Files
BT411/engine/MUNGA_L4/L4GREND.h
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
2026-07-05 21:03:40 -05:00

151 lines
3.4 KiB
C++

#pragma once
#include "..\munga\gaugrend.h"
#include "l4vb16.h"
#include "l4plasma.h"
#include "l4gauima.h"
#include "l4wrhous.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4GaugeRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class L4GaugeRenderer:
public GaugeRenderer
{
public:
//--------------------------------------------------------------------
// Construction, Destruction, Testing
//--------------------------------------------------------------------
L4GaugeRenderer(bool windowed, int *secondaryIndex, int *aux1Gauge, int *aux2Gauge);
~L4GaugeRenderer();
void
LocalEmergencyShutdown();
Logical
TestInstance() const;
//--------------------------------------------------------------------
// Profiling support
//--------------------------------------------------------------------
protected:
Scalar
GetCurrentFramePercentage();
//--------------------------------------------------------------------
// GraphicsPort methods
//--------------------------------------------------------------------
public:
void
BuildGraphicsPort(
int port_number,
const char *name,
int rotation,
int bitAllocation,
SVGA16::PaletteID palette_ID,
L4GraphicsPort::ChannelEnableID enable_ID,
Palette8 *palette
);
void
RemapGraphicsPort(
int port_number,
SVGA16::PaletteID palette_ID,
L4GraphicsPort::ChannelEnableID enable_ID,
Palette8 *palette
);
void
BuildExternalGraphicsPort(
int port_number,
const char *name,
int bitAllocation
);
//
//--------------------------------------------------------------------
// 'palette ramping'
//--------------------------------------------------------------------
//
void
FadeToWhite(Scalar number_of_seconds);
void
FadeToNormal(Scalar number_of_seconds);
//
//--------------------------------------------------------------------
// Accessors
//--------------------------------------------------------------------
//
GraphicsDisplay
*GetExternalDisplay()
{
Check(this);
return externalDisplay;
}
//
//--------------------------------------------------------------------
// Configuration
//--------------------------------------------------------------------
//
void
ConfigureForModel(
const char *configuration_name,
Entity *entity
);
//
//--------------------------------------------------------------------
// ExecuteImplementation
//--------------------------------------------------------------------
//
protected:
void
ExecuteForeground();
Logical
ExecuteBackgroundDisplayUpdate();
void
LoadMissionImplementation(
Mission *mission
);
virtual void
NotifyOfNewInterestingEntity(Entity *entity);
virtual void
NotifyOfBecomingUninterestingEntity(Entity *entity);
void
ShutdownImplementation();
void
SuspendImplementation();
void
ResumeImplementation();
//
//--------------------------------------------------------------------
// Video effects
//--------------------------------------------------------------------
//
public:
void
SpecialEffect(VideoEffectType type, Scalar duration);
protected:
void
ProcessVideoEffects();
//
//--------------------------------------------------------------------
// Protected data
//--------------------------------------------------------------------
//
protected:
Logical
palettesAreActive;
GraphicsDisplay
*graphicsDisplay,
*externalDisplay;
Logical
scrambleVideoFlag;
Time
scrambleVideoTimeout;
};