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 "line.h"
#include "plane.h"
//
//###########################################################################
//###########################################################################
//
Line&
Line::operator=(const Vector3D &vector)
{
Check_Pointer(this);
Check(&vector);
//
// Make sure length of vector is non-zero
//
length = vector.Length();
Verify(length);
//
// Normalize the vector and put it into the line
//
direction.x = vector.x/length;
direction.y = vector.y/length;
direction.z = vector.z/length;
return *this;
}
//
//###########################################################################
//###########################################################################
//
Line&
Line::operator=(const Point3D &point)
{
Check_Pointer(this);
Check(&point);
//
// Copy the point over into the line.
//
origin.x = point.x;
origin.y = point.y;
origin.z = point.z;
return *this;
}
Scalar
Line::DistanceTo(
const Plane &plane,
Scalar *product
) const
{
*product = direction * plane.normal;
if (Small_Enough(*product))
{
Check_Fpu();
return -1.0f;
}
Scalar result = -plane.DistanceTo(origin) / *product;
Check_Fpu();
return result;
}
Scalar
Line::DistanceTo(
const Sphere &,//sphere,
Scalar *//penetration
) const
{
return -1.0f; // HACK
}