Files
BT411/engine/MUNGA/TOOL.h
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
2026-07-05 21:03:40 -05:00

225 lines
5.0 KiB
C++

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