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>
64 lines
1.4 KiB
C++
64 lines
1.4 KiB
C++
#pragma once
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#include "style.h"
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typedef int CollectionSize;
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typedef int IteratorPosition;
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class Iterator SIGNATURED
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{
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public:
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virtual ~Iterator();
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Logical TestInstance() const;
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virtual void First();
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virtual void Last();
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virtual void Next();
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virtual void Previous();
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void *ReadAndNextItem() { return ReadAndNextImplementation(); }
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void *ReadAndPreviousItem() { return ReadAndPreviousImplementation(); }
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void *GetCurrentItem() { return GetCurrentImplementation(); }
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virtual CollectionSize GetSize();
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void *GetNthItem(CollectionSize index) { return GetNthImplementation(index); }
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virtual Iterator& BeginIterator() { return BeginImplementation(); }
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virtual Iterator& EndIterator() { return EndImplementation(); }
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virtual Iterator& ForwardIterator() { return ForwardImplementation(); }
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virtual Iterator& BackwardIterator(){ return BackwardImplementation(); }
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protected:
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Iterator();
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virtual void *ReadAndNextImplementation();
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virtual void *ReadAndPreviousImplementation();
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virtual void *GetCurrentImplementation();
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virtual void *GetNthImplementation(CollectionSize index);
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virtual Iterator& BeginImplementation()
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{
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First();
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return *this;
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}
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virtual Iterator& EndImplementation()
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{
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Last();
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return *this;
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}
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virtual Iterator& ForwardImplementation()
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{
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Next();
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return *this;
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}
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virtual Iterator& BackwardImplementation()
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{
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Previous();
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return *this;
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}
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}; |