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>
48 lines
2.6 KiB
C++
48 lines
2.6 KiB
C++
//===========================================================================//
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// File: gnrator.hpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: Generator subsystem -- ALIAS / RECONCILIATION NOTE //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONCILIATION VERDICT: gnrator.cpp's class IS powersub.cpp's Generator.
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// ------------------------------------------------------------------------
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// The surviving source fragment GNRATOR.TCP (CODE/BT/BT/GNRATOR.TCP) defines
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// methods of the *same* Generator class that powersub.cpp already reconstructed
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// (the HeatSink-derived voltage generator, classID 0xBC1, vtable 0x50fd74,
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// ctor @0x4b225c). This module therefore does NOT declare a new class -- it
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// only documents the original file split and folds in the one method the
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// surviving .TCP reveals that the powersub.cpp reconstruction omitted.
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//
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// Evidence that GNRATOR.TCP == powersub.cpp's Generator:
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// * GNRATOR.TCP `Generator::TestClass(Mech&) { return True; }`
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// == powersub.cpp Generator::TestClass @0x4b... (line 844) -- identical.
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// * GNRATOR.TCP `Generator::ResetToInitialState()` chains
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// `HeatableSubsystem::ResetToInitialState()` and sets `outputVoltage = 0`.
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// Generator owns an `outputVoltage` member (powersub.cpp +0x1f8) and is a
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// HeatSink : HeatableSubsystem -- so the chain and the field both resolve
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// against powersub.cpp's Generator. No second generator class exists in
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// the binary (the only "Generator" Derivation name string is @0x50fc60 /
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// @0x50dc90, single ClassID 0xBC1).
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//
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// ==> See powersub.hpp / powersub.cpp for the authoritative declaration and
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// definitions. In the original tree the Generator class evidently lived
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// in gnrator.cpp; the binary's only linker tag for the
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// @0x4b02f0..@0x4b2678 cluster was bt/powersub.cpp, so the reconstruction
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// captured Generator there. This is purely a source-file-organisation
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// difference, not a distinct type.
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//
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#if !defined(GNRATOR_HPP)
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# define GNRATOR_HPP
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#if !defined(POWERSUB_HPP)
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# include <powersub.hpp> // Generator is declared here
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#endif
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// (no new declarations -- intentionally empty; see powersub.hpp::Generator)
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#endif
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