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>
188 lines
4.4 KiB
C++
188 lines
4.4 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "rndorgn.h"
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#include "renderer.h"
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#include "app.h"
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#include "entity.h"
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//
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//#############################################################################
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// RendererOrigin
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//#############################################################################
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//
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RendererOrigin::RendererOrigin(
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Renderer *the_renderer,
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Entity *entity,
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InterestType interest_type,
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InterestDepth depth_calibration
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):
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InterestOrigin(
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entity->GetInterestZoneID(),
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interest_type,
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depth_calibration
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),
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interestingEntitySocket(NULL)
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{
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Check(the_renderer);
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renderer = the_renderer;
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}
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//
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//#############################################################################
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// ~RendererOrigin
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//#############################################################################
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//
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RendererOrigin::~RendererOrigin()
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{
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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RendererOrigin::TestInstance() const
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{
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InterestOrigin::TestInstance();
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Check_Signature(renderer);
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Check(&interestingEntitySocket);
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return True;
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}
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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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RendererOrigin::AddInterestingEntity(Entity *interesting_entity)
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{
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Check(this);
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Check(interesting_entity);
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//
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// Add to the socket
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//
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#if DEBUG_LEVEL>0
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{
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SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
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Check(&iterator);
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Verify(iterator.IsPlugMember(interesting_entity) == False);
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}
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#endif
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interestingEntitySocket.Add(interesting_entity);
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//
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// Notify the renderer
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//
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#if 0
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Renderer::NotifyOfNewInterestingEntityMessage
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message(interesting_entity);
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Check(&message);
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Check(application);
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Check(renderer);
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application->PostInterestEvent(renderer, &message);
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#else
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Renderer::NotifyOfNewInterestingEntityMessage
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message(interesting_entity);
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Check(&message);
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Check(application);
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Check(application->GetInterestManager());
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application->GetInterestManager()->PostRendererEvent(
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interesting_entity,
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renderer,
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&message
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);
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#endif
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}
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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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RendererOrigin::RemoveUninterestingEntity(Entity *uninteresting_entity)
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{
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Check(this);
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Check(uninteresting_entity);
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//
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// Notify the renderer
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//
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#if 1
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Check(renderer);
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renderer->NotifyOfBecomingUninterestingEntity(uninteresting_entity);
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#else
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Renderer::NotifyOfBecomingUninterestingEntityMessage
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message(uninteresting_entity);
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Check(&message);
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Check(application);
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Check(renderer);
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application->PostInterestEvent(renderer, &message);
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#endif
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//
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// Remove from socket
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//
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#if DEBUG_LEVEL>0
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{
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SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
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Verify(iterator.IsPlugMember(uninteresting_entity) == True);
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}
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#endif
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PlugIterator remover(uninteresting_entity);
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remover.RemoveSocket(&interestingEntitySocket);
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}
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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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RendererOrigin::RemoveUninterestingEntities()
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{
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Check(this);
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//
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// Notify the renderer of uninteresting entities
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//
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SChainIteratorOf<Entity*> iterator(&interestingEntitySocket);
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Entity *uninteresting_entity;
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Check(&iterator);
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#if 0
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while ((uninteresting_entity = iterator.GetCurrent()) != NULL)
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{
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Check(uninteresting_entity);
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Check(renderer);
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renderer->NotifyOfBecomingUninterestingEntity(uninteresting_entity);
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iterator.Remove();
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}
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#else
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while ((uninteresting_entity = iterator.GetCurrent()) != NULL)
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{
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Check(uninteresting_entity);
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RemoveUninterestingEntity(uninteresting_entity);
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}
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#endif
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}
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//~~~~~~~~~~~~~~~~~ RendererOrigin__InterestingEntityIterator ~~~~~~~~~~~~~~~~~
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RendererOrigin__InterestingEntityIterator::
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RendererOrigin__InterestingEntityIterator(
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RendererOrigin *renderer_origin
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):
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SChainIteratorOf<Entity*>(&renderer_origin->interestingEntitySocket)
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{
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}
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RendererOrigin__InterestingEntityIterator::
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~RendererOrigin__InterestingEntityIterator()
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{
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}
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