Files
BT411/engine/MUNGA/APP.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

765 lines
15 KiB
C++

#pragma once
#include "network.h"
#include "event.h"
#include "state.h"
#include "cstr.h"
#if defined(TRACE_FOREGROUND_PROCESSING)
extern BitTrace Foreground_Processing;
#define SET_FOREGROUND_PROCESSING() Foreground_Processing.Set()
#define CLEAR_FOREGROUND_PROCESSING() Foreground_Processing.Clear()
#else
#define SET_FOREGROUND_PROCESSING()
#define CLEAR_FOREGROUND_PROCESSING()
#endif
#if defined(TRACE_UPDATE_MANAGER)
extern BitTrace Update_Manager;
#define SET_UPDATE_MANAGER() Update_Manager.Set()
#define CLEAR_UPDATE_MANAGER() Update_Manager.Clear()
#else
#define SET_UPDATE_MANAGER()
#define CLEAR_UPDATE_MANAGER()
#endif
#if defined(TRACE_RENDERER_MANAGER)
extern BitTrace Renderer_Manager;
#define SET_RENDERER_MANAGER() Renderer_Manager.Set()
#define CLEAR_RENDERER_MANAGER() Renderer_Manager.Clear()
#else
#define SET_RENDERER_MANAGER()
#define CLEAR_RENDERER_MANAGER()
#endif
class Mission;
class Registry;
class InterestManager;
class HostManager;
class UpdateManager;
class RendererManager;
class ControlsManager;
class Entity;
class EntityManager;
class Renderer;
class BackgroundTasks;
class ApplicationManager;
class CameraShip;
class SpoolFile;
class AudioRenderer;
class VideoRenderer;
class GaugeRenderer;
class IcomManager;
class ModeManager;
class Player;
class GeneralEventQueue;
class Entity__MakeMessage;
class ResourceFile;
//##########################################################################
//######################### Application ##############################
//##########################################################################
class Application__StateQueryMessage;
class Application__CheckLoadMessage;
class Application__RunMissionMessage;
class Application__StopMissionMessage;
class Application__SuspendMissionMessage;
class Application__ResumeMissionMessage;
class Application__AbortMissionMessage;
enum EventPriorities
{
MinEventPriority = 0,
LowEventPriority,
DefaultEventPriority,
HighEventPriority,
MaxEventPriority
};
const EventPriorities ControlsEventPriority = HighEventPriority;
const EventPriorities CreationEventPriority = HighEventPriority;
const EventPriorities DestructionEventPriority = HighEventPriority;
const EventPriorities UpdateEventPriority = MaxEventPriority;
const EventPriorities HighInterestEventPriority = DefaultEventPriority;
const EventPriorities LowInterestEventPriority = LowEventPriority;
const EventPriorities EntityManagerEventPriority = DefaultEventPriority;
const EventPriorities EntityInvalidEventPriority = LowEventPriority;
enum ApplicationID
{
RPL4,
BTL4,
NDL4
};
#define EVENT_PRIORITIES_COUNT (5)
class Application:
public NetworkClient
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
Application(
ResourceFile *resource_file,
ApplicationID application_id,
ClassID class_ID=ApplicationClassID,
SharedData &shared_data=DefaultData
);
~Application();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution control
//
public:
virtual void Initialize();
virtual void
LoadBackgroundTasks();
virtual Logical
ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
);
virtual void
ExecuteBackgroundTask();
void
Stop();
virtual Logical
Shutdown(int remainingApps);
virtual void
Terminate();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Creation Callbacks
//
public:
void
CreateMission(NotationFile *egg_notation_file);
virtual Entity*
MakeAndLinkViewpointEntity(Entity__MakeMessage *message);
protected:
virtual Mission*
MakeMission(
NotationFile *notation_file,
ResourceFile *resources
);
virtual Entity*
MakeViewpointEntity(Entity__MakeMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Current mission
//
public:
Mission*
GetCurrentMission();
Player*
GetMissionPlayer()
{return missionPlayer;}
SpoolFile*
GetSpoolFile()
{return spoolFile;}
protected:
Player
*missionPlayer;
SpoolFile*
spoolFile;
Time
lastCreationMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Application State
//
public:
enum {
InitializingState = 0,
WaitingForEgg,
LoadingMission,
WaitingForLaunch,
LaunchingMission,
RunningMission,
EndingMission,
StoppingMission,
SuspendingMission,
ResumingMission,
AbortingMission,
CreatingMission,
ApplicationStateCount
};
Enumeration
GetApplicationState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// System level event processing
//
public:
void
Post(
int priority,
Receiver *target,
Receiver::Message *message,
const Time &when=Time::Null
);
void
SendEvent(
int priority,
HostID host_ID,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
void
BroadcastEvent(
int priority,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
void
ExclusiveBroadcastEvent(
int priority,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
#if defined(TRACE_EVENT_COUNT)
size_t
GetEventCount();
#endif
void
DumpEventQueue();
#if 0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Creation and Interest Event Posting
//
public:
void
PostCreationEvent(
Receiver::Message *message,
const Time &when=Time::Null
);
void
PostInterestEvent(
Entity *entity,
Renderer *renderer
);
void
PostUpdateEvent(
Entity *entity,
Receiver::Message *message
);
void
PostDestructionEvent(
Entity *entity,
Receiver::Message *message
);
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// System level message processing
//
public:
void
SendMessage(
HostID host_ID,
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
void
BroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
void
ExclusiveBroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Event level event processing
//
public:
Logical
ProcessOneEvent(int min_priority=0);
void
ProcessAllEvents(int min_priority=0);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Accessors
//
public:
Scalar
GetApplicationLoopFrameRate();
Scalar
GetSecondsRemainingInGame()
{return secondsRemainingInGame;}
ApplicationID
GetApplicationID()
{return applicationID;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Module accessors
//
public:
//
// Managers
//
NetworkManager*
GetNetworkManager();
EntityManager*
GetEntityManager();
Registry*
GetRegistry();
HostManager*
GetHostManager();
InterestManager*
GetInterestManager();
UpdateManager*
GetUpdateManager();
RendererManager*
GetRendererManager();
ControlsManager*
GetControlsManager();
IcomManager*
GetIntercomManager();
AudioRenderer*
GetAudioRenderer();
VideoRenderer*
GetVideoRenderer();
GaugeRenderer*
GetGaugeRenderer();
ModeManager*
GetModeManager();
//
// StreamableResourceFile
//
ResourceFile*
GetResourceFile();
void
SetResourceFile(ResourceFile *resources);
ApplicationManager*
GetApplicationManager();
//
// Viewpoint entity
//
Entity*
GetViewpointEntity();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum {
StateQueryMessageID = NetworkClient::NextMessageID,
CheckLoadMessageID,
RunMissionMessageID,
StopMissionMessageID,
KeyCommandMessageID,
SuspendMissionMessageID,
ResumeMissionMessageID,
LoadMissionMessageID,
AbortMissionMessageID,
NextMessageID
};
typedef Application__StateQueryMessage StateQueryMessage;
typedef Application__CheckLoadMessage CheckLoadMessage;
typedef Application__RunMissionMessage RunMissionMessage;
typedef Application__StopMissionMessage StopMissionMessage;
typedef Application__SuspendMissionMessage SuspendMissionMessage;
typedef Application__ResumeMissionMessage ResumeMissionMessage;
typedef Application__AbortMissionMessage AbortMissionMessage;
static const HandlerEntry
MessageHandlerEntries[];
//static MessageHandlerSet MessageHandlers;
static MessageHandlerSet& GetMessageHandlers();
void
StateQueryMessageHandler(StateQueryMessage *message);
void
CheckLoadMessageHandler(CheckLoadMessage *message);
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
void
SuspendMissionMessageHandler(SuspendMissionMessage *message);
void
ResumeMissionMessageHandler(ResumeMissionMessage *message);
void
KeyCommandMessageHandler(ReceiverDataMessageOf<int> *message);
void
LoadMissionMessageHandler(Message *message);
void
AbortMissionMessageHandler(AbortMissionMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
static Logical DoSuppressGauges() { return suppressGauges; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Modules
//
protected:
//
// Managers
//
NetworkManager
*networkManager;
EntityManager
*entityManager;
Registry
*registry;
HostManager
*hostManager;
InterestManager
*interestManager;
UpdateManager
*updateManager;
RendererManager
*rendererManager;
ControlsManager
*controlsManager;
IcomManager
*intercomManager;
AudioRenderer
*audioRenderer;
VideoRenderer
*videoRenderer;
GaugeRenderer
*gaugeRenderer;
ModeManager
*modeManager;
static Logical suppressGauges;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Module Creation
//
protected:
//
// Managers
//
virtual NetworkManager*
MakeNetworkManager();
virtual Registry*
MakeRegistry();
virtual ControlsManager*
MakeControlsManager();
virtual IcomManager*
MakeIntercomManager();
virtual InterestManager*
MakeInterestManager();
virtual AudioRenderer*
MakeAudioRenderer();
virtual VideoRenderer*
MakeVideoRenderer();
virtual GaugeRenderer*
MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index);
virtual ModeManager*
MakeModeManager();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
protected:
ApplicationID
applicationID;
Scalar
secondsRemainingInGame;
Time
gameStarted;
GeneralEventQueue
*eventQueue;
BackgroundTasks
*backgroundTasks;
ResourceFile
*resourceFile;
Entity
*viewpointEntity;
Logical
executeFrames;
StateIndicator
applicationState;
Mission
*currentMission;
Logical
routePacketFinished;
};
extern Application *application;
extern int Exit_Code;
//~~~~~~~~~~~~~~~~~~~~ Application__CheckLoadMessage ~~~~~~~~~~~~~~~~~~~~~~~
class Application__CheckLoadMessage:
public NetworkClient::Message
{
public:
Application__CheckLoadMessage();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ Application inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline Mission*
Application::GetCurrentMission()
{
Check(this);
return currentMission;
}
inline Enumeration
Application::GetApplicationState()
{
Check(this);
return applicationState.GetState();
}
inline void
Application::Post(
int priority,
Receiver *target,
Receiver::Message *message,
const Time &when
)
{
Check(this);
eventQueue->Post(priority,target,message,when);
}
inline void
Application::SendEvent(
int priority,
HostID host_ID,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->SendEvent(priority,host_ID,client_ID,message,when);
}
inline void
Application::BroadcastEvent(
int priority,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->BroadcastEvent(priority,client_ID,message,when);
}
inline void
Application::ExclusiveBroadcastEvent(
int priority,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->ExclusiveBroadcastEvent(priority,client_ID,message,when);
}
#if defined(GET_EVENT_COUNT)
inline size_t
Application::GetEventCount()
{
return eventQueue->GetEventCount();
}
#endif
inline void
Application::DumpEventQueue()
{
eventQueue->DumpEventQueue();
}
inline void
Application::SendMessage(
HostID host_ID,
NetworkClient::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->Send(message,client_ID,host_ID);
}
inline void
Application::BroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->Broadcast(message,client_ID);
}
inline void
Application::ExclusiveBroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->ExclusiveBroadcast(message,client_ID);
}
inline Logical
Application::ProcessOneEvent(int min_priority)
{
Check(this);
return eventQueue->ProcessOneEvent(min_priority);
}
inline void
Application::ProcessAllEvents(int min_priority)
{
Check(this);
eventQueue->ProcessAllEvents(min_priority);
}
inline NetworkManager*
Application::GetNetworkManager()
{
Check(networkManager);
return networkManager;
}
inline EntityManager*
Application::GetEntityManager()
{
return entityManager;
}
inline Registry*
Application::GetRegistry()
{
return registry;
}
inline HostManager*
Application::GetHostManager()
{
return hostManager;
}
inline InterestManager*
Application::GetInterestManager()
{
return interestManager;
}
inline UpdateManager*
Application::GetUpdateManager()
{
return updateManager;
}
inline RendererManager*
Application::GetRendererManager()
{
return rendererManager;
}
inline ControlsManager*
Application::GetControlsManager()
{
return controlsManager;
}
inline IcomManager*
Application::GetIntercomManager()
{
return intercomManager;
}
inline ResourceFile*
Application::GetResourceFile()
{
return resourceFile;
}
inline void
Application::SetResourceFile(ResourceFile *resources)
{
resourceFile = resources;
}
inline Entity*
Application::GetViewpointEntity()
{
return viewpointEntity;
}
inline AudioRenderer*
Application::GetAudioRenderer()
{
return audioRenderer;
}
inline VideoRenderer*
Application::GetVideoRenderer()
{
return videoRenderer;
}
inline GaugeRenderer*
Application::GetGaugeRenderer()
{
return gaugeRenderer;
}
inline ModeManager*
Application::GetModeManager()
{
return modeManager;
}