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

150 lines
3.6 KiB
C++

#if !defined(MECHTECH_HPP)
# define MECHTECH_HPP
# if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
# endif
//##########################################################################
//###################### MechTech::StatusInfo ########################
//##########################################################################
struct MechTech__StatusInfo SIGNATURED
{
public:
int
currentStatus,
wooHooed;
Time
startTime,
wooHooEnd;
};
//##########################################################################
//###############3### MechTech::SubsystemMonitor #####################
//##########################################################################
struct MechTech__SubsystemMonitor:
public Plug
{
friend class MechTech;
//##########################################################################
// Memory Allocation Support
//
private:
static MemoryBlock AllocatedMemory;
void*
operator new(size_t)
{return AllocatedMemory.New();}
void
operator delete(void *where)
{AllocatedMemory.Delete(where);}
public:
MechTech__StatusInfo statusArray[MechSubsystem::TechStatusTypeCount];
MechSubsystem *monitoredSubsystem;
MechTech__SubsystemMonitor(MechSubsystem *subsystem);
~MechTech__SubsystemMonitor();
};
//##########################################################################
//##################### MechTech::ModelResource ######################
//##########################################################################
struct MechTech__SubsystemResource:
public Subsystem::SubsystemResource
{
ResourceDescription::ResourceID
alarmModel;
Scalar
wooHooMinimumDuration,
wooHooDurationRange,
wooHooChance;
};
//##########################################################################
//############################ MechTech ##############################
//##########################################################################
class MechTech:
public Subsystem
{
//##########################################################################
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//##########################################################################
// Attribute Support
//
public:
typedef MechTech__StatusInfo StatusInfo;
typedef MechTech__SubsystemMonitor SubsystemMonitor;
typedef MechTech__SubsystemResource SubsystemResource;
//##########################################################################
// Construction and Destruction Support
//
public:
~MechTech();
static Logical
CreateStreamedSubsystem(
NotationFile *model_file,
const char* model_name,
const char* subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
ResourceFile *resource_file
);
MechTech(
Mech *entity,
int subsystem_id,
SubsystemResource *model,
SharedData &shared_data = DefaultData
);
Logical
TestInstance() const;
//##########################################################################
// Model support
//
public:
typedef void
(MechTech::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
ChainOf<SubsystemMonitor*> subsystemMonitors;
Scalar
wooHooMinimumDuration,
wooHooDurationRange,
wooHooChance;
ResourceDescription::ResourceID
alarmModel;
void
TechnicalAssistance(Scalar time_slice);
Mech*
GetEntity()
{return (Mech*)Subsystem::GetEntity();}
};
#endif