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>
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "hostmgr.h"
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#include "registry.h"
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#include "app.h"
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#include "namelist.h"
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#include "notation.h"
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#include "entity.h"
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//##########################################################################
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//############# Entity::StaticVideoSocketIterator ####################
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//##########################################################################
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Entity__StaticVideoSocketIterator::Entity__StaticVideoSocketIterator(Entity *entity) : SChainIteratorOf<Component*>(&entity->staticVideoSocket)
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{
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}
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Entity__StaticVideoSocketIterator::Entity__StaticVideoSocketIterator(const Entity__StaticVideoSocketIterator &iterator) : SChainIteratorOf<Component*>(iterator)
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{
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}
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Entity__StaticVideoSocketIterator::~Entity__StaticVideoSocketIterator()
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{
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}
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//##########################################################################
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//############# Entity::DynamicVideoSocketIterator ###################
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//##########################################################################
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Entity__DynamicVideoSocketIterator::Entity__DynamicVideoSocketIterator(Entity *entity) : SChainIteratorOf<Component*>(&entity->dynamicVideoSocket)
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{
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}
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Entity__DynamicVideoSocketIterator::Entity__DynamicVideoSocketIterator(const Entity__DynamicVideoSocketIterator &iterator) : SChainIteratorOf<Component*>(iterator)
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{
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}
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Entity__DynamicVideoSocketIterator::~Entity__DynamicVideoSocketIterator()
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{
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}
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//##########################################################################
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//################ Entity::AudioSocketIterator #######################
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//##########################################################################
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Entity__AudioSocketIterator::Entity__AudioSocketIterator(Entity *entity) : SChainIteratorOf<Component*>(&entity->audioSocket)
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{
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}
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Entity__AudioSocketIterator::~Entity__AudioSocketIterator()
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{
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}
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int Find_Subsystem_Index(NotationFile *file, const char* name)
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{
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Check(file);
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Check_Pointer(name);
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NameList *namelist = file->MakePageList();
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Register_Object(namelist);
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NameList::Entry *entry = namelist->GetFirstEntry();
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int count = 0;
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while (entry)
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{
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if (!strcmp(name, entry->GetName()))
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{
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Unregister_Object(namelist);
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delete namelist;
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return count;
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}
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++count;
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entry = entry->GetNextEntry();
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}
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Unregister_Object(namelist);
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delete namelist;
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return (!strcmp(name, "None")) ? count : -1;
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}
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