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>
163 lines
4.0 KiB
C++
163 lines
4.0 KiB
C++
//===========================================================================//
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// File: btreg.cc //
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// Project: MUNGA Brick: Registry Manager //
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// Contents: Interface specification for Registry Manager //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/22/94 ECH Initial coding. //
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// 11/29/94 JMA Changed Identities to IDs //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is 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(BTREG_HPP)
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# include <btreg.hpp>
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#endif
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#if !defined(BTPLAYER_HPP)
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# include <btplayer.hpp>
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#endif
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#if !defined(BTDIRECT_HPP)
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# include <btdirect.hpp>
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#endif
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//
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// Registered classes...
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//
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(PROJTILE_HPP)
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# include <projtile.hpp>
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#endif
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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#if !defined(BTTEAM_HPP)
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# include <btteam.hpp>
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#endif
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//
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//~~~~~~~~~~~~~~~~
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// Munga Includes
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//~~~~~~~~~~~~~~~~
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//
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#if !defined(BTMSSN_HPP)
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# include <btmssn.hpp>
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#endif
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#if !defined(DIRECTOR_HPP)
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# include <director.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Registry ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// Registry
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//#############################################################################
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//
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BTRegistry::BTRegistry(ResourceFile *)
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{
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}
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//
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//#############################################################################
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// ~Registry
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//#############################################################################
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//
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BTRegistry::~BTRegistry()
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{
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}
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//
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//#############################################################################
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// GetStaticData
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//#############################################################################
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//
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Entity::SharedData*
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BTRegistry::GetStaticData(ClassID class_ID)
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{
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switch (class_ID)
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{
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case MechClassID:
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return &Mech::DefaultData;
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case ProjectileClassID:
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return &Projectile::DefaultData;
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case MissileClassID:
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return &Missile::DefaultData;
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case BTPlayerClassID:
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return &BTPlayer::DefaultData;
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case BTTeamClassID:
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return &BTTeam::DefaultData;
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default:
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return Registry::GetStaticData(class_ID);
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}
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}
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//
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//#############################################################################
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// GetStaticData
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//#############################################################################
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//
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Player*
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BTRegistry::MakePlayer(Mission *mission)
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{
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Check(this);
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Check(mission);
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BTMission *bt_mission = Cast_Object(BTMission *, mission);
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if (strcmp(mission->GetGameModel(), "camera"))
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{
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BTPlayer::MakeMessage
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make_player(
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BTPlayer::MakeMessageID,
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sizeof(BTPlayer::MakeMessage),
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BTPlayerClassID,
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EntityID::Null,
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ResourceDescription::NullResourceID,
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BTPlayer::DefaultFlags,
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Origin::Identity,
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mission->GetPlayerBitmapIndex(),
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bt_mission->GetRoleName(),
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bt_mission->GetTeamName()
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);
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return new BTPlayer(&make_player);
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}
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else
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{
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BTCameraDirector::MakeMessage create_director(
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BTCameraDirector::MakeMessageID,
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sizeof(BTCameraDirector::MakeMessage),
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CameraDirectorClassID,
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EntityID::Null,
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ResourceDescription::NullResourceID,
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BTCameraDirector::DefaultFlags,
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Origin::Identity,
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mission->GetPlayerBitmapIndex()
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);
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return new BTCameraDirector(&create_director);
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}
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}
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