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:
@@ -0,0 +1,89 @@
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#include "munga.h"
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#pragma hdrstop
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#include "link.h"
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#include "plug.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Link ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// Link
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//#############################################################################
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//
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Link::Link(Socket *socket, Plug *plug)
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{
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this->socket = socket;
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this->plug = plug;
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// Add this new link to the plugs current set of links
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AddToPlug(plug);
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}
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//
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//#############################################################################
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// ~Link
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//#############################################################################
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//
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Link::~Link()
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{
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// Remove this link from the plugs current set of links
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ReleaseFromPlug();
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical Link::TestInstance() const
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{
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Check_Signature(socket);
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Check_Signature(plug);
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return True;
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}
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//
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//#############################################################################
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// ReleaseFromPlug
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//#############################################################################
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//
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void Link::ReleaseFromPlug()
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{
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//
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//-----------------------------------------------------
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// Remove this link from the plugs current set of links
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//-----------------------------------------------------
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//
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Check(plug);
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if (plug->linkHead == this)
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plug->linkHead = nextLink;
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if (prevLink != NULL)
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{
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Check(prevLink);
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prevLink->nextLink = nextLink;
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}
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if (nextLink != NULL)
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{
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Check(nextLink);
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nextLink->prevLink = prevLink;
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}
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prevLink = nextLink = NULL;
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}
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//
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//#############################################################################
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// AddToPlug
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//#############################################################################
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//
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void Link::AddToPlug(Plug *plug)
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{
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Check(plug);
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if ((nextLink = plug->linkHead) != NULL)
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{
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Check(nextLink);
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nextLink->prevLink = this;
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}
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this->prevLink = NULL;
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plug->linkHead = this;
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}
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