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>
100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4gauima.h"
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#include "..\munga\gaugalrm.h"
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#include "l4tool.h"
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ResourceDescription::ResourceID
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L4Tool::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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)
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{
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return
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L4GaugeImage::CreateL4GaugeImageStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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ResourceDescription::ResourceID
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L4Tool::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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)
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{
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Check(resource_file);
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Check_Pointer(model_name);
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Check(model_file);
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//Check_Pointer(directories);
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ResourceDescription::ResourceID
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res_id = ResourceDescription::NullResourceID;
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//----------------------------------------------------------------------
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// Check to see if the model has a mission review page
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//----------------------------------------------------------------------
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const char
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*pixelmap_name;
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if (
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model_file->GetEntry(
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"gaugeMissionReview",
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"pixelmap",
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&pixelmap_name
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)
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)
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{
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//-------------------------------------------------------------
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// Create a dynamic memory stream, write out the data
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//-------------------------------------------------------------
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DynamicMemoryStream
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*stream = new DynamicMemoryStream();
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Check(stream);
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Register_Object(stream);
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int
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length = strlen(pixelmap_name);
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MemoryStream_Write(stream, &length);
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for( ; length>0; --length, ++pixelmap_name)
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{
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MemoryStream_Write(stream, (char *) pixelmap_name);
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}
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//-------------------------------------------------------------
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// Create the resource description, assign an ID
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//-------------------------------------------------------------
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ResourceDescription
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*res_desc_stream =
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resource_file->ResourceFile::AddResourceMemoryStream(
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model_name,
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ResourceDescription::GaugeMissionReviewStreamResourceType,
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1,
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ResourceDescription::Preload,
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stream
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);
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Check(res_desc_stream);
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res_id = res_desc_stream->resourceID;
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Check(stream);
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Unregister_Object(stream);
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delete stream;
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std::cout << "GaugeMissionReview res_id = " << res_id << "\n";
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}
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//-------------------------------------------------------------
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// Return the new ResourceID
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//-------------------------------------------------------------
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Check_Fpu();
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return res_id;
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}
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