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>
54 lines
1.0 KiB
C++
54 lines
1.0 KiB
C++
#pragma once
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#include "scalar.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Random ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class RandomGenerator SIGNATURED
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{
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private:
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static int Numbers[250]; // the random number table
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static int Index; // the current entry within the table
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static void Init();
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static int GetRandomInt();
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public:
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RandomGenerator()
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{
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if (Index == -1)
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Init();
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}
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//
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//------------------------
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// Random number functions
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//------------------------
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//
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int GetInt() // returns 0 .. RAND_MAX
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{
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return GetRandomInt();
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}
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operator Scalar(); // returns 0.0f <= x < 1.0f
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int operator ()(int Range); // returns 0 .. Range-1
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static Logical TestClass();
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};
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extern RandomGenerator Random;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Die ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Die SIGNATURED
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{
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private:
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int highestRandom; // the highest random number giving a uniform dist.
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int dieSides; // the number of sides on the die (starting from 1)
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public:
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Die(int sides);
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operator int(); // returns 1 .. dieSides
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};
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