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>
This commit is contained in:
@@ -0,0 +1,85 @@
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#include "munga.h"
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#pragma hdrstop
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#include "console.h"
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//~~~~~~~~~~~~~~~~~~ ConsoleApplicationReadyToRunMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsoleApplicationReadyToRunMessage::
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ConsoleApplicationReadyToRunMessage(HostID ready_to_run_host_ID):
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NetworkClient::Message(
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ConsoleApplicationReadyToRunMessageID,
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sizeof(ConsoleApplicationReadyToRunMessage)
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)
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{
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readyToRunHostID = ready_to_run_host_ID;
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}
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//~~~~~~~~~~~~~~~~ ConsoleApplicationStateResponseMessage ~~~~~~~~~~~~~~~~~~~~~
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ConsoleApplicationStateResponseMessage::ConsoleApplicationStateResponseMessage(
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HostID responding_host_ID,
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Enumeration application_state,
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Enumeration application_type
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):
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NetworkClient::Message(
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ConsoleApplicationStateResponseMessageID,
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sizeof(ConsoleApplicationStateResponseMessage)
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)
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{
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respondingHostID = responding_host_ID;
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applicationState = application_state;
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application = application_type;
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}
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//~~~~~~~~~~~~~~~~~~ ConsoleApplicationEndMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsoleApplicationEndMissionMessage::
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ConsoleApplicationEndMissionMessage(
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HostID player_host_ID,
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int final_score
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):
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NetworkClient::Message(
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ConsoleApplicationEndMissionMessageID,
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sizeof(ConsoleApplicationEndMissionMessage)
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)
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{
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playerHostID = player_host_ID;
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finalScore = final_score;
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}
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//~~~~~~~~~~~~~~~~~~ ConsoleApplicationAbortMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsoleApplicationAbortMissionMessage::
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ConsoleApplicationAbortMissionMessage(
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HostID player_host_ID
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):
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NetworkClient::Message(
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ConsoleApplicationAbortMissionMessageID,
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sizeof(ConsoleApplicationAbortMissionMessage)
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)
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{
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playerHostID = player_host_ID;
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}
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//~~~~~~~~~~~~~~~~ ConsoleApplicationTeamEndMissionMessage ~~~~~~~~~~~~~~~~~~~~
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ConsoleApplicationTeamEndMissionMessage::
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ConsoleApplicationTeamEndMissionMessage(
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HostID player_host_ID,
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int player_score,
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int team_ID,
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int team_score
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):
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NetworkClient::Message(
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ConsoleApplicationTeamEndMissionMessageID,
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sizeof(ConsoleApplicationTeamEndMissionMessage)
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)
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{
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playerHostID = player_host_ID;
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playerScore = player_score;
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teamID = team_ID;
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teamScore = team_score;
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}
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//==============================================================================
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