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

210 lines
4.6 KiB
C++

//===========================================================================//
// File: txttores.cpp //
// Project: Resource Tools //
// Author: Jerry Edsall //
// Purpose: Program to convert Notation files to MUNGA .res files. //
//---------------------------------------------------------------------------//
// Copyright (c) 1995 Virtual World Entertainment, Inc. //
// All rights reserved worldwide. //
// This unpublished source code is PROPRIETARY and CONFIDENTIAL. //
//===========================================================================//
#include "bt.hpp"
#if !defined(BTTOOL_HPP)
# include "bttool.hpp"
#endif
#if !defined(FILEUTIL_HPP)
# include <fileutil.hpp>
#endif
#if !defined(MECH_HPP)
# include "mech.hpp"
#endif
#if !defined(BTPLAYER_HPP)
# include "btplayer.hpp"
#endif
#if !defined(PROJTILE_HPP)
# include "projtile.hpp"
#endif
#if !defined(MISSILE_HPP)
# include "missile.hpp"
#endif
#if !defined(BTTEAM_HPP)
# include "btteam.hpp"
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical
BTTool::CreateMakeMessage(
const char* class_name,
Entity::MakeMessage *creation_message,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
if (!stricmp(class_name,"MechClassID"))
{
Mech::CreateMakeMessage(
(Mech::MakeMessage*)creation_message,
model_file,
directories
);
return True;
}
else if (!stricmp(class_name, "BTTeamClassID"))
{
BTTeam::CreateMakeMessage(
(BTTeam::MakeMessage*)creation_message,
model_file,
directories
);
return True;
}
return
ApplicationTool::CreateMakeMessage(
class_name,
creation_message,
model_file,
directories
);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
BTTool::CreateModelResource(
ModelData &model_resources,
const char *model_class,
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
if (!stricmp(model_class, "MechClassID"))
{
#if 0
strcpy(ops_file_data, ops_name);
strcat(ops_file_data, "::Standard::Vehicle::");
strcat(ops_file_data, model_name );
strcpy(ops_file_page, ops_name);
strcat(ops_file_page, "::Standard::VehicleList");
ops_file->AppendEntry(ops_file_page, "vehicle", ops_file_data);
ops_file->SetEntry(ops_file_data, "tag", model_name );
ops_file->SetEntry(ops_file_data, "classID", "BTVh");
ops_file->AppendEntry(ops_file_data, NULL, (char *)NULL);
#endif
model_resources.gameResourceID =
Mech::CreateModelResource(
resource_file,
model_name,
model_file,
directories
);
model_resources.subsystemResourceID =
Mech::CreateSubsystemStream(
resource_file,
model_name,
model_file,
directories
);
model_resources.damageZoneResourceID =
Mech::CreateDamageZoneStream(
resource_file,
model_name,
model_file,
directories
);
model_resources.skeletonResourceID =
Mech::CreateSkeletonStream(
resource_file,
model_name,
model_file,
directories
);
model_resources.explosionTableResourceID =
Mech::CreateExplosionTableStream(
resource_file,
model_name,
model_file,
directories
);
}
else if (!stricmp(model_class, "ProjectileClassID"))
{
model_resources.gameResourceID =
Projectile::CreateModelResource(
resource_file,
model_name,
model_file,
directories
);
}
else if (!stricmp(model_class, "MissileClassID"))
{
model_resources.gameResourceID =
Missile::CreateModelResource(
resource_file,
model_name,
model_file,
directories
);
}
else
{
ApplicationTool::CreateModelResource(
model_resources,
model_class,
resource_file,
model_name,
model_file,
directories
);
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceDescription::ResourceID
BTTool::CreateControlMappingStream(
const char *model_class,
const char *mapping_name,
NotationFile *mapping_file,
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
PlatformTool *current_tool
)
{
if (!stricmp(model_class, "MechClassID"))
{
return
Mech::CreateControlMappingStream(
mapping_name,
mapping_file,
platformTool->GetControlMappingFunction(),
resource_file,
model_name,
model_file,
directories,
current_tool
);
}
else
{
return -1;
}
}