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>
193 lines
4.3 KiB
C++
193 lines
4.3 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "watcher.h"
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#include "entity.h"
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#include "cstr.h"
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#include "objstrm.h"
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#include "namelist.h"
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#include "subsystm.h"
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//#############################################################################
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//########################## AttributeWatcher ###########################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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AttributeWatcher::~AttributeWatcher()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AttributeWatcher::AttributeWatcher(
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PlugStream *stream,
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Entity *entity
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):
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Component(stream)
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{
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Check(stream);
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Check(entity);
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#if 0
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//
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// Get attribute ptr
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//
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int subsystem_ID;
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DynamicMemoryStream_Read(stream, &subsystem_ID);
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Simulation *simulation;
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if ((simulation = entity->GetSubsystem(subsystem_ID)) == NULL)
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{
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simulation = entity;
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}
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Check(simulation);
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Simulation::AttributeID attribute_ID;
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DynamicMemoryStream_Read(stream, &attribute_ID);
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attributePointer = simulation->GetAttributePointer(attribute_ID);
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Check_Pointer(attributePointer);
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#else
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//
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// HACK - Get attribute pointer using names
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//
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CString subsystem_name;
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*stream >> subsystem_name;
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if ((simulation = entity->FindSubsystem(subsystem_name)) == NULL)
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{
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#if DEBUG_LEVEL>0
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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Dump(subsystem_name);
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}
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Verify(subsystem_name == entity_name);
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}
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#else
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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DEBUG_STREAM <<
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"AttributeWatcher::AttributeWatcher - subsystem " <<
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subsystem_name <<
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"\n";
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Fail("AttributeWatcher::AttributeWatcher - subsystem not found\n");
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}
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}
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#endif
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simulation = entity;
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}
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Check(simulation);
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CString attribute_name;
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*stream >> attribute_name;
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#if DEBUG_LEVEL>2
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Tell("AttributeWatcher::AttributeWatcher - " << attribute_name << "\n");
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#endif
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attributePointer = simulation->GetAttributePointer(attribute_name);
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#if DEBUG_LEVEL>0
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if (attributePointer == NULL)
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{
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Dump(attribute_name);
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}
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#else
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if (attributePointer == NULL)
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{
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DEBUG_STREAM <<
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"AttributeWatcher::AttributeWatcher - attribute " <<
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attribute_name <<
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"\n";
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Fail("AttributeWatcher::AttributeWatcher - attribute not found\n");
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}
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#endif
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Check_Pointer(attributePointer);
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#endif
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//
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// Get other fields
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//
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*stream >> sendNotificationOnChange;
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attributeChanged = False;
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}
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//
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//#############################################################################
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// BuildFromPage
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//#############################################################################
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//
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void
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AttributeWatcher::BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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)
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{
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Component::BuildFromPage(stream, name_list, class_ID, object_ID);
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//
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// HACK - Store attribute pointer using names
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//
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, subsystem);
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, attribute);
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//
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// Store other fields
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//
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Logical send_notification_on_change = True;
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*stream << send_notification_on_change;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AttributeWatcher::TestInstance() const
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{
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Component::TestInstance();
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Check(simulation);
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Check_Pointer(attributePointer);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AttributeWatcher::DidAttributeChange()
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{
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if (attributeChanged)
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{
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attributeChanged = False;
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return True;
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}
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return False;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AttributeWatcher::SendNotificationOfChange()
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{
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Fail("AttributeWatcher::SendNotificationOfChange - Should never reach here");
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}
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#ifdef TEST_CLASS
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# include "watcher.tcp"
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#endif
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