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>
205 lines
4.3 KiB
C++
205 lines
4.3 KiB
C++
#pragma once
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#include "l4net.h"
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#include "l4app.h"
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#include "..\munga\spooler.h"
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#include "..\munga\interest.h"
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#include "..\munga\apptask.h"
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//##########################################################################
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//#################### SpoolingInterestManager #########################
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//##########################################################################
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class SpoolingInterestManager:
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public InterestManager
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{
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public:
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SpoolingInterestManager();
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~SpoolingInterestManager();
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void
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LoadInterestArenas(Mission *mission);
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void
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LoadMission(Mission *mission);
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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void
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Shutdown();
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};
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//##########################################################################
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//################### L4SpoolingNetworkManager #########################
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//##########################################################################
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class L4SpoolingNetworkManager:
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public L4NetworkManager
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{
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public:
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L4SpoolingNetworkManager();
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~L4SpoolingNetworkManager();
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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void
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StartConnecting(Mission *mission);
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};
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//##########################################################################
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//################### L4PlaybackNetworkManager #########################
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//##########################################################################
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class L4PlaybackNetworkManager:
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public NetworkManager
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{
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public:
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L4PlaybackNetworkManager();
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~L4PlaybackNetworkManager();
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void
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StartConnecting(Mission *mission);
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Logical
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Shutdown();
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Logical
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CheckBuffers(NetworkPacket*);
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};
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//##########################################################################
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//################### L4SpoolingApplication ##########################
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//##########################################################################
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class L4SpoolingApplication:
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public L4Application
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{
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public:
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L4SpoolingApplication(
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HINSTANCE hInstance,
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HWND hWnd,
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ResourceFile *resource,
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ApplicationID application_ID
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);
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~L4SpoolingApplication();
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SpoolingInterestManager*
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GetInterestManager()
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{
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return
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(SpoolingInterestManager*)Application::GetInterestManager();
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}
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L4SpoolingNetworkManager*
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GetNetworkManager()
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{
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return
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(L4SpoolingNetworkManager*)Application::GetNetworkManager();
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}
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MissionReviewApplicationManager*
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GetApplicationManager()
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{
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return
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(MissionReviewApplicationManager*)
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Application::GetApplicationManager();
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}
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protected:
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Registry*
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MakeRegistry();
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InterestManager*
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MakeInterestManager();
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NetworkManager*
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MakeNetworkManager();
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Mission*
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MakeMission(
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NotationFile *notation_file,
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ResourceFile *resources
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);
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VideoRenderer*
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MakeVideoRenderer();
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AudioRenderer*
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MakeAudioRenderer();
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GaugeRenderer*
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MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index);
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Entity*
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MakeViewpointEntity(Entity__MakeMessage *);
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void
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Initialize();
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void
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LoadBackgroundTasks();
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Logical
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Shutdown(int remainingApps);
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void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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Logical
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ExecuteForeground(
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Time start_of_frame,
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Scalar frame_duration
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);
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void
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ExecuteBackgroundTask();
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protected:
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Logical
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missionSpooled;
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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static const HandlerEntry
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MessageHandlerEntries[];
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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void
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LoadMissionMessageHandler(Message *message);
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void
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RunMissionMessageHandler(RunMissionMessage *message);
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void
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StopMissionMessageHandler(StopMissionMessage *message);
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void
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AbortMissionMessageHandler(AbortMissionMessage *message);
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Logical
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TestInstance() const;
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};
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extern L4SpoolingApplication * &l4_spooling_application;
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//##########################################################################
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//######################## SpoolerTask ###############################
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//##########################################################################
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class SpoolerTask:
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public ApplicationTask
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{
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public:
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SpoolerTask();
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~SpoolerTask();
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void
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Execute();
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virtual void
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DispatchPacket(NetworkPacket *packet);
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virtual long
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GetTimeBias();
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};
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