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>
168 lines
3.5 KiB
C++
168 lines
3.5 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "slot.h"
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#include "node.h"
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MemoryBlock *SlotLink::GetAllocatedMemory()
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{
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static MemoryBlock allocatedMemory(sizeof(SlotLink), SLOTLINK_MEMORYBLOCK_ALLOCATION, SLOTLINK_MEMORYBLOCK_ALLOCATION, "SlotLink");
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return &allocatedMemory;
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}
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//
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//###########################################################################
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// SlotLink
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//###########################################################################
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//
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SlotLink::SlotLink(
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Slot *slot,
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Plug *plug
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):
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Link(slot, plug)
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{
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}
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//
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//###########################################################################
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// ~SlotLink
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//###########################################################################
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//
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SlotLink::~SlotLink()
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{
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Slot *slot = Cast_Object(Slot*, socket);
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//
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//-------------------------------------------------
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// Make sure the link is not referenced by the slot
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//-------------------------------------------------
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//
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Check(slot);
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Verify(slot->slotLink == this);
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slot->slotLink = NULL;
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//
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//------------------------------------------
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// Remove this link from any plug references
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//------------------------------------------
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//
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ReleaseFromPlug();
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//
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//-------------------------------------------------------------
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// Tell the node to release this link. Note that this link
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// is not referenced by the plug or the slot at this point in
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// time.
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//-------------------------------------------------------------
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//
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if (slot->GetReleaseNode() != NULL)
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{
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Check(slot->GetReleaseNode());
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slot->GetReleaseNode()->ReleaseLinkHandler(slot, plug);
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}
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}
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//
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//###########################################################################
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// TestInstance
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//###########################################################################
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//
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Logical
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SlotLink::TestInstance() const
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{
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Link::TestInstance();
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return True;
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}
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//
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//###########################################################################
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// Slot
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//###########################################################################
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//
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Slot::Slot(
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Node *node
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):
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Socket(node)
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{
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slotLink = NULL;
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}
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//
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//###########################################################################
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// ~Slot
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//###########################################################################
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//
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Slot::~Slot()
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{
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SetReleaseNode(NULL);
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if (slotLink != NULL)
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{
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Unregister_Object(slotLink);
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delete slotLink;
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}
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}
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//
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//###########################################################################
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// TestInstance
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//###########################################################################
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//
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Logical
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Slot::TestInstance() const
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{
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Socket::TestInstance();
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if (slotLink != NULL)
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{
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Check(slotLink);
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}
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return True;
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}
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//
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//###########################################################################
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// Remove
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//###########################################################################
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//
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void
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Slot::Remove()
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{
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if (slotLink != NULL)
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{
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Unregister_Object(slotLink);
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delete slotLink;
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slotLink = NULL;
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}
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}
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//
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//###########################################################################
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// AddImplementation
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//###########################################################################
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//
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void
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Slot::AddImplementation(
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Plug *plug
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)
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{
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Verify(slotLink == NULL);
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slotLink = new SlotLink(this, plug);
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Register_Object(slotLink);
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}
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//
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//###########################################################################
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// GetCurrentPlug
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//###########################################################################
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//
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Plug*
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Slot::GetCurrentPlug() const
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{
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if (slotLink != NULL)
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{
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Check(slotLink);
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return slotLink->GetPlug();
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}
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return NULL;
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}
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