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

73 lines
2.7 KiB
C++

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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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