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

55 lines
2.0 KiB
C++

//===========================================================================//
// File: btl4mssn.hpp //
// Project: BattleTech Brick: //
// Contents: Interface specification for missions //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/07/95 ECH Initial coding. //
// 09/12/95 JM Derived from L4Mission //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// GROUND TRUTH. This interface survived in
// 410SRC/Telsa40/Rel410/CODE/BT/BT_L4/BTL4MSSN.HPP
// and is reproduced verbatim (only the File:/Project: banner fields, which
// were copy/pasted from rpl4mssn.hpp in the original, have been corrected).
// The class declaration below is unchanged. See btl4mssn.cpp for the
// reconstructed method bodies and their per-method @ADDR evidence.
//
#if !defined(BTL4MSSN_HPP)
# define BTL4MSSN_HPP
# if !defined(BTMSSN_HPP)
# include <btmssn.hpp>
# endif
//##########################################################################
//########################### BTL4Mission ############################
//##########################################################################
class BTL4Mission:
public BTMission
{
public:
BTL4Mission(
NotationFile *notation_file,
ResourceFile *resources
);
~BTL4Mission();
Logical
TestInstance() const;
void
SetPlayerData(NotationFile *notation_file);
};
#endif