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>
117 lines
3.0 KiB
C++
117 lines
3.0 KiB
C++
//===========================================================================//
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// File: rp4lbe4.hh //
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// Project: MUNGA Brick: Red Planet LBE Application //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(BTL4PB_HPP)
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# define BTL4PB_HPP
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# if !defined(BTL4APP_HPP)
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# include <btl4app.hpp>
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# endif
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# if !defined(L4SPLR_HPP)
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# include <l4splr.hpp>
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# endif
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//##########################################################################
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//####################### RPSpoolerTask ##############################
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//##########################################################################
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class BTSpoolerTask:
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public SpoolerTask
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{
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public:
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BTSpoolerTask();
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~BTSpoolerTask();
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void
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DispatchPacket(NetworkPacket *packet);
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long
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GetTimeBias();
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};
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//##########################################################################
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//#################### RPPlaybackApplication ##########################
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//##########################################################################
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class BTL4PlaybackApplication:
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public BTL4Application
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{
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public:
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BTL4PlaybackApplication(
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ResourceFile *resource,
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SpoolFile *spool_file = NULL
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);
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~BTL4PlaybackApplication();
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Logical
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TestInstance() const;
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void
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SetSpoolFile(SpoolFile *spool_file)
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{spoolFile = spool_file;}
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MissionReviewApplicationManager*
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GetApplicationManager()
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{
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return
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(MissionReviewApplicationManager*)
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Application::GetApplicationManager();
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}
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long
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GetTimeBias()
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{return timeBias;}
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void
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DispatchPacket(NetworkPacket *packet);
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protected:
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NetworkManager*
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MakeNetworkManager();
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long
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timeBias;
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void
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Initialize();
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void
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LoadBackgroundTasks();
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Logical
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ExecuteForeground(
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Time start_of_frame,
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Scalar frame_duration
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);
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void
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ExecuteBackgroundTask();
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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void
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RunMissionMessageHandler(RunMissionMessage *message);
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void
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StopMissionMessageHandler(StopMissionMessage *message);
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};
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#endif
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