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:
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#pragma once
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#include "node.h"
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#include "cstr.h"
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#include "resource.h"
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#include "scalar.h"
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class NotationFile;
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struct ScenarioRole__ModelResource
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{
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Scalar killBonus, damageReceivedModifier, damageInflictedModifier, damageBias, friendlyFirePenalty;
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int returnFromDeath;
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};
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class ScenarioRole : public Node
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{
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public:
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Scalar CalcDamageReceivedScore(const Scalar &damage_received);
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protected:
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Scalar damageInflictedModifier, damageReceivedModifier, friendlyFirePenalty, damageBias, killBonus;
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CString roleName;
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int returnFromDeath;
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public:
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const int GetReturnFromDeath()
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{
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Check(this);
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return returnFromDeath;
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}
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Scalar GetDamageInflictedModifier() const
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{
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Check(this);
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return damageInflictedModifier;
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}
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Scalar GetDamageReceivedModifier() const
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{
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Check(this);
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return damageReceivedModifier;
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}
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Scalar GetFriendlyFirePenalty() const
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{
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Check(this);
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return friendlyFirePenalty;
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}
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Scalar GetDamageBias() const
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{
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Check(this);
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return damageBias;
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}
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Scalar GetKillBonus() const
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{
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Check(this);
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return killBonus;
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}
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CString GetRoleName() const
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{
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Check(this);
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return roleName;
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}
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void SetDamageInflictedModifier(const Scalar &value)
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{
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Check(this);
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damageInflictedModifier = value;
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}
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void SetDamageReceivedModifier(const Scalar value)
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{
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Check(this);
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damageReceivedModifier = value;
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}
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void SetFriendlyFirePenalty(const Scalar &value)
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{
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Check(this);
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friendlyFirePenalty = value;
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}
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void SetDamageBias(const Scalar &value)
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{
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Check(this);
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damageBias = value;
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}
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void SetKillBonus(const Scalar &value)
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{
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Check(this);
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killBonus = value;
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}
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void SetReturnFromDeath(const int &value)
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{
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Check(this);
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returnFromDeath = value;
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}
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public:
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typedef ScenarioRole__ModelResource ModelResource;
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ScenarioRole(const CString &role_name, const CString &model_file);
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ScenarioRole(const CString &role_name);
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~ScenarioRole();
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static ResourceDescription::ResourceID CreateModelResource(ResourceFile *resource_file, const char* model_name, NotationFile * model_file, const ResourceDirectories *directories, ModelResource *model = NULL);
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};
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