The core 'single-player without the operator console' capability: a
zero-argument launch now builds its own mission and plays.
- game/reconstructed/btl4fe.{hpp,cpp}: the BattleTech catalog (8 maps,
8 mechs + variants, colors) and BTFeMission_WriteEgg -- emits the exact
console egg format (verified against content/MP.EGG): [mission],
[ordinals] + the 4 static rank-place plasma bitmaps, [pilots],
per-pilot loadout sections, and [largebitmap]/[smallbitmap] with
GDI-rendered 128x32 / 64x16 pilot-name plasma bitmaps.
- L4APP.H: SetEggNotationFileName / SetNetworkCommonFlatAddress setters
(from RP412) so the front end feeds the standard -egg load path.
- btl4main.cpp WinMain: front-end mode -- no -egg and no -net builds
frontend.egg locally (BTFrontEnd_Run) and boots it. -egg/-net runs
are untouched.
Verified: no-args launch -> '[frontend] built frontend.egg' -> mission
loads and runs; the generated egg is structurally identical to MP.EGG
(32x32/16x16 name bitmaps with real glyph pixels, all sections present).
Remaining in Phase 5 (deferred): the interactive on-screen catalog menu,
the in-process LocalConsole marshal (mission clock + StopMission at
expiry + single-binary loop), and the score-intake/results screen (new
for BT -- no mission-end flow exists yet). (Phase 5 of the roadmap)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
27 lines
486 B
Plaintext
27 lines
486 B
Plaintext
# build output
|
|
/build/
|
|
*.obj
|
|
*.pdb
|
|
*.ilk
|
|
*.exp
|
|
*.idb
|
|
|
|
# logs / debugger dumps
|
|
*.log
|
|
cdb_*.txt
|
|
|
|
# editor / OS
|
|
.vs/
|
|
*.user
|
|
Thumbs.db
|
|
|
|
# per-user input profile, written by the game on first PAD run (cwd=content)
|
|
/content/bindings.txt
|
|
|
|
# Steam AppID override: created by hand next to the exe for testing under
|
|
# Spacewar (480) until BT412 has its own AppID. Never shipped in dist.
|
|
steam_appid.txt
|
|
|
|
# front-end-built mission egg (written each launch in front-end mode)
|
|
/content/frontend.egg
|