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>
75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
//===========================================================================//
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// File: registry.hh //
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// Project: MUNGA Brick: Registry Manager //
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// Contents: Interface specification for Registry Manager //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/22/94 ECH Initial coding. //
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// 11/29/94 JMA Changed Identities to IDs //
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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(BTREG_HPP)
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# define BTREG_HPP
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# if !defined(REGISTRY_HPP)
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# include <registry.hpp>
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Registry ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//--------------------------------------------------------------------
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// Registry
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//
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// Provides construction methods for entities.
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// Provides access to a classes static data.
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//--------------------------------------------------------------------
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//
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class BTRegistry:
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public Registry
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{
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public:
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//
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//--------------------------------------------------------------------
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//--------------------------------------------------------------------
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// Public interface
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//--------------------------------------------------------------------
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//--------------------------------------------------------------------
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//
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//
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//--------------------------------------------------------------------
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// Construction, Destruction, and testing
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//--------------------------------------------------------------------
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//
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BTRegistry(ResourceFile *);
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~BTRegistry();
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//
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//--------------------------------------------------------------
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// GetStaticData
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//
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// Provides an interface by which the static data for a class
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// may be accessed.
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//--------------------------------------------------------------
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//
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Entity__SharedData*
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GetStaticData(ClassID entity_class);
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//
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//-------------------------
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// Create the player object
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//-------------------------
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//
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Player*
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MakePlayer(Mission *mission);
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};
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#endif
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