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

89 lines
2.6 KiB
C++

//===========================================================================//
// File: rp4lbe4.hh //
// Project: MUNGA Brick: Red Planet LBE Application //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BTL4APP_HPP)
# define BTL4APP_HPP
# if !defined(BTL4MPPR_HPP)
# include <btl4mppr.hpp>
# endif
//##########################################################################
//###################### BTL4Application ##########################
//##########################################################################
//##########################################################################
//###################### RP4L4Application ############################
//##########################################################################
class BTL4Application:
public L4Application
{
public:
BTL4Application(
ResourceFile *resource_file,
ClassID class_ID=L4ApplicationClassID,
SharedData &shared_data=DefaultData
);
~BTL4Application();
static Derivation ClassDerivations;
static SharedData DefaultData;
private:
Registry*
MakeRegistry();
VideoRenderer*
MakeVideoRenderer();
AudioRenderer*
MakeAudioRenderer();
GaugeRenderer*
MakeGaugeRenderer();
ModeManager*
MakeModeManager();
ControlsManager*
MakeControlsManager();
Mission*
MakeMission(
NotationFile *notation_file,
ResourceFile *resources
);
Entity*
MakeViewpointEntity(Entity::MakeMessage *);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
private:
static const HandlerEntry MessageHandlerEntries[];
protected:
static MessageHandlerSet MessageHandlers;
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
};
#endif