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

45 lines
1.2 KiB
C++

#pragma once
#include <windows.h>
#include <dxerr.h>
#if defined(DX_VERBOSE)
#pragma comment(lib, "DXErr.lib")
#ifndef V
#define V(x) { hr = (x); if( FAILED(hr) ) { DEBUG_STREAM << __FILE__ << "(" << __LINE__ << "): " << L#x << " FAILED! hr=" << DXGetErrorString(hr) << std::endl << std::flush; } }
#endif
#else
#define V(x) hr = (x)
#endif
#if defined(PIX_PROFILE)
// These first two macros are taken from the
// VStudio help files - necessary to convert the
// __FUNCTION__ symbol from char to wchar_t.
#define WIDEN2(x) L ## x
#define WIDEN(x) WIDEN2(x)
// Only the first of these macro's should be used. The _INTERNAL
// one is so that the sp##id part generates "sp1234" type identifiers
// instead of always "sp__LINE__"...
#define PROFILE_BLOCK PROFILE_BLOCK_INTERNAL( __LINE__ )
#define PROFILE_BLOCK_INTERNAL(id) D3DUtils::ScopeProfiler sp##id ( WIDEN(__FUNCTION__), __LINE__ );
// To avoid polluting the global namespace,
// all D3D utility functions/classes are wrapped
// up in the D3DUtils namespace.
namespace D3DUtils
{
class ScopeProfiler
{
public:
ScopeProfiler( WCHAR *Name, int Line );
~ScopeProfiler( );
private:
ScopeProfiler( );
};
}
#endif