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

148 lines
3.9 KiB
C++

#pragma once
class L4LampManager;
class L4Lamp;
class L4GraphicLamp;
#include "..\munga\lamp.h"
#include "l4ctrl.h"
//#########################################################################
//############################# L4LampManager #############################
//#########################################################################
class L4LampManager:
public LampManager
{
friend class L4Lamp;
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
L4LampManager(LBE4ControlsManager *controls_manager);
~L4LampManager();
Logical
TestInstance() const;
virtual void
Update(ModeMask current_mode_mask);
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
protected:
void
AssertNewLampValue(int lamp_number, int lamp_value);
//----------------------------------------------------------------------
// Protected data
//----------------------------------------------------------------------
protected:
LBE4ControlsManager
*controlsManager;
int
*previousLampState;
Logical
*lampActiveFlag;
};
//#########################################################################
//################################ L4Lamp #################################
//#########################################################################
class L4Lamp :
public Lamp
{
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
enum
{
LampStateDim = Lamp::NextLampState,
NextLampState
};
L4Lamp(
LampID lamp_number,
ModeMask mode_mask,
L4LampManager *lamp_manager
);
~L4Lamp();
Logical
TestInstance() const;
void
SetAutomaticOperation(Logical automatic_flag = True);
protected:
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
void
Update(Logical force_notify_of_state_change = False);
void
NotifyOfStateChange();
//----------------------------------------------------------------------
// Public data
//----------------------------------------------------------------------
public:
ControlsButton
automaticValue; // controls lampState if 'automatic' is true
//----------------------------------------------------------------------
// Protected data
//----------------------------------------------------------------------
protected:
ControlsButton
previousAutomaticValue;
Logical
automatic;
int
alertValue;
};
//#########################################################################
//############################# L4GraphicLamp #############################
//#########################################################################
class L4GraphicLamp :
public GraphicLamp
{
//----------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------
public:
L4GraphicLamp(
LampID lamp_number,
ModeMask mode_mask,
GaugeRenderer *renderer,
int graphics_port_number,
int left, int bottom,
const char *bitmap_name,
int bg_color, int fg_color,
Logical opaque_flag = True
);
~L4GraphicLamp();
Logical
TestInstance() const;
protected:
//----------------------------------------------------------------------
// Protected methods
//----------------------------------------------------------------------
void
NotifyOfStateChange();
//----------------------------------------------------------------------
// Protected data
//----------------------------------------------------------------------
protected:
Logical
opaque;
char
*mapName;
int
bgColor,
fgColor;
};