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>
192 lines
3.3 KiB
C++
192 lines
3.3 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4mouse.h"
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#define MOUSEINT 0x33
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//
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//############################################################################
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// Creator - reset the driver and check for existence
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//
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//############################################################################
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//
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Mouse::Mouse()
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{
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/*STUBBED: RB 2/11/07
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Check_Pointer(this);
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//
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//-----------------------------------------------
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// Reset driver and read status
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//-----------------------------------------------
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//
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__int16 _AX, _BX;
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__asm
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{
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MOV AX, 0x00
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INT MOUSEINT
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MOV _AX, AX
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MOV _BX, BX
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}
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//
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//-----------------------------------------------
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// AX will be zero if error, 0xFFFF if ok.
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// BX is the number of buttons.
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//-----------------------------------------------
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//
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if (_AX == 0xFFFF)
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{
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ButtonCount = _BX;
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Errors = 0;
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}
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else
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{
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Errors = 1;
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ButtonCount = 0;
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}
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Check_Fpu();
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*/
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Errors = 0;
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}
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Logical Mouse::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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// ReadCounters - return how many 'mickeys' the mouse has moved
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// since the last call
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//############################################################################
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//
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void Mouse::ReadCounters(int *xp, int *yp)
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{
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/*
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Check(this);
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Check_Pointer(xp);
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Check_Pointer(yp);
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if (Errors)
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{
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*xp = 0;
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*yp = 0;
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}
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else
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{
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//
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//-----------------------------------------------
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// Read motion counters
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// RETURN:
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// CX = UNSIGNED x counter,
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// DX = UNSIGNED y counter.
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// These must be converted to signed values.
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//-----------------------------------------------
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//
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__int16 a, b;
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__asm
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{
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MOV AX, 0xB
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INT MOUSEINT
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MOV a, CX
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MOV b, DX
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}
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if (a & 0x8000)
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{
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a |= (int)(~65535L);
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}
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if (b & 0x8000)
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{
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b |= (int)(~65535L);
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}
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*xp = a;
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*yp = b;
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}
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Check_Fpu();
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*/
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}
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//
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//############################################################################
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// ButtonPressed - return the number of times a given button was pressed
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// since the last call
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//############################################################################
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//
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int Mouse::ButtonPressed(int buttonNum)
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{
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/*
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Check(this);
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if (Errors)
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{
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return 0;
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}
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else
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{
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//
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//-----------------------------------------------
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// Read button press data
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// RETURN:
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// AX = current button states
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// BX = number of times pressed since last call
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//-----------------------------------------------
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//
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__int16 retVal;
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__int16 _BX = buttonNum;
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_asm
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{
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MOV AX, 0x05
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MOV BX, _BX
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INT MOUSEINT
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MOV retVal, BX
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}
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return retVal;
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}
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*/
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return 0;
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}
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//
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//############################################################################
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// ButtonReleased - return the number of times a given button was released
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// since the last call
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//############################################################################
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//
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int Mouse::ButtonReleased(int buttonNum)
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{
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/*
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Check(this);
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if (Errors)
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{
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return 0;
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}
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else
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{
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//
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//-----------------------------------------------
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// Read button press data
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// RETURN:
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// AX = current button states
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// BX = number of times pressed since last call
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//-----------------------------------------------
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//
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__int16 retVal;
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__int16 _BX = buttonNum;
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_asm
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{
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MOV AX, 0x06
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MOV BX, _BX
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INT MOUSEINT
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MOV retVal, BX
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}
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return retVal;
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}
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*/
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return 0;
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}
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