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>
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
#pragma once
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#include "style.h"
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#include "vector3d.h"
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class Environment
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{
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#if defined(USE_SIGNATURE)
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friend int Is_Signature_Bad(const Environment *p);
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#endif
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public:
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Scalar gravityConstant;
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Scalar airDensity;
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Scalar audioReverbTime;
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Scalar audioAverageSurfaceReflectivity;
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Scalar audioAirAbsorption;
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Vector3D windVelocity;
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Scalar ambientTemperature; // Kelvin
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const Vector3D& GetWindVelocity() { return windVelocity; }
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Environment() {}
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Environment(Scalar gravity, Scalar air_density, Scalar reverb_time, Scalar surface_reflectivity, Scalar air_absorption, const Vector3D &wind_velocity, Scalar ambient_temperature)
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: gravityConstant(gravity), airDensity(air_density), audioReverbTime(reverb_time), audioAverageSurfaceReflectivity(surface_reflectivity), audioAirAbsorption(air_absorption), windVelocity(wind_velocity), ambientTemperature(ambient_temperature)
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{
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}
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Logical TestInstance() const;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~ Environment functions ~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Convert_From_Ascii(const char *str, Environment *environment);
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inline MemoryStream& MemoryStream_Read(MemoryStream* stream, Environment *output)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const Environment *input)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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//##########################################################################
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//###################### EnvironmentList #############################
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//##########################################################################
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class EnvironmentList SIGNATURED
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{
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protected:
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int environmentCount;
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Environment *environmentArray;
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public:
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EnvironmentList(int environments);
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virtual ~EnvironmentList();
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int GetEnvironmentCount()
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{
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Check(this);
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return environmentCount;
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}
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virtual Environment& GetEnvironment(int index)
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{
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Check(this);
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Verify((unsigned)index < environmentCount);
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return environmentArray[index];
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}
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Logical TestInstance() const;
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};
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extern EnvironmentList *Environments;
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