intersection;
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};
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struct VCMaterial_CallbackData
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{
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VCMaterial *material;
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};
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struct VCRadiator_CallbackData
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{
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VCRadiator *radiator;
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};
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struct VCXWindowId_CallbackData
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{
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VCXWindowId *xwindowId;
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};
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struct VCVisualViewResource_CallbackData
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{
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VCVisualViewResource *view;
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};
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struct VCPseudoGravity_CallbackData
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{
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VCPseudoGravity *pseudoGravity;
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};
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struct VCResourceAllocate_CallbackData
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{
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char *name;
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};
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struct VCPosition_CallbackData
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{
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VCPosition *position;
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};
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struct VCTracker_CallbackData
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{
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VCTracker *tracker;
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};
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struct VCSync_CallbackData
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{
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VCSync *sync;
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};
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struct VCCollideMonitor_CallbackData
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{
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VCCollideMonitor *collideMonitor;
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};
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struct VCTrackerMonitor_CallbackData
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{
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VCTrackerMonitor *trackerMonitor;
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};
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struct VCVisualMonitor_CallbackData
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{
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VCVisualMonitor *visualMonitor;
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};
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struct VCTexture_CallbackData
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{
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VCTexture *texture;
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};
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struct VCRamp_CallbackData
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{
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VCRamp *ramp;
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};
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typedef struct
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{
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char *configName;
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uint32 debug;
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char *nameExt;
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int logging;
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char *logExt;
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char *domainName;
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int testMode;
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uint32 verbose;
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}VCCommandLineOptions ;
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struct VCEntityDrop_CallbackData
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{
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VCBody *body;
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VCAttribute *bodyPart;
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VCEntity *droppedEntity;
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};
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