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>
145 lines
4.0 KiB
C++
145 lines
4.0 KiB
C++
//===========================================================================//
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// File: gauss.hh //
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// Project: BT Brick: Entity Manager //
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// Contents: Gauss Rifle class, derives from Projectile Weapon //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/13/95 JM Initial coding. //
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// 07/19/95 GDU Complied to new munga, added new electrical behavior //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#if !defined (GAUSS_HPP)
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#define GAUSS_HPP
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#if !defined(EMITTER_HPP)
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# include <emitter.hpp>
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#endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class Projectile;
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//###########################################################################
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//######################### GaussRifle Model Resource ########################
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//###########################################################################
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struct GaussRifle__SubsystemResource:
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public Emitter::SubsystemResource
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{
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Scalar dischargeVoltage;
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};
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//###########################################################################
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//######################### CLASS -- GaussRifle ##########################
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//###########################################################################
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class GaussRifle : public Emitter
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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 ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messageing Support
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//
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#if 0
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//##########################################################################
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// Attribute Support
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//
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public:
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enum {
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= Emitter::NextAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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public:
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static AttributeIndexSet AttributeIndex;
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#endif
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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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(GaussRifle::*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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GaussRifleSimulation(Scalar time_slice);
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//##########################################################################
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// TestClass Support
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//
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public:
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static Logical
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TestClass(Mech &);
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void
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ResetToInitialState();
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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 GaussRifle__SubsystemResource SubsystemResource;
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GaussRifle(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data=DefaultData
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);
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~GaussRifle();
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Logical
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TestInstance() const;
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static int
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CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes =1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local data for the gun class
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//
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protected:
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void
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FireWeapon();
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Vector3D
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muzzleVelocity;
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};
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#endif
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