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>
55 lines
2.0 KiB
C++
55 lines
2.0 KiB
C++
//===========================================================================//
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// File: btl4mssn.hpp //
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// Project: BattleTech Brick: //
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// Contents: Interface specification for missions //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/07/95 ECH Initial coding. //
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// 09/12/95 JM Derived from L4Mission //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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//
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// GROUND TRUTH. This interface survived in
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// 410SRC/Telsa40/Rel410/CODE/BT/BT_L4/BTL4MSSN.HPP
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// and is reproduced verbatim (only the File:/Project: banner fields, which
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// were copy/pasted from rpl4mssn.hpp in the original, have been corrected).
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// The class declaration below is unchanged. See btl4mssn.cpp for the
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// reconstructed method bodies and their per-method @ADDR evidence.
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//
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#if !defined(BTL4MSSN_HPP)
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# define BTL4MSSN_HPP
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# if !defined(BTMSSN_HPP)
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# include <btmssn.hpp>
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# endif
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//##########################################################################
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//########################### BTL4Mission ############################
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//##########################################################################
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class BTL4Mission:
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public BTMission
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{
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public:
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BTL4Mission(
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NotationFile *notation_file,
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ResourceFile *resources
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);
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~BTL4Mission();
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Logical
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TestInstance() const;
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void
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SetPlayerData(NotationFile *notation_file);
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};
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#endif
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