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>
245 lines
4.5 KiB
C++
245 lines
4.5 KiB
C++
//===========================================================================//
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// File: btl4gaug.hh //
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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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// 09/13/95 CPB Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. All rights reserved //
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// PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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//
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// SURVIVING HEADER -- recovered verbatim from
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// 410SRC/Telsa40/Rel410/CODE/BT/BT_L4/BTL4RDR.HPP
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// This is the authoritative class declaration; btl4rdr.cpp is reconstructed
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// to match it. (The shipped object's member byte-offsets confirm this layout
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// exactly: offsetPosition@0x2D0 ... shadowTable@0x3C4. See btl4rdr.cpp.)
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//
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#if !defined(BTL4RDR_HPP)
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# define BTL4RDR_HPP
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# if !defined(SLOT_HPP)
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# include <slot.hpp>
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# endif
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# if !defined(L4GREND_HPP)
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# include <l4grend.hpp>
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# endif
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# if !defined(L4GAUGE_HPP)
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# include <l4gauge.hpp>
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# endif
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# if !defined(ROTATION_HPP)
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# include <rotation.hpp>
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# endif
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# if !defined(RANDOM_HPP)
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# include <random.hpp>
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# endif
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# if !defined(POINT3D_HPP)
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# include "point3d.hpp"
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# endif
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# if !defined(HEAT_HPP)
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# include <heat.hpp>
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# endif
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# if !defined(POWERSUB_HPP)
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# include <powersub.hpp>
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# endif
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struct ShadowRecord
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{
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int distance;
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};
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class MapDisplay;
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class MapName SIGNATURED // Used exclusively by MapDisplay
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{
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friend class MapDisplay;
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MapName()
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{}
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~MapName()
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{}
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Logical
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TestInstance() const
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{
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return True;
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}
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protected:
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void
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ExtractFromEntity(
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Entity *entity,
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AffineMatrix &worldToView,
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Entity *exclude_entity=NULL,
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Entity *hotbox_entity=NULL
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);
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void
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Draw(
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GraphicsView *graphics_view,
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int hotbox_color
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);
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Point3D
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center;
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Vector3D
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direction;
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BitMap
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*nameBitmap;
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int
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color;
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Logical
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hotBoxed;
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};
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class MapDisplay :
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public GraphicGauge
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{
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public:
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enum OffsetPosition
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{
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center,
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bottom
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};
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static MethodDescription
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methodDescription;
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static Logical
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Make(
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int display_port_index,
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Vector2DOf<int> position,
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Entity *entity,
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GaugeRenderer *gauge_renderer
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);
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MapDisplay(
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GaugeRate rate,
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ModeMask mode_mask,
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L4GaugeRenderer *renderer,
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unsigned int owner_ID,
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int graphics_port_number,
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int left, int bottom,
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int right, int top,
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OffsetPosition offset_position,
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int view_width_in_degrees,
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int bg_color,
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int static_color,
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int hotbox_color,
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Scalar maximum_range,
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Entity *entity,
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Scalar *scale_value_pointer,
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Point3D **position_pointer,
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Quaternion **angle_pointer,
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Scalar *capabilities_ratio,
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Logical allow_rock_and_roll=False
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);
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~MapDisplay();
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Logical
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TestInstance() const;
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void
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ShowInstance(char *indent);
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void
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BecameActive();
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void
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Execute();
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protected:
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void
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CalculateBounds();
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void
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EraseDisplay();
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void
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DrawDisplay();
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void
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BuildRadarShadow(AffineMatrix &worldToView);
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void
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DrawViewWedge();
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void
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DrawStatic(AffineMatrix &worldToView);
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void
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DrawMoving(AffineMatrix &worldToView);
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void
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DrawNames(AffineMatrix &worldToView);
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enum
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{
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maximumNames = 16
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};
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MapName
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nameArray[maximumNames];
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OffsetPosition
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offsetPosition;
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Scalar
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currentScale;
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Point3D *
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currentPositionPointer;
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Quaternion *
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currentAngularPointer;
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Scalar
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currentCapabilitiesRatio;
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Scalar
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LODIndex,
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pixelsPerMeter,
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metersPerPixel,
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maximumRange,
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maximumDistanceSquared,
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xMin,
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yMin,
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zMin,
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xMax,
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yMax,
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zMax;
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Point3D
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viewingPosition;
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Radian
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viewHorizontalRotation;
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Radian
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viewHalfHorizontalWidth;
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AffineMatrix
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worldToView;
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int
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operatingPhase,
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backgroundColor,
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staticColor,
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boxColor,
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halfWidth,
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halfHeight;
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Logical
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operating,
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rockAndRoll,
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flashState;
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GaugeEntityList
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staticEntityList,
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movingEntityList;
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GraphicsViewRecord
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previousDrawing;
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int
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halfViewWidthInUnits;
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ShadowRecord
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*shadowTable;
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};
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#endif
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