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

100 lines
2.4 KiB
C++

#include "mungal4.h"
#pragma hdrstop
#include "l4gauima.h"
#include "..\munga\gaugalrm.h"
#include "l4tool.h"
ResourceDescription::ResourceID
L4Tool::CreateModelGaugeImageStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
return
L4GaugeImage::CreateL4GaugeImageStream(
resource_file,
model_name,
model_file,
directories
);
}
ResourceDescription::ResourceID
L4Tool::CreateModelGaugeMissionReviewStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories */*directories*/
)
{
Check(resource_file);
Check_Pointer(model_name);
Check(model_file);
//Check_Pointer(directories);
ResourceDescription::ResourceID
res_id = ResourceDescription::NullResourceID;
//----------------------------------------------------------------------
// Check to see if the model has a mission review page
//----------------------------------------------------------------------
const char
*pixelmap_name;
if (
model_file->GetEntry(
"gaugeMissionReview",
"pixelmap",
&pixelmap_name
)
)
{
//-------------------------------------------------------------
// Create a dynamic memory stream, write out the data
//-------------------------------------------------------------
DynamicMemoryStream
*stream = new DynamicMemoryStream();
Check(stream);
Register_Object(stream);
int
length = strlen(pixelmap_name);
MemoryStream_Write(stream, &length);
for( ; length>0; --length, ++pixelmap_name)
{
MemoryStream_Write(stream, (char *) pixelmap_name);
}
//-------------------------------------------------------------
// Create the resource description, assign an ID
//-------------------------------------------------------------
ResourceDescription
*res_desc_stream =
resource_file->ResourceFile::AddResourceMemoryStream(
model_name,
ResourceDescription::GaugeMissionReviewStreamResourceType,
1,
ResourceDescription::Preload,
stream
);
Check(res_desc_stream);
res_id = res_desc_stream->resourceID;
Check(stream);
Unregister_Object(stream);
delete stream;
std::cout << "GaugeMissionReview res_id = " << res_id << "\n";
}
//-------------------------------------------------------------
// Return the new ResourceID
//-------------------------------------------------------------
Check_Fpu();
return res_id;
}