Files
BT411/engine/MUNGA/VERIFY.cpp
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

199 lines
4.1 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "controls.h"
#include "gaugrend.h"
//#include "windows.h"
#if defined(__BCPLUSPLUS__)
//
//#############################################################################
//#############################################################################
//
#if DEBUG_LEVEL>0
int _matherr(struct exception *a)
{
switch (a->type)
{
case DOMAIN:
DEBUG_STREAM << "Domain" << std::flush;
break;
case SING:
DEBUG_STREAM << "Singularity" << std::flush;
break;
case UNDERFLOW:
DEBUG_STREAM << "Underflow" << std::flush;
break;
case OVERFLOW:
DEBUG_STREAM << "Overflow" << std::flush;
break;
case TLOSS:
DEBUG_STREAM << "Loss of Precision" << std::flush;
break;
}
DEBUG_STREAM << " error occurred in " << a->name << endl << std::flush;
DEBUG_STREAM << "arg1 = " << a->arg1 << endl << std::flush;
DEBUG_STREAM << "arg2 = " << a->arg2 << endl << std::flush;
DEBUG_STREAM << "retval = " << a->retval << endl << std::flush << std::flush;
return 0;
}
#else
int _matherr(struct exception *)
{
_fpreset();
return 1;
}
#endif
extern "C" void _pure_error_()
{
Fail("Pure virtual function called");
}
#endif
//
//#############################################################################
// Fpu_Ok
//
// returns True if fpu has no errors, False if errors found
//#############################################################################
//
int
Fpu_Ok()
{
unsigned int s =
_status87() &
(
SW_INVALID |
// SW_DENORMAL |
SW_ZERODIVIDE |
SW_OVERFLOW
// SW_UNDERFLOW |
//VERIFY: SW_STACKFAULT
);
if (s)
{
DEBUG_STREAM << "ERROR: FPU status=" << std::flush;
if (s & SW_INVALID)
{
DEBUG_STREAM << "invalid " << std::flush;
}
if (s & SW_DENORMAL)
{
DEBUG_STREAM << "denormalized " << std::flush;
}
if (s & SW_ZERODIVIDE)
{
DEBUG_STREAM << "zeroDivide " << std::flush;
}
if (s & SW_OVERFLOW)
{
DEBUG_STREAM << "overflow " << std::flush;
}
if (s & SW_UNDERFLOW)
{
DEBUG_STREAM << "underflow " << std::flush;
}
/*if (s & SW_STACKFAULT)
{
DEBUG_STREAM << "stackFault" << std::flush;
}*/
DEBUG_STREAM << "\n" << std::flush << std::flush;
return False;
}
else
{
return True;
}
}
//
//#############################################################################
//#############################################################################
//
static Logical AlreadyFailed=False;
void Verify_Failed(char *Message, char *File, int Line)
{
if (!AlreadyFailed)
{
AlreadyFailed = True;
DEBUG_STREAM << File << "(" << Line << "): Failed " << Message << "\n" << std::flush;
#if defined(USE_PROFILE_ANALYSIS)
Analysis_Named_Status();
#endif
DEBUG_STREAM << "Failing to debugger\n" << std::flush << std::flush;
SystemClock::timer.Shutdown();
ControlsManager::Shutdown();
GaugeRenderer::EmergencyShutdown();
*(int*)(0xFFFFFFFF) = 0;
}
}
//
//#############################################################################
//#############################################################################
//
void
Fail_To_Debugger(char *Message, char *File, int Line)
{
if (!AlreadyFailed)
{
AlreadyFailed = True;
DEBUG_STREAM << File << "(" << Line << "): " << Message << "\n" << std::flush;
#if defined(USE_PROFILE_ANALYSIS)
Analysis_Named_Status();
#endif
DEBUG_STREAM << "Failing to debugger\n" << std::flush << std::flush;
SystemClock::timer.Shutdown();
ControlsManager::Shutdown();
GaugeRenderer::EmergencyShutdown();
*(int*)(0xFFFFFFFF) = 0;
}
}
//
//#############################################################################
//#############################################################################
//
#if defined(USE_SIGNATURE)
Signature::Signature()
{
#if DEBUG_LEVEL>0
mark = magic;
#endif
}
Signature::~Signature()
{
#if DEBUG_LEVEL>0
mark = noMagic;
#endif
}
int
Is_Signature_Bad(const volatile Signature *p)
{
#if DEBUG_LEVEL>0
if (p->mark == Signature::magic)
{
return Signature::ok;
}
else if (p->mark == Signature::noMagic)
{
return Signature::destroyed;
}
else
{
return Signature::corrupted;
}
#else
return False;
#endif
}
#endif