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>
154 lines
3.5 KiB
C++
154 lines
3.5 KiB
C++
//===========================================================================//
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// File: gauss.cc //
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// Project: BT Brick: Entity Manager //
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// Contents: Basic weapons system pieces //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/13/95 JM Initial coding. //
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// 07/19/95 GDU Complied with new munga and added electrical behavior
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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//
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(GAUSS_HPP)
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# include <gauss.hpp>
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#endif
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//#############################################################################
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// Shared Data Support
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//
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GaussRifle::SharedData
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GaussRifle::DefaultData(
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&GaussRifle::ClassDerivations,
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GaussRifle::MessageHandlers,
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GaussRifle::AttributeIndex,
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GaussRifle::StateCount
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);
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Derivation
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GaussRifle::ClassDerivations(
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&Emitter::ClassDerivations,
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"GaussRifle"
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);
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//#############################################################################
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// Messaging Support
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//
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#if 0
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//#############################################################################
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// Attribute Support
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//
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const GaussRifle::IndexEntry
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GaussRifle::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(GaussRifle, DischargeVoltage, dischargeVoltage)
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};
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GaussRifle::AttributeIndexSet
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GaussRifle::AttributeIndex(
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ELEMENTS(GaussRifle::AttributePointers),
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GaussRifle::AttributePointers,
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Emitter::AttributeIndex
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);
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#endif
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//#############################################################################
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// Model Support
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//
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void
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GaussRifle::FireWeapon()
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{
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//
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// Fire the weapon
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//
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outputVoltage = 0.0f;
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Check_Fpu();
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}
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//#############################################################################
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// Constructer/Destructor Support
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//
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GaussRifle::GaussRifle(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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Emitter(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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outputVoltage = 0.0f;
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Check_Fpu();
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}
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GaussRifle::~GaussRifle()
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{
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Check(this);
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// CreateStreamedSubsystem
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//
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Logical
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GaussRifle::CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes
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)
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{
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if (
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!Emitter::CreateStreamedSubsystem(
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resource_file,
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model_file,
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model_name,
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subsystem_name,
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subsystem_resource,
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subsystem_file,
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directories,
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passes
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)
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)
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{
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Check_Fpu();
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return False;
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}
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subsystem_resource->subsystemModelSize = sizeof(*subsystem_resource);
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subsystem_resource->classID = RegisteredClass::GaussRifleClassID;
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Check_Fpu();
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return True;
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}
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Logical
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GaussRifle::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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