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>
103 lines
2.1 KiB
C++
103 lines
2.1 KiB
C++
#pragma once
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#include "entity.h"
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//##########################################################################
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//##################### EyeCandy::ModelResource #####################
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//##########################################################################
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struct EyeCandy__ModelResource
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{
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Scalar
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maxWaitTime;
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Scalar
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minWaitTime;
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};
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//##########################################################################
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//########################### EyeCandy ###############################
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//##########################################################################
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class EyeCandy:
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public Entity
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{
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public:
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enum {
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effectOff = Entity::StateCount,
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effectOn,
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StateCount
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};
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private:
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Scalar
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maxWaitTime;
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Scalar
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minWaitTime;
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Scalar
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waitTime;
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Scalar
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lastTrigger;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(EyeCandy::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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EyeCandySimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef EyeCandy__ModelResource ModelResource;
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static EyeCandy*
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Make(EyeCandy::MakeMessage *creation_message);
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EyeCandy(
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MakeMessage *creation_message,
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SharedData &virtual_data = DefaultData
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);
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~EyeCandy();
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Logical
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TestInstance() const;
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static Logical
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CreateMakeMessage(
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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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static ResourceDescription::ResourceID
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EyeCandy::CreateModelResource(
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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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ModelResource *model = NULL
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);
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};
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