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 "console.h"
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationReadyToRunMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationReadyToRunMessage::
ConsoleApplicationReadyToRunMessage(HostID ready_to_run_host_ID):
NetworkClient::Message(
ConsoleApplicationReadyToRunMessageID,
sizeof(ConsoleApplicationReadyToRunMessage)
)
{
readyToRunHostID = ready_to_run_host_ID;
}
//~~~~~~~~~~~~~~~~ ConsoleApplicationStateResponseMessage ~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationStateResponseMessage::ConsoleApplicationStateResponseMessage(
HostID responding_host_ID,
Enumeration application_state,
Enumeration application_type
):
NetworkClient::Message(
ConsoleApplicationStateResponseMessageID,
sizeof(ConsoleApplicationStateResponseMessage)
)
{
respondingHostID = responding_host_ID;
applicationState = application_state;
application = application_type;
}
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationEndMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationEndMissionMessage::
ConsoleApplicationEndMissionMessage(
HostID player_host_ID,
int final_score
):
NetworkClient::Message(
ConsoleApplicationEndMissionMessageID,
sizeof(ConsoleApplicationEndMissionMessage)
)
{
playerHostID = player_host_ID;
finalScore = final_score;
}
//~~~~~~~~~~~~~~~~~~ ConsoleApplicationAbortMissionMessage ~~~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationAbortMissionMessage::
ConsoleApplicationAbortMissionMessage(
HostID player_host_ID
):
NetworkClient::Message(
ConsoleApplicationAbortMissionMessageID,
sizeof(ConsoleApplicationAbortMissionMessage)
)
{
playerHostID = player_host_ID;
}
//~~~~~~~~~~~~~~~~ ConsoleApplicationTeamEndMissionMessage ~~~~~~~~~~~~~~~~~~~~
ConsoleApplicationTeamEndMissionMessage::
ConsoleApplicationTeamEndMissionMessage(
HostID player_host_ID,
int player_score,
int team_ID,
int team_score
):
NetworkClient::Message(
ConsoleApplicationTeamEndMissionMessageID,
sizeof(ConsoleApplicationTeamEndMissionMessage)
)
{
playerHostID = player_host_ID;
playerScore = player_score;
teamID = team_ID;
teamScore = team_score;
}
//==============================================================================