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