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>
225 lines
5.0 KiB
C++
225 lines
5.0 KiB
C++
#pragma once
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#include "notation.h"
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#include "resource.h"
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#include "controls.h"
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#include "gaugalrm.h"
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#include "audtools.h"
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#include "entity.h"
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struct ModelData
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{
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char pageName[100];
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char modelName[100];
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ResourceDescription::ResourceID videoResourceID;
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ResourceDescription::ResourceID skeletonResourceID;
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ResourceDescription::ResourceID audioResourceID;
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ResourceDescription::ResourceID collisionID;
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ResourceDescription::ResourceID gameResourceID;
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ResourceDescription::ResourceID subsystemResourceID;
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ResourceDescription::ResourceID controlsMappingsResourceID;
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ResourceDescription::ResourceID damageZoneResourceID;
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ResourceDescription::ResourceID gaugeImageResourceID;
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ResourceDescription::ResourceID gaugeAlarmResourceID;
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ResourceDescription::ResourceID gaugeMissionReviewResourceID;
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ResourceDescription::ResourceID explosionTableResourceID;
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RegisteredClass::ClassID classID;
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ResourceDescription::ResourceID resourceID;
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};
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struct
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InstanceData
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{
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char pageName[100];
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char modelName[100];
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ResourceDescription::ResourceID resourceID;
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};
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struct
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InstanceResource
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{
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Origin origin;
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ResourceDescription::ResourceID resourceID;
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};
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//##########################################################################
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//######################### PlatformTool #############################
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//##########################################################################
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class PlatformTool
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{
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public:
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PlatformTool()
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{
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gaugeAlarmManager = NULL;
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}
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virtual ResourceDescription::ResourceID
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CreateModelVideoStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelGaugeImageStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateModelGaugeMissionReviewStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)=0;
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virtual ResourceDescription::ResourceID
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CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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)=0;
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typedef Logical
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(*FindNameFunction)(
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const char *control_name,
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ControlsMapping *mapping
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);
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virtual FindNameFunction
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GetControlMappingFunction()=0;
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virtual Logical
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ConvertStringToModeMask(
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const char *string,
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ModeMask *returned_value_ptr
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);
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virtual Logical
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ConvertStringToTechStatus(
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const char *string,
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int *returned_value_ptr
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);
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GaugeAlarmManager
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*gaugeAlarmManager; // should be set at the topmost level
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};
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//##########################################################################
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//######################## ApplicationTool ###########################
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//##########################################################################
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class ApplicationTool
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{
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protected:
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PlatformTool*
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platformTool;
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virtual Logical
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CreateMakeMessage(
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const char* class_name,
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Entity::MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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virtual void
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CreateModelResource(
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ModelData &model_resources,
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const char *model_class,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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virtual ResourceDescription::ResourceID
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CreateControlMappingStream(
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const char *model_class,
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const char *mapping_name,
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NotationFile *mapping_file,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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PlatformTool *current_tool
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)=0;
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virtual void
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ListResource(ResourceDescription *resource);
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Logical
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WriteMaps(
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char *map_name,
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NotationFile *notation_file,
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const ResourceDirectories *resource_directories,
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int resource_id = -1
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);
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Logical
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WriteModels(
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NotationFile *notation_file,
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const char *model_name,
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const ResourceDirectories *resource_directories,
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int resource_id = -1
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);
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void
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WriteOpsFile(
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NotationFile *ops_file,
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StreamableResourceFile *file,
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const ResourceDirectories *resource_directories
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);
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Logical
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WriteAnimationCycle(
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NotationFile *animation_file,
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StreamableResourceFile *file,
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const char *animation_name
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);
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Logical
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WriteAnimationTransition(
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NotationFile *animation_file,
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StreamableResourceFile *file,
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const char *animation_name
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);
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public:
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Logical
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labOnly,
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verboseMode;
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ApplicationTool(PlatformTool *platform)
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{platformTool = platform;}
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int
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BuildResources(
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int argc,
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char **argv,
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AudioCreateSymbols &create_symbols,
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Byte minor_version
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);
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int
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ListResources(
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int argc,
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char **argv
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);
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};
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