Files
BT412/engine/MUNGA_L4/libDPL/dvs/VCSTRUCT.H
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
2026-07-05 21:03:40 -05:00

216 lines
3.0 KiB
C++

struct VCActorConfig
{
char *actorName;
char *domainName;
char *domainExtName;
char *userName;
char *userDir;
char *logName;
char *configData;
int32 verbose;
int32 enable;
int32 testMode;
FILE *fpLog;
};
struct VCBodyCreate_CallbackData
{
VCBody *body;
};
struct VCBodyAttribute_CallbackData
{
VCBody *body;
VCAttribute *bodyPart;
VCAttribute *attribute;
};
struct VCBodyPartCreate_CallbackData
{
VCBody *body;
VCAttribute *bodyPart;
};
struct VCTimer_CallbackData
{
uint32 dummy;
};
struct VCExit_CallbackData
{
uint32 dummy;
};
struct VCGroup_CallbackData
{
uint32 operation;
};
struct VCBodyInput_CallbackData
{
VCBody *body;
VCAttribute *bodyPart;
uint32 keyCode;
};
struct VCBodyCollision_CallbackData
{
VCBody *body;
VCAttribute *bodyPart;
VCCollision *collision;
};
struct VCInput_UpdateCallbackData
{
VCInput *input;
VCAttribute *inputResource;
uint32 keyCode;
};
struct VCInput_CallbackData
{
VCInput *input;
VCAttribute *inputResource;
uint32 keyCode;
};
struct VCEntityRelocate_CallbackData
{
VCEntity *entity;
VCPositionData *pos;
uint32 flags;
};
struct VCEntityInvalid_CallbackData
{
VCEntity *entity;
};
struct VCAttributeRelocate_CallbackData
{
VCEntity *entity;
int32 index;
VCAttribute *attribute;
VCPositionData *pos;
uint32 flags;
};
struct VCEntityAttribute_CallbackData
{
VCEntity *entity;
int32 index;
VCAttribute *attribute;
};
struct VCAttribute_CallbackData
{
VCAttribute *attribute;
};
struct VCCollision_CallbackData
{
VCCollision *collision;
};
struct VCIntersection_CallbackData
{
VCIntersection *intersection;
};
struct VCMaterial_CallbackData
{
VCMaterial *material;
};
struct VCRadiator_CallbackData
{
VCRadiator *radiator;
};
struct VCXWindowId_CallbackData
{
VCXWindowId *xwindowId;
};
struct VCVisualViewResource_CallbackData
{
VCVisualViewResource *view;
};
struct VCPseudoGravity_CallbackData
{
VCPseudoGravity *pseudoGravity;
};
struct VCResourceAllocate_CallbackData
{
char *name;
};
struct VCPosition_CallbackData
{
VCPosition *position;
};
struct VCTracker_CallbackData
{
VCTracker *tracker;
};
struct VCSync_CallbackData
{
VCSync *sync;
};
struct VCCollideMonitor_CallbackData
{
VCCollideMonitor *collideMonitor;
};
struct VCTrackerMonitor_CallbackData
{
VCTrackerMonitor *trackerMonitor;
};
struct VCVisualMonitor_CallbackData
{
VCVisualMonitor *visualMonitor;
};
struct VCTexture_CallbackData
{
VCTexture *texture;
};
struct VCRamp_CallbackData
{
VCRamp *ramp;
};
typedef struct
{
char *configName;
uint32 debug;
char *nameExt;
int logging;
char *logExt;
char *domainName;
int testMode;
uint32 verbose;
}VCCommandLineOptions ;
struct VCEntityDrop_CallbackData
{
VCBody *body;
VCAttribute *bodyPart;
VCEntity *droppedEntity;
};