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>
73 lines
2.0 KiB
C++
73 lines
2.0 KiB
C++
#pragma once
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#include "explode.h"
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#include "segment.h"
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#include "slot.h"
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//##########################################################################
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//########################## AudioEntity #############################
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//##########################################################################
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class AudioEntity__MakeMessage;
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class AudioEntity : public Explosion
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public types
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//
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public:
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typedef AudioEntity__MakeMessage MakeMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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AudioEntity(MakeMessage *creation_message, SharedData &shared_data = DefaultData);
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~AudioEntity();
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static AudioEntity* Make(MakeMessage *creation_message);
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Logical TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void (AudioEntity::*Performance)(Scalar time_slice);
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void SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void AudioEntitySimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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SlotOf<Entity*> parentEntitySocket;
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EntitySegment *parentEntitySegment;
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};
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//##########################################################################
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//#################### AudioEntity__MakeMessage ######################
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//##########################################################################
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class AudioEntity__MakeMessage : public Explosion::MakeMessage
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{
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public:
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AudioEntity__MakeMessage(ResourceDescription::ResourceID resource_ID, Entity *parent_entity, EntitySegment *parent_entity_segment);
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EntityID parentEntityID;
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EntitySegment *parentEntitySegment;
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};
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