Files
BT411/game/reconstructed/btl4pb.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

146 lines
4.8 KiB
C++

//===========================================================================//
// File: btl4pb.hpp //
// Project: BattleTech Brick: BattleTech LBE Application //
// Contents: BTL4PlaybackApplication -- the LBE "mission review" / playback //
// application, plus the BTSpoolerTask background task that pumps //
// recorded network packets out of a SpoolFile. //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// This declaration is the SURVIVING header
// (410SRC\Telsa40\Rel410\CODE\BT\BT_L4\BTL4PB.HPP) reproduced verbatim. Only
// the file banner has been corrected (the shipped copy still carried the Red
// Planet "rp4lbe4.hh / RPSpoolerTask / RPPlaybackApplication" comment block
// from which it was cloned). The class bodies are unchanged ground truth and
// match the shipped binary BTL4OPT.EXE: BTL4PlaybackApplication vtable
// @0051f1a4 (ctor @004d3be4), BTSpoolerTask vtable @0051f204 (ctor @004d3b74).
//
#if !defined(BTL4PB_HPP)
# define BTL4PB_HPP
// NOTE (reconstruction): btl4app.hpp uses L4Application as a base but does not
// itself pull in l4app.hpp (it only chains through btl4mppr.hpp), so the base
// must be made visible here first -- exactly as the RP twin rpl4pb.h relies on
// rpl4app.h -> l4app.h. This also brings in <app.h>/<appmgr.h> (Application,
// the RunMission/StopMission message IDs, Derivation, SharedData, etc.).
# include <l4app.hpp>
# if !defined(BTL4APP_HPP)
# include <btl4app.hpp>
# endif
# if !defined(L4SPLR_HPP)
# include <l4splr.hpp>
# endif
//##########################################################################
//####################### BTSpoolerTask ##############################
//##########################################################################
class BTSpoolerTask:
public SpoolerTask
{
public:
BTSpoolerTask();
~BTSpoolerTask();
void
DispatchPacket(NetworkPacket *packet);
long
GetTimeBias();
};
//##########################################################################
//#################### BTL4PlaybackApplication #######################
//##########################################################################
class BTL4PlaybackApplication:
public BTL4Application
{
public:
// PORT NOTE: the surviving DOS header declared this as
// (ResourceFile*, SpoolFile*). The WinTesla L4Application base ctor
// requires (HINSTANCE, HWND, ...) for the Windows window/instance, so --
// exactly as RPL4PlaybackApplication does -- the playback application
// threads HINSTANCE/HWND through to the base.
BTL4PlaybackApplication(
HINSTANCE hInstance,
HWND hWnd,
ResourceFile *resource,
SpoolFile *spool_file = NULL
);
~BTL4PlaybackApplication();
Logical
TestInstance() const;
void
SetSpoolFile(SpoolFile *spool_file)
{spoolFile = spool_file;}
MissionReviewApplicationManager*
GetApplicationManager()
{
return
(MissionReviewApplicationManager*)
Application::GetApplicationManager();
}
long
GetTimeBias()
{return timeBias;}
void
DispatchPacket(NetworkPacket *packet);
protected:
NetworkManager*
MakeNetworkManager();
long
timeBias;
void
Initialize();
void
LoadBackgroundTasks();
Logical
ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
);
void
ExecuteBackgroundTask();
static const HandlerEntry
MessageHandlerEntries[];
// Modernized WinTesla idiom (cf. RPL4PlaybackApplication): the shipped
// 1995 source declared a plain "static MessageHandlerSet MessageHandlers;"
// but the ported engine exposes the handler set through an accessor that
// chains to the inherited Application::GetMessageHandlers().
static MessageHandlerSet&
GetMessageHandlers();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
};
#endif