Files
arcattackandClaude Opus 4.8 7b7d465e5e 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>
2026-07-05 21:03:40 -05:00

77 lines
2.0 KiB
C++

#pragma once
#include "style.h"
#include "vector3d.h"
class Environment
{
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const Environment *p);
#endif
public:
Scalar gravityConstant;
Scalar airDensity;
Scalar audioReverbTime;
Scalar audioAverageSurfaceReflectivity;
Scalar audioAirAbsorption;
Vector3D windVelocity;
Scalar ambientTemperature; // Kelvin
const Vector3D& GetWindVelocity() { return windVelocity; }
Environment() {}
Environment(Scalar gravity, Scalar air_density, Scalar reverb_time, Scalar surface_reflectivity, Scalar air_absorption, const Vector3D &wind_velocity, Scalar ambient_temperature)
: gravityConstant(gravity), airDensity(air_density), audioReverbTime(reverb_time), audioAverageSurfaceReflectivity(surface_reflectivity), audioAirAbsorption(air_absorption), windVelocity(wind_velocity), ambientTemperature(ambient_temperature)
{
}
Logical TestInstance() const;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ Environment functions ~~~~~~~~~~~~~~~~~~~~~~~~~~
void Convert_From_Ascii(const char *str, Environment *environment);
inline MemoryStream& MemoryStream_Read(MemoryStream* stream, Environment *output)
{
return stream->ReadBytes(output, sizeof(*output));
}
inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const Environment *input)
{
return stream->WriteBytes(input, sizeof(*input));
}
//##########################################################################
//###################### EnvironmentList #############################
//##########################################################################
class EnvironmentList SIGNATURED
{
protected:
int environmentCount;
Environment *environmentArray;
public:
EnvironmentList(int environments);
virtual ~EnvironmentList();
int GetEnvironmentCount()
{
Check(this);
return environmentCount;
}
virtual Environment& GetEnvironment(int index)
{
Check(this);
Verify((unsigned)index < environmentCount);
return environmentArray[index];
}
Logical TestInstance() const;
};
extern EnvironmentList *Environments;