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>
154 lines
2.8 KiB
C++
154 lines
2.8 KiB
C++
#pragma once
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#include "style.h"
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#include "cmpnnt.h"
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#include "schain.h"
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#if defined(TRACE_COMPLETE_CYCLES)
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extern BitTrace Complete_Cycles;
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#define SET_COMPLETE_CYCLES() Complete_Cycles.Set()
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#define CLEAR_COMPLETE_CYCLES() Complete_Cycles.Clear()
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#else
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#define SET_COMPLETE_CYCLES()
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#define CLEAR_COMPLETE_CYCLES()
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#endif
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#if defined(TRACE_DEATH_ROW)
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extern BitTrace Death_Row;
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#define SET_DEATH_ROW() Death_Row.Set()
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#define CLEAR_DEATH_ROW() Death_Row.Clear()
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#else
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#define SET_DEATH_ROW()
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#define CLEAR_DEATH_ROW()
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#endif
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//##########################################################################
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//####################### ApplicationTask ############################
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//##########################################################################
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class ApplicationTask:
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public Component
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{
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public:
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ApplicationTask(ClassID class_ID = ApplicationTaskClassID);
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~ApplicationTask();
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};
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//##########################################################################
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//####################### BackgroundTasks ############################
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//##########################################################################
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class BackgroundTasks:
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public Component
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{
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public:
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BackgroundTasks();
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~BackgroundTasks();
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Logical
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TestInstance() const;
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void
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AddTask(ApplicationTask *task);
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void
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Execute();
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private:
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SChainOf<ApplicationTask*>
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taskSocket;
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SChainIteratorOf<ApplicationTask*>
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*taskIterator;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkManagerTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class NetworkManagerTask:
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public ApplicationTask
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{
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public:
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NetworkManagerTask() {}
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~NetworkManagerTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class RoutePacketTask:
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public ApplicationTask
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{
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public:
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RoutePacketTask() {}
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~RoutePacketTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ ProcessEventTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class ProcessEventTask:
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public ApplicationTask
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{
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public:
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ProcessEventTask() {}
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~ProcessEventTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AudioRendererTask:
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public ApplicationTask
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{
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public:
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AudioRendererTask() {}
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~AudioRendererTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ GaugeRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class GaugeRendererTask:
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public ApplicationTask
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{
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public:
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GaugeRendererTask() {}
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~GaugeRendererTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~ CompleteCyclesTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class CompleteCyclesTask:
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public ApplicationTask
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{
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public:
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CompleteCyclesTask() {}
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~CompleteCyclesTask() {}
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void
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Execute();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ FryDeathRowTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class FryDeathRowTask:
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public ApplicationTask
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{
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public:
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FryDeathRowTask() {}
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~FryDeathRowTask() {}
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void
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Execute();
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};
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