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>
142 lines
3.6 KiB
C++
142 lines
3.6 KiB
C++
//============================================================================//
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// File: misthrst.hh //
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// Project: BattleTech //
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// Contents: Missile Thruster provides power to move the missile //
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//----------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ------------------------------------------------------------//
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// 04/13/95 JM Initial coding. //
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//----------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//============================================================================//
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#if !defined (MISTHRST_HPP)
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#define MISTHRST_HPP
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#if !defined(SUBSYSTM_HPP)
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#include <subsystm.hpp>
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#endif
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#if !defined(ANGLE_HPP)
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#include <angle.hpp>
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#endif
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#if !defined(MOTION_HPP)
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#include <motion.hpp>
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#endif
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//################### Froward Class Declarations ######################
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class Missile;
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//################### MissileThruster SubsystemResource #################
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struct MissileThruster__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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Scalar burnTime;
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Degree maxThrusterRotationRate;
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Scalar thrusterAcceleration;
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Scalar thrusterClimb;
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};
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//###########################################################################
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//######################### CLASS -- MissileThruster ##################
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//###########################################################################
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class MissileThruster :
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public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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BurnTimeRemainingAttributeID = Subsystem::NextAttributeID,
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MaxThrusterRotationRateAttributeID,
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ThrusterAccelerationAttributeID,
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NextAttributeID
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};
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public:
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static const IndexEntry AttributePointers[];
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protected:
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static AttributeIndexSet AttributeIndex;
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//
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// public attribute declarations go here
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//
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public:
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Scalar burnTimeRemaining;
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Radian maxThrusterRotationRate;
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const Scalar thrusterAcceleration;
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const Scalar thrusterClimb;
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Motion acceleration;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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ThrusterBurning= Subsystem::StateCount,
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StateCount
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};
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typedef void
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(MissileThruster::*Performance)(Scalar time_slice);
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void
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MissileThrusterSimulation(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// TestClass Support
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//
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public:
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static Logical
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TestClass(Missile &);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef MissileThruster__SubsystemResource SubsystemResource;
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MissileThruster(
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Missile *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~MissileThruster();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Support
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//
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};
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#endif
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