Files
BT412/game/reconstructed/btl4grnd.hpp
T
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

61 lines
2.2 KiB
C++

//===========================================================================//
// File: btl4grnd.hpp //
// Project: BattleTech Brick: Gauge Renderer Manager //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 02/13/95 CPB Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// SURVIVING HEADER (ground truth -- reproduced verbatim from
// 410SRC/.../BT_L4/BTL4GRND.HPP). Only the File:/Brick: banner above was
// corrected from the original (which carried a stale "rpl4grnd.hh" copy of
// the Red Planet sibling's comment). The class declaration is unchanged.
//
// Implementation reconstructed in btl4grnd.cpp from the shipped binary:
// BTL4GaugeRenderer ctor @004cbea0 (vtable 0051cebc)
// ~BTL4GaugeRenderer @004cbf40 (vtable slot 0)
// TestInstance @004cbf90
// NotifyOfNewInterestingEntity @004cbfa0 (vtable slot 9)
// NotifyOfBecomingUninterestingEntity @004cc028 (vtable slot 10)
//
#if !defined(BTL4GRND_HPP)
# define BTL4GRND_HPP
# if !defined(L4GREND_HPP)
# include <l4grend.hpp>
# endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4GaugeRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~
class BTL4GaugeRenderer:
public L4GaugeRenderer
{
public:
//
//--------------------------------------------------------------------
// Construction, Destruction, Testing
//--------------------------------------------------------------------
//
BTL4GaugeRenderer();
~BTL4GaugeRenderer();
Logical
TestInstance() const;
void
NotifyOfNewInterestingEntity(Entity *entity);
void
NotifyOfBecomingUninterestingEntity(Entity *entity);
};
#endif