Files
BT411/engine/MUNGA/SPOOLER.h
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

67 lines
1.4 KiB
C++

#pragma once
#include "appmgr.h"
//##########################################################################
//########################### SpoolFile ################################
//##########################################################################
class SpoolFile:
public MemoryStream
{
public:
SpoolFile(
void *stream_start,
size_t stream_size,
size_t initial_offset=0
);
SpoolFile(SpoolFile& spool);
~SpoolFile();
enum SpoolState {
Empty,
Spooling,
Stored,
Playing
};
SpoolState
spoolState;
void
SaveAs(const char *name);
void
Read(const char *name);
void
SpoolPacket(NetworkPacket *packet);
NetworkPacket*
NextPacket();
};
//##########################################################################
//############## MissionReviewApplicationManager #####################
//##########################################################################
class MissionReviewApplicationManager:
public ApplicationManager
{
public:
MissionReviewApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate, int spool_count, size_t spool_size);
~MissionReviewApplicationManager();
SpoolFile*
GetEmptySpoolFile();
SpoolFile*
GetStoredSpoolFile(CString spoolFileName);
void
StoreSpoolFile(SpoolFile *spool_file);
void
ReleaseSpoolFile(SpoolFile *spool_file);
protected:
int spoolCount;
SpoolFile **spoolFiles;
char **spoolBuffers;
size_t spoolSize;
};