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>
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
#pragma once
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#include "namelist.h"
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#include "node.h"
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#include "chain.h"
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#include "network.h"
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class Entity;
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//##########################################################################
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//######################### EntityGroup ##############################
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//##########################################################################
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class EntityGroup : public Node
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{
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friend class EntityManager;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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protected:
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EntityGroup();
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~EntityGroup();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Naming functions
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//
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public:
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const char* GetGroupName()
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{
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Check(this);
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return groupName;
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}
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protected:
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const char *groupName;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Grouping functions
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//
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public:
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void Add(Entity *entity)
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{
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Check(this);
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groupMembers.Add(Cast_Object(Node*,entity));
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}
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void Add(EntityGroup *group)
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{
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Check(this);
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Check(group);
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groupMembers.Add(group);
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}
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ChainOf<Node*> groupMembers;
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};
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//##########################################################################
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//######################## EntityManager #############################
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//##########################################################################
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class EntityManager : public NetworkClient
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{
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friend class Entity;
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//##########################################################################
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// Shared Data support
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//
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protected:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//##########################################################################
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// Construction and destruction support
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//
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public:
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EntityManager();
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~EntityManager();
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void FryDeathRow();
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protected:
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EntityGroup *deathRow;
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//##########################################################################
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// Message packet receiving
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//
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public:
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void ReceiveNetworkPacket(NetworkPacket *packet, Receiver::Message *packet_message);
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//##########################################################################
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// Entity grouping
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//
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public:
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EntityGroup* UseGroup(const char *name);
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EntityGroup* FindGroup(const char *name)
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{
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Check_Pointer(name);
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return (EntityGroup*)groupList.FindObject(name);
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}
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void RemoveGroup(EntityGroup* group);
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Logical TestInstance() const;
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protected:
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ObjectNameList groupList;
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}; |