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

117 lines
2.6 KiB
C++

#pragma once
#include "l4vidrnd.h"
#include "..\munga\rotation.h"
#include "..\munga\reticle.h"
#include "..\munga\simulate.h"
#include "..\munga\linmtrx.h"
// RB 1/14/07
//#include <dpl\dpl.h>
//#include <dpl\dplutils.h>
//#include <dpl\dpl_2d.h>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// StripChartRenderable
//
class StripChartRenderable:
public VideoRenderable
{
public:
StripChartRenderable(
Entity *entity, // Entity to attach the renderable to
ExecutionType execution_type, // How/when to execute the renderable
dpl_VIEW *this_view, // the view associated with our eye
float left,
float right,
float top,
float bottom,
int max_samples, // The number of samples to hold
int max_value, // The maximum value allowed
int min_value, // the minimum value allowed
int *value_to_chart, // the value we will be graphing
int update_interval); // How frequently (in frames) to update the graphics
~StripChartRenderable();
Logical
TestInstance() const;
void
Execute();
protected:
dpl_VIEW
*myView;
dpl2d_DISPLAY
*mySystemDisplayList,
*myDisplayList;
int
myMaxSamples,
myMaxValue,
myMinValue,
*myValue,
*myValueStorage,
myUpdateInterval,
myFrameCount,
myCurrentSample;
float
myLeft,
myRight,
myTop,
myBottom;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// RendererChartRenderable
//
class RendererChartRenderable:
public VideoRenderable
{
public:
RendererChartRenderable(
Entity *entity, // Entity to attach the renderable to
ExecutionType execution_type, // How/when to execute the renderable
dpl_VIEW *this_view, // the view associated with our eye
float left,
float right,
float top,
float bottom,
int max_samples, // The number of samples to hold
int max_value, // The maximum value allowed
int min_value, // the minimum value allowed
int update_interval); // How frequently (in frames) to update the graphics
~RendererChartRenderable();
Logical
TestInstance() const;
void
Execute();
protected:
dpl_VIEW
*myView;
dpl2d_DISPLAY
*mySystemDisplayList,
*myDisplayList;
int
*myCullStorage,
*myDrawStorage,
*myFrameStorage,
*myPixelPlanesStorage,
*myPrimativeStorage,
myMaxSamples,
myMaxValue,
myMinValue,
myUpdateInterval,
myFrameCount,
myCurrentSample;
float
myLeft,
myRight,
myTop,
myBottom;
};