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 +1,118 @@
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#if defined(ENTITY_CONTINUATION)
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#include "entityid.h"
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class Entity;
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class Entity__SharedData;
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class Entity__MakeMessage;
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class Entity__TakeDamageMessage;
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class Entity__PlayerLinkMessage;
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class Entity__DynamicMessage;
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class Entity__UpdateMessage;
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class Entity__MakeMapMessage;
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class Entity__TakeDamageStreamMessage;
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class Entity__DestroyEntityMessage;
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class EntityID;
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//
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//---------------------------------------------------
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// Support types for entity identity and host manager
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//---------------------------------------------------
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//
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//##########################################################################
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//####################### Entity::Message ############################
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//##########################################################################
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class Entity__Message : public Receiver::Message
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{
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public:
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//
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// The following fields need to be filled in by the sending manager
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//
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enum
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{
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DontSpoolBit = Receiver::Message::NextBit,
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NextBit
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};
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enum
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{
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DontSpoolFlag = 1 << DontSpoolBit
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};
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// This field will be already set for map entities
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EntityID entityID;
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InterestZoneID interestZoneID;
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HostID ownerID;
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Entity__Message(Receiver::MessageID messageID, size_t length) : Receiver::Message(messageID, length), entityID(EntityID::Null), interestZoneID(NullInterestZoneID), ownerID(NullHostID) {}
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// This constructor exists for constructing map entities
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Entity__Message(Receiver::MessageID messageID, size_t length, const EntityID &entity_ID) : Receiver::Message(messageID, length), entityID(entity_ID), interestZoneID(NullInterestZoneID), ownerID(NullHostID) {}
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};
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//
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// Various typedefs for unimplemented messages
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//
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typedef Entity__Message Entity__MakeReadyMessage;
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typedef Entity__Message Entity__RemakeEntityMessage;
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typedef Entity__Message Entity__RemakeReadyMessage;
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typedef Entity__Message Entity__RemakeCompleteMessage;
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typedef Entity__Message Entity__RemakeIncompleteMessage;
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typedef Entity__Message Entity__TransferEntityMessage;
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typedef Entity__Message Entity__TransferCompleteMessage;
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typedef Entity__Message Entity__TransferIncompleteMessage;
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typedef Entity__Message Entity__BecomeInterestingMessage;
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typedef Entity__Message Entity__BecomeUninterestingMessage;
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typedef Entity__Message Entity__SubscribeReplicantMessage;
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typedef Entity__Message Entity__UnsubscribeReplicantMessage;
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//##########################################################################
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//############# Entity::StaticVideoSocketIterator ####################
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//##########################################################################
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class Entity__StaticVideoSocketIterator : public SChainIteratorOf<Component*>
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{
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public:
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Entity__StaticVideoSocketIterator(Entity *entity);
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Entity__StaticVideoSocketIterator(const Entity__StaticVideoSocketIterator &iterator);
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~Entity__StaticVideoSocketIterator();
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};
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//##########################################################################
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//############ Entity::DynamicVideoSocketIterator ####################
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//##########################################################################
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class Entity__DynamicVideoSocketIterator : public SChainIteratorOf<Component*>
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{
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public:
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Entity__DynamicVideoSocketIterator(Entity *entity);
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Entity__DynamicVideoSocketIterator(const Entity__DynamicVideoSocketIterator &iterator);
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~Entity__DynamicVideoSocketIterator();
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};
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//##########################################################################
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//################ Entity::AudioSocketIterator #######################
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//##########################################################################
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class Entity__AudioSocketIterator : public SChainIteratorOf<Component*>
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{
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public:
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Entity__AudioSocketIterator(Entity *entity);
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~Entity__AudioSocketIterator();
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};
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//##########################################################################
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//#################### Entity::UpdateRecord ##########################
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//##########################################################################
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struct Entity__UpdateRecord : public Simulation__UpdateRecord
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{
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public:
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Origin localOrigin;
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};
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#endif
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