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>
45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
//===========================================================================//
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// File: gaugalrm.hpp //
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// Project: MUNGA Brick: Gauge Renderer Manager //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/22/96 CPB Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1996, Virtual World Entertainment, Inc. All rights reserved //
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// PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(BTL4GALM_HPP)
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# define BTL4GALM_HPP
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# if !defined(GAUGALRM_HPP)
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# include "gaugalrm.hpp"
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# endif
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//#######################################################################
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// BTL4GaugeAlarmManager
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//#######################################################################
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class BTL4GaugeAlarmManager :
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public GaugeAlarmManager
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{
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public:
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Logical
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CreateGaugeAlarmStreamItem(
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MemoryStream *mem_stream,
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const char *alarm_name,
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const char *alarm_data
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);
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void
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ReadGaugeAlarmStreamItem(
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GaugeAlarm *alarm,
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Entity *the_entity,
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Subsystem *the_subsystem,
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Enumeration the_condition,
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MemoryStream *mem_stream
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);
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};
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#endif
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