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>
117 lines
2.6 KiB
C++
117 lines
2.6 KiB
C++
#pragma once
|
|
|
|
#include "l4vidrnd.h"
|
|
#include "..\munga\rotation.h"
|
|
#include "..\munga\reticle.h"
|
|
#include "..\munga\simulate.h"
|
|
#include "..\munga\linmtrx.h"
|
|
|
|
// RB 1/14/07
|
|
//#include <dpl\dpl.h>
|
|
//#include <dpl\dplutils.h>
|
|
//#include <dpl\dpl_2d.h>
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// StripChartRenderable
|
|
//
|
|
class StripChartRenderable:
|
|
public VideoRenderable
|
|
{
|
|
public:
|
|
StripChartRenderable(
|
|
Entity *entity, // Entity to attach the renderable to
|
|
ExecutionType execution_type, // How/when to execute the renderable
|
|
dpl_VIEW *this_view, // the view associated with our eye
|
|
float left,
|
|
float right,
|
|
float top,
|
|
float bottom,
|
|
int max_samples, // The number of samples to hold
|
|
int max_value, // The maximum value allowed
|
|
int min_value, // the minimum value allowed
|
|
int *value_to_chart, // the value we will be graphing
|
|
int update_interval); // How frequently (in frames) to update the graphics
|
|
|
|
~StripChartRenderable();
|
|
|
|
Logical
|
|
TestInstance() const;
|
|
|
|
void
|
|
Execute();
|
|
|
|
protected:
|
|
dpl_VIEW
|
|
*myView;
|
|
dpl2d_DISPLAY
|
|
*mySystemDisplayList,
|
|
*myDisplayList;
|
|
int
|
|
myMaxSamples,
|
|
myMaxValue,
|
|
myMinValue,
|
|
*myValue,
|
|
*myValueStorage,
|
|
myUpdateInterval,
|
|
myFrameCount,
|
|
myCurrentSample;
|
|
float
|
|
myLeft,
|
|
myRight,
|
|
myTop,
|
|
myBottom;
|
|
|
|
};
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// RendererChartRenderable
|
|
//
|
|
class RendererChartRenderable:
|
|
public VideoRenderable
|
|
{
|
|
public:
|
|
RendererChartRenderable(
|
|
Entity *entity, // Entity to attach the renderable to
|
|
ExecutionType execution_type, // How/when to execute the renderable
|
|
dpl_VIEW *this_view, // the view associated with our eye
|
|
float left,
|
|
float right,
|
|
float top,
|
|
float bottom,
|
|
int max_samples, // The number of samples to hold
|
|
int max_value, // The maximum value allowed
|
|
int min_value, // the minimum value allowed
|
|
int update_interval); // How frequently (in frames) to update the graphics
|
|
|
|
~RendererChartRenderable();
|
|
|
|
Logical
|
|
TestInstance() const;
|
|
|
|
void
|
|
Execute();
|
|
|
|
protected:
|
|
dpl_VIEW
|
|
*myView;
|
|
dpl2d_DISPLAY
|
|
*mySystemDisplayList,
|
|
*myDisplayList;
|
|
int
|
|
*myCullStorage,
|
|
*myDrawStorage,
|
|
*myFrameStorage,
|
|
*myPixelPlanesStorage,
|
|
*myPrimativeStorage,
|
|
myMaxSamples,
|
|
myMaxValue,
|
|
myMinValue,
|
|
myUpdateInterval,
|
|
myFrameCount,
|
|
myCurrentSample;
|
|
float
|
|
myLeft,
|
|
myRight,
|
|
myTop,
|
|
myBottom;
|
|
|
|
}; |