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>
73 lines
2.7 KiB
C++
73 lines
2.7 KiB
C++
//===========================================================================//
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// File: btmssn.cpp //
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// Project: BattleTech //
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// Contents: Implementation Details for missions //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/07/95 ECH Initial coding. //
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// 09/12/95 JM added scenario //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(BTMSSN_HPP)
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# include <btmssn.hpp>
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#endif
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#if !defined(NOTATION_HPP)
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# include <notation.hpp>
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#endif
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//##########################################################################
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//########################### BTMission ################################
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//##########################################################################
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BTMission::BTMission(
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NotationFile *notation_file,
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ResourceFile *resource_file
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):
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Mission(notation_file, resource_file)
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{
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Check(notation_file);
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Check(resource_file);
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~
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// Load Up Default Values
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//~~~~~~~~~~~~~~~~~~~~~~~~
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//
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experienceLevel = BTMission::NoviceMode;
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advancedDamageOn = False;
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int ret;
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ret = notation_file->GetEntry("mission", "temperature", &missionTemperature);
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if (!ret)
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{
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DEBUG_STREAM << "ERROR: no temperature in egg!\n";
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// TODO(bring-up): original called the global Exit(AbortExitCodeID); the
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// WinTesla engine has no free Exit() -> use the engine fatal-abort macro.
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Fail("ERROR: no temperature in egg!\n");
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}
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missionTemperature += 273.15f; // Celsius to Kelvin conversion
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BTMission::~BTMission()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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BTMission::SetPlayerData(NotationFile*)
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{
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Fail("Should never reach BTMission::SetPlayerData() \n");
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}
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