Files
BT411/engine/MUNGA/WRHOUS.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

168 lines
3.1 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "wrhous.h"
// #define LOCAL_TEST
#if defined(LOCAL_TEST)
# define Test_Tell(n) DEBUG_STREAM << n
#else
# define Test_Tell(n)
#endif
//#######################################################################
// WarehouseObject
//#######################################################################
WarehouseObject::WarehouseObject(
const char *new_name,
Logical keep_forever
):
Plug(WarehouseObject::WarehouseObjectClassID)
{
Test_Tell("WarehouseObject::WarehouseObject(" << new_name << "\n");
Str_Copy(name, new_name, sizeof(name));
resourceID = ResourceDescription::NullResourceType;
referenceCount = 1; // at least one reference exists, otherwise no obj
keepForever = keep_forever;
Check_Fpu();
}
WarehouseObject::WarehouseObject(
ResourceDescription::ResourceID new_resource_id,
Logical keep_forever
):
Plug(WarehouseObject::WarehouseObjectClassID)
{
Test_Tell("WarehouseObject::WarehouseObject(" << new_resource_id << "\n");
name[0] = '\0';
resourceID = new_resource_id;
referenceCount = 1; // at least one reference exists, otherwise no obj
keepForever = keep_forever;
Check_Fpu();
}
WarehouseObject::~WarehouseObject()
{
Check(this);
Check_Fpu();
}
Logical
WarehouseObject::TestInstance() const
{
return True;
}
//#######################################################################
// WarehouseBin
//#######################################################################
WarehouseBin::WarehouseBin() :
Node(WarehouseBin::WarehouseBinClassID),
instanceList(this)
{
Test_Tell("WarehouseBin::WarehouseBin()\n");
Check_Pointer(this);
Check_Fpu();
}
WarehouseBin::~WarehouseBin()
{
Check(this);
}
Logical
WarehouseBin::TestInstance() const
{
return True;
}
WarehouseObject *
WarehouseBin::Find(const char *old_name)
{
Check(this);
ChainIteratorOf<WarehouseObject*>
i(instanceList);
WarehouseObject
*object_instance;
while ((object_instance=i.ReadAndNext()) != NULL)
{
Check(object_instance);
if (stricmp(object_instance->name, old_name) == 0)
{
Check_Fpu();
return object_instance;
}
}
Check_Fpu();
return NULL;
}
WarehouseObject *
WarehouseBin::Find(ResourceDescription::ResourceID old_resource_id)
{
Check(this);
ChainIteratorOf<WarehouseObject*>
i(instanceList);
WarehouseObject
*object_instance;
while ((object_instance=i.ReadAndNext()) != NULL)
{
Check(object_instance);
if (object_instance->resourceID == old_resource_id)
{
Check_Fpu();
return object_instance;
}
}
Check_Fpu();
return NULL;
}
//#######################################################################
// Warehouse
//#######################################################################
Warehouse::Warehouse()
{
Test_Tell("Warehouse::Warehouse\n");
Check_Pointer(this);
}
Warehouse::~Warehouse()
{
Test_Tell("Warehouse::~Warehouse\n");
Check(this);
Purge();
Check_Fpu();
}
void
Warehouse::Purge()
{
Check(this);
bitMapBin.Purge();
pixelMap8Bin.Purge();
palette8Bin.Purge();
Check_Fpu();
}
Logical
Warehouse::TestInstance() const
{
Check_Pointer(this);
return True;
}