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>
105 lines
2.1 KiB
C++
105 lines
2.1 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "reticle.h"
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//##########################################################################
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//########################### Class Reticle #########################
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//##########################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Reticle::Reticle()
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{
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//
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// NOTE...most of these things should be initialization parameters to the constructor
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//
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reticleState = ReticleOn;
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reticlePosition.x = 0.0f;
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reticlePosition.y = 0.0f;
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pickPointingOn = False;
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rayIntersection.x = 0.0f;
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rayIntersection.y = 0.0f;
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rayIntersection.z = 0.0f;
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targetEntity = 0;
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targetDamageZone = -1;
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reticleElementMask = AllEnabledGroup; // all reticle elements are on
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Reticle::TestInstance() const
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{
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ResourceDescription::ResourceID
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Reticle::CreateModelResource(
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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 *,
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ModelResource *model
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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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ModelResource *local_model = model;
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if (!local_model)
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{
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local_model = new ModelResource;
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Register_Pointer(local_model);
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"ReticleX",
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&local_model->reticlePosition.x
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)
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)
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{
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local_model->reticlePosition.x = 0.0f;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"ReticleY",
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&local_model->reticlePosition.y
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)
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)
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{
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local_model->reticlePosition.y = 0.0f;
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}
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//
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//---------------------------
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// Write out the new resource
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//---------------------------
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//
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if(!model)
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{
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ResourceDescription *new_res =
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resource_file->AddResource(
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model_name,
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ResourceDescription::GameModelResourceType,
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1,
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ResourceDescription::Preload,
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local_model,
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sizeof(local_model)
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);
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Unregister_Pointer(local_model);
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delete local_model;
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Check(new_res);
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return new_res->resourceID;
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}
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else
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{
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return 0;
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}
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}
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