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>
210 lines
4.6 KiB
C++
210 lines
4.6 KiB
C++
//===========================================================================//
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// File: txttores.cpp //
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// Project: Resource Tools //
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// Author: Jerry Edsall //
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// Purpose: Program to convert Notation files to MUNGA .res files. //
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//---------------------------------------------------------------------------//
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// Copyright (c) 1995 Virtual World Entertainment, Inc. //
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// All rights reserved worldwide. //
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// This unpublished source code is PROPRIETARY and CONFIDENTIAL. //
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//===========================================================================//
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#include "bt.hpp"
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#if !defined(BTTOOL_HPP)
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# include "bttool.hpp"
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#endif
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#if !defined(FILEUTIL_HPP)
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# include <fileutil.hpp>
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#endif
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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(BTPLAYER_HPP)
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# include "btplayer.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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Logical
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BTTool::CreateMakeMessage(
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const char* class_name,
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Entity::MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)
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{
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if (!stricmp(class_name,"MechClassID"))
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{
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Mech::CreateMakeMessage(
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(Mech::MakeMessage*)creation_message,
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model_file,
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directories
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);
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return True;
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}
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else if (!stricmp(class_name, "BTTeamClassID"))
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{
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BTTeam::CreateMakeMessage(
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(BTTeam::MakeMessage*)creation_message,
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model_file,
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directories
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);
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return True;
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}
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return
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ApplicationTool::CreateMakeMessage(
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class_name,
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creation_message,
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model_file,
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directories
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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BTTool::CreateModelResource(
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ModelData &model_resources,
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const char *model_class,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)
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{
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if (!stricmp(model_class, "MechClassID"))
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{
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#if 0
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strcpy(ops_file_data, ops_name);
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strcat(ops_file_data, "::Standard::Vehicle::");
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strcat(ops_file_data, model_name );
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strcpy(ops_file_page, ops_name);
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strcat(ops_file_page, "::Standard::VehicleList");
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ops_file->AppendEntry(ops_file_page, "vehicle", ops_file_data);
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ops_file->SetEntry(ops_file_data, "tag", model_name );
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ops_file->SetEntry(ops_file_data, "classID", "BTVh");
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ops_file->AppendEntry(ops_file_data, NULL, (char *)NULL);
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#endif
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model_resources.gameResourceID =
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Mech::CreateModelResource(
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resource_file,
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model_name,
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model_file,
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directories
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);
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model_resources.subsystemResourceID =
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Mech::CreateSubsystemStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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model_resources.damageZoneResourceID =
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Mech::CreateDamageZoneStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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model_resources.skeletonResourceID =
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Mech::CreateSkeletonStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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model_resources.explosionTableResourceID =
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Mech::CreateExplosionTableStream(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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else if (!stricmp(model_class, "ProjectileClassID"))
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{
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model_resources.gameResourceID =
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Projectile::CreateModelResource(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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else if (!stricmp(model_class, "MissileClassID"))
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{
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model_resources.gameResourceID =
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Missile::CreateModelResource(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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else
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{
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ApplicationTool::CreateModelResource(
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model_resources,
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model_class,
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ResourceDescription::ResourceID
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BTTool::CreateControlMappingStream(
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const char *model_class,
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const char *mapping_name,
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NotationFile *mapping_file,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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PlatformTool *current_tool
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)
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{
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if (!stricmp(model_class, "MechClassID"))
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{
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return
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Mech::CreateControlMappingStream(
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mapping_name,
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mapping_file,
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platformTool->GetControlMappingFunction(),
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resource_file,
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model_name,
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model_file,
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directories,
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current_tool
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);
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}
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else
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{
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return -1;
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}
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}
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