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>
153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
#pragma once
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#include "entity.h"
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#include "cstr.h"
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//##########################################################################
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//##################### Mover::ModelResource #########################
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//##########################################################################
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class DropZone__MakeMessage:
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public Entity::MakeMessage
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{
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public:
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char dropZoneName[32];
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int dropZoneCount;
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};
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//##########################################################################
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//################# DropZone::AssignDropZoneMessage ##################
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//##########################################################################
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class DropZone__AssignDropZoneMessage:
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public Entity::Message
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{
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public:
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EntityID
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requestingEntity;
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Receiver::MessageID
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replyMessageID;
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int
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deathCount;
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DropZone__AssignDropZoneMessage(
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Receiver::MessageID message_ID,
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size_t length,
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const EntityID &reply_to,
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Receiver::MessageID reply_ID,
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int death_count
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):
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Entity::Message(message_ID, length),
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requestingEntity(reply_to),
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replyMessageID(reply_ID),
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deathCount(death_count)
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{}
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};
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//##########################################################################
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//##################### DropZone::ReplyMessage ##########################
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//##########################################################################
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class DropZone__ReplyMessage:
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public Entity::Message
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{
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public:
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Origin
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dropZoneLocation;
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int
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deathCount;
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DropZone__ReplyMessage(
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Receiver::MessageID message_ID,
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size_t length,
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const Origin &location,
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int death_count
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):
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Entity::Message(message_ID, length),
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dropZoneLocation(location),
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deathCount(death_count)
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{}
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};
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//##########################################################################
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//########################### DropZone ################################
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//##########################################################################
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class DropZone:
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public Entity
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{
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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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// Message Support
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//
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public:
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enum {
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AssignDropZoneMessageID = Entity::NextMessageID,
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NextMessageID
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};
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private:
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static const HandlerEntry MessageHandlerEntries[];
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protected:
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static MessageHandlerSet& GetMessageHandlers();
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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 DropZone__MakeMessage MakeMessage;
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static DropZone*
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Make(MakeMessage *creation_message);
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static Logical
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CreateMakeMessage(
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MakeMessage *creation_message,
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const char* model_name,
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const char* resource_name,
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NotationFile *map_file
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);
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DropZone(
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MakeMessage *creation_message,
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SharedData &virtual_data = DefaultData
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);
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~DropZone();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dropzone assignment
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//
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public:
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typedef DropZone__AssignDropZoneMessage AssignDropZoneMessage;
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typedef DropZone__ReplyMessage ReplyMessage;
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const char*
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GetDropZoneName()
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{Check(this); return dropZoneName;}
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Logical
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IsAvailable(int index);
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protected:
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int dropZoneCount;
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char dropZoneName[32];
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Origin *dropZones;
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Time *lastUsageTime;
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EntityID *lastUsedBy;
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int *lastDeathCount;
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void
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AssignDropZoneMessageHandler(AssignDropZoneMessage *message);
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};
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