Files
BT411/engine/MUNGA_L4/L4SPLR.h
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

205 lines
4.3 KiB
C++

#pragma once
#include "l4net.h"
#include "l4app.h"
#include "..\munga\spooler.h"
#include "..\munga\interest.h"
#include "..\munga\apptask.h"
//##########################################################################
//#################### SpoolingInterestManager #########################
//##########################################################################
class SpoolingInterestManager:
public InterestManager
{
public:
SpoolingInterestManager();
~SpoolingInterestManager();
void
LoadInterestArenas(Mission *mission);
void
LoadMission(Mission *mission);
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
void
Shutdown();
};
//##########################################################################
//################### L4SpoolingNetworkManager #########################
//##########################################################################
class L4SpoolingNetworkManager:
public L4NetworkManager
{
public:
L4SpoolingNetworkManager();
~L4SpoolingNetworkManager();
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
void
StartConnecting(Mission *mission);
};
//##########################################################################
//################### L4PlaybackNetworkManager #########################
//##########################################################################
class L4PlaybackNetworkManager:
public NetworkManager
{
public:
L4PlaybackNetworkManager();
~L4PlaybackNetworkManager();
void
StartConnecting(Mission *mission);
Logical
Shutdown();
Logical
CheckBuffers(NetworkPacket*);
};
//##########################################################################
//################### L4SpoolingApplication ##########################
//##########################################################################
class L4SpoolingApplication:
public L4Application
{
public:
L4SpoolingApplication(
HINSTANCE hInstance,
HWND hWnd,
ResourceFile *resource,
ApplicationID application_ID
);
~L4SpoolingApplication();
SpoolingInterestManager*
GetInterestManager()
{
return
(SpoolingInterestManager*)Application::GetInterestManager();
}
L4SpoolingNetworkManager*
GetNetworkManager()
{
return
(L4SpoolingNetworkManager*)Application::GetNetworkManager();
}
MissionReviewApplicationManager*
GetApplicationManager()
{
return
(MissionReviewApplicationManager*)
Application::GetApplicationManager();
}
protected:
Registry*
MakeRegistry();
InterestManager*
MakeInterestManager();
NetworkManager*
MakeNetworkManager();
Mission*
MakeMission(
NotationFile *notation_file,
ResourceFile *resources
);
VideoRenderer*
MakeVideoRenderer();
AudioRenderer*
MakeAudioRenderer();
GaugeRenderer*
MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index);
Entity*
MakeViewpointEntity(Entity__MakeMessage *);
void
Initialize();
void
LoadBackgroundTasks();
Logical
Shutdown(int remainingApps);
void
ReceiveNetworkPacket(
NetworkPacket *packet,
Receiver::Message *packet_message
);
Logical
ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
);
void
ExecuteBackgroundTask();
protected:
Logical
missionSpooled;
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
static const HandlerEntry
MessageHandlerEntries[];
//static MessageHandlerSet MessageHandlers;
static MessageHandlerSet& GetMessageHandlers();
void
LoadMissionMessageHandler(Message *message);
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
void
AbortMissionMessageHandler(AbortMissionMessage *message);
Logical
TestInstance() const;
};
extern L4SpoolingApplication * &l4_spooling_application;
//##########################################################################
//######################## SpoolerTask ###############################
//##########################################################################
class SpoolerTask:
public ApplicationTask
{
public:
SpoolerTask();
~SpoolerTask();
void
Execute();
virtual void
DispatchPacket(NetworkPacket *packet);
virtual long
GetTimeBias();
};