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

165 lines
3.0 KiB
C++

#pragma once
class ObjectNameList;
class ObjectNameList__Entry;
class NameList;
class AlphaNameList;
class ObjectNameList SIGNATURED
{
public:
typedef ObjectNameList__Entry Entry;
protected:
Entry *firstEntry, *lastEntry;
public:
ObjectNameList();
virtual ~ObjectNameList();
virtual const char* AddEntry(const char *name, void *data);
void* FindObject(const char *name);
void DeleteEntry(const char *name);
int EntryCount() const;
Logical IsEmpty() const
{
Check(this);
return firstEntry == NULL && lastEntry == NULL;
}
Entry* GetFirstEntry()
{
Check(this);
return firstEntry;
}
const Entry* GetFirstEntry() const
{
Check(this);
return firstEntry;
}
Entry* GetLastEntry()
{
Check(this);
return lastEntry;
}
const Entry* GetLastEntry() const
{
Check(this);
return lastEntry;
}
int BuildSubList(const ObjectNameList &source_list, const char *prefix);
Logical TestInstance() const;
static Logical TestClass();
};
class ObjectNameList__Entry
{
friend class ObjectNameList;
friend class NameList;
friend class AlphaNameList;
private:
ObjectNameList::Entry *nextEntry;
public:
void *dataReference;
protected:
void SetName(const char *name);
public:
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile ObjectNameList__Entry *);
#endif
const char* GetName() const
{
Check(this);
return &((const char *)this)[sizeof(ObjectNameList::Entry)];
}
Logical IsName(const char *name) const;
/*
* HACK SB 01/21/07 -- Windows uses this function name and macros it,
and GetData seems to do the same thing, so don't
use this.
void* GetObject()
{
Check(this);
return dataReference;
}
*/
void* GetData()
{
Check(this);
return dataReference;
}
const void* GetData() const
{
Check(this);
return dataReference;
}
char* GetChar()
{
Check(this);
return (char *)dataReference;
}
const char* GetChar() const
{
Check(this);
return (const char *)dataReference;
}
int GetAtoi() const
{
Check(this);
Check_Pointer(dataReference);
return atoi((const char *)dataReference);
}
long GetAtol() const
{
Check(this);
Check_Pointer(dataReference);
return atol((const char *)dataReference);
}
double GetAtof() const
{
Check(this);
Check_Pointer(dataReference);
return atof((const char *)dataReference);
}
ObjectNameList::Entry* GetNextEntry()
{
Check(this);
return nextEntry;
}
const ObjectNameList::Entry* GetNextEntry() const
{
Check(this);
return nextEntry;
}
Logical TestInstance() const;
};
class NameList : public ObjectNameList
{
public:
NameList();
~NameList();
void* FindData(const char *name) { return FindObject(name); }
const char* FindName(void *data);
Entry* FindEntry(const char *name);
Entry* FindEntry(void *data);
void DeleteEntry(const char *name); // this one is searches for name
static Logical TestClass();
};
class AlphaNameList : public NameList
{
public:
AlphaNameList();
~AlphaNameList();
const char* AddEntry(const char *name, void *data);
static Logical TestClass();
};