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>
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
#pragma once
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#include "resource.h"
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#include "chain.h"
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#include "lamp.h"
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class Lamp;
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//#######################################################################
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// GaugeAlarm
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//#######################################################################
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class GaugeAlarm : public Node
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{
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friend class GaugeAlarmManager;
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protected:
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GaugeAlarm(Entity *entity, Subsystem *subsystem, Enumeration condition);
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~GaugeAlarm();
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public:
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Logical TestInstance() const;
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protected:
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Entity *entity;
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Subsystem *subsystem;
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int conditionIndex;
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public:
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ChainOf<Lamp*> lampList; // descendants of GaugeAlarmManager need to see this
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};
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//#######################################################################
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// GaugeAlarmManager
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//#######################################################################
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class GaugeAlarmManager SIGNATURED
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{
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friend class GaugeAlarm;
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friend class GaugeRenderer;
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protected:
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GaugeAlarmManager();
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public:
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virtual ~GaugeAlarmManager();
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//--------------------------------------------------------------------
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// Resource methods
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//--------------------------------------------------------------------
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public:
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ResourceDescription::ResourceID CreateModelGaugeAlarmStreamResource(ResourceFile *resource_file, const char *model_name, NotationFile *model_file, const ResourceDirectories * /*directories*/);
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virtual Logical CreateGaugeAlarmStreamItem(MemoryStream *mem_stream, const char *alarm_name, const char *alarm_data);
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virtual void ReadGaugeAlarmStreamItem(GaugeAlarm *alarm, Entity *the_entity, Subsystem *the_subsystem, Enumeration the_condition, MemoryStream *mem_stream);
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void RemoveAllAlarms();
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void Activate(Entity *entity, Subsystem *subsystem, Enumeration condition, ResourceDescription::ResourceID resource_ID);
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void Deactivate(Entity *entity, Subsystem *subsystem, Enumeration condition);
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public:
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Logical TestInstance() const;
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protected:
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ChainOf<GaugeAlarm*> gaugeAlarmList;
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}; |