Files
arcattackandClaude Opus 4.8 7b7d465e5e 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>
2026-07-05 21:03:40 -05:00

154 lines
2.8 KiB
C++

#pragma once
#include "style.h"
#include "cmpnnt.h"
#include "schain.h"
#if defined(TRACE_COMPLETE_CYCLES)
extern BitTrace Complete_Cycles;
#define SET_COMPLETE_CYCLES() Complete_Cycles.Set()
#define CLEAR_COMPLETE_CYCLES() Complete_Cycles.Clear()
#else
#define SET_COMPLETE_CYCLES()
#define CLEAR_COMPLETE_CYCLES()
#endif
#if defined(TRACE_DEATH_ROW)
extern BitTrace Death_Row;
#define SET_DEATH_ROW() Death_Row.Set()
#define CLEAR_DEATH_ROW() Death_Row.Clear()
#else
#define SET_DEATH_ROW()
#define CLEAR_DEATH_ROW()
#endif
//##########################################################################
//####################### ApplicationTask ############################
//##########################################################################
class ApplicationTask:
public Component
{
public:
ApplicationTask(ClassID class_ID = ApplicationTaskClassID);
~ApplicationTask();
};
//##########################################################################
//####################### BackgroundTasks ############################
//##########################################################################
class BackgroundTasks:
public Component
{
public:
BackgroundTasks();
~BackgroundTasks();
Logical
TestInstance() const;
void
AddTask(ApplicationTask *task);
void
Execute();
private:
SChainOf<ApplicationTask*>
taskSocket;
SChainIteratorOf<ApplicationTask*>
*taskIterator;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkManagerTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class NetworkManagerTask:
public ApplicationTask
{
public:
NetworkManagerTask() {}
~NetworkManagerTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class RoutePacketTask:
public ApplicationTask
{
public:
RoutePacketTask() {}
~RoutePacketTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ ProcessEventTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class ProcessEventTask:
public ApplicationTask
{
public:
ProcessEventTask() {}
~ProcessEventTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class AudioRendererTask:
public ApplicationTask
{
public:
AudioRendererTask() {}
~AudioRendererTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ GaugeRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class GaugeRendererTask:
public ApplicationTask
{
public:
GaugeRendererTask() {}
~GaugeRendererTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ CompleteCyclesTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class CompleteCyclesTask:
public ApplicationTask
{
public:
CompleteCyclesTask() {}
~CompleteCyclesTask() {}
void
Execute();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ FryDeathRowTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class FryDeathRowTask:
public ApplicationTask
{
public:
FryDeathRowTask() {}
~FryDeathRowTask() {}
void
Execute();
};