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:
arcattack
2026-07-05 21:03:40 -05:00
co-authored by Claude Opus 4.8
commit 7b7d465e5e
4192 changed files with 604371 additions and 0 deletions
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#include "munga.h"
#pragma hdrstop
#include "mode.h"
#if defined(DEBUG)
# define Test_Tell(n) DEBUG_STREAM << n
#else
# define Test_Tell(n)
#endif
//############################################################################
//############################ ModeManager #############################
//############################################################################
ModeManager::ModeManager(ModeMask initial_mask)
{
Check_Pointer(this);
modeMask = initial_mask;
Check_Fpu();
}
ModeManager::~ModeManager()
{
Check(this);
Check_Fpu();
}
Logical
ModeManager::TestInstance() const
{
Check_Fpu();
return True;
}
Logical
ModeManager::ModeStringLookup(
const char *name,
ModeMask *returned_value
)
{
Check(this);
// There's only one mode value available at this level.
if (stricmp(name, "ModeAlwaysActive") == 0)
{
*returned_value = ModeManager::ModeAlwaysActive;
Check_Fpu();
return True;
}
else
{
*returned_value = (ModeMask) 0;
}
Check_Fpu();
return False;
}