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

44 lines
1.9 KiB
C++

//===========================================================================//
// File: btscnrl.hpp //
// Project: MUNGA / BattleTech //
// Contents: BT Scenario Role specific data //
//---------------------------------------------------------------------------//
// RECONSTRUCTED header for the surviving BTSCNRL.CPP (which is an empty
// translation unit: it only includes <bt.hpp> + <btscnrl.hpp>). The original
// header was lost; this declares the BTScenarioRole interface BTSCNRL.CPP was
// compiled against, modelled on the engine ScenarioRole base (MUNGA/SCNROLE.h)
// and the surviving BTREG/BTPLAYER usage. BTScenarioRole adds no methods of
// its own with out-of-line definitions (none survive in BTSCNRL.CPP), so this
// is a faithful thin specialisation of ScenarioRole.
//---------------------------------------------------------------------------//
// Copyright (C) 1996, Virtual World Entertainment, Inc. //
//===========================================================================//
#if !defined(BTSCNRL_HPP)
# define BTSCNRL_HPP
#if !defined(SCNROLE_HPP)
# include <scnrole.hpp>
#endif
//###########################################################################
//##################### CLASS -- BTScenarioRole ######################
//###########################################################################
//
// BattleTech-specific scenario role. Inherits the full role-modifier set
// (kill bonus, damage bias, return-from-death, etc.) from ScenarioRole.
//
class BTScenarioRole : public ScenarioRole
{
public:
typedef ScenarioRole__ModelResource ModelResource;
BTScenarioRole(const CString &role_name, const CString &model_file)
: ScenarioRole(role_name, model_file) {}
explicit BTScenarioRole(const CString &role_name)
: ScenarioRole(role_name) {}
};
#endif