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>
144 lines
3.6 KiB
C++
144 lines
3.6 KiB
C++
//===========================================================================//
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// File: sensor.hpp //
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// Project: BattleTech //
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// Contents: Sensor subsystem //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 8/10/95 GDU 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(SENSOR_HPP)
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# define SENSOR_HPP
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#if !defined(POWERSUB_HPP)
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#include "powersub.hpp"
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#endif
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//##########################################################################
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//################# SensorSubsystemResource #######################
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//##########################################################################
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struct Sensor__SubsystemResource:
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public PoweredSubsystem::SubsystemResource
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{
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};
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//##########################################################################
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//########################## Sensor ###############################
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//##########################################################################
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class Sensor:
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public PoweredSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Death and Damage Support
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//
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public:
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void
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TakeDamage(Damage &damage);
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void
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DeathReset(Logical full_recovery);
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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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RadarPercentAttributeID = PoweredSubsystem::NextAttributeID,
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SelfTestAttributeID,
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BadVoltageAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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static AttributeIndexSet AttributeIndex;
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public:
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Scalar
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radarPercent;
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Logical
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selfTest,
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badVoltage;
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//##########################################################################
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// Simulation Support
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//
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public:
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typedef void
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(Sensor::*Performance)(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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void
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SensorSimulation(Scalar time_slice);
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//##########################################################################
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech&);
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void
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ResetToInitialState();
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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 Sensor__SubsystemResource SubsystemResource;
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Sensor(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~Sensor();
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Logical
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TestInstance() const;
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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};
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#endif
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