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>
67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
#pragma once
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#include "plug.h"
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class Node;
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class Socket SIGNATURED
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{
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public:
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virtual ~Socket();
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Logical TestInstance() const;
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void AddPlug(Plug *plug) { AddImplementation(plug); }
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Node *GetReleaseNode() { return socketsNode; }
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void SetReleaseNode(Node *release_node) { socketsNode = release_node; }
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protected:
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Socket(Node *node);
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virtual void AddImplementation(Plug *plug);
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Node *socketsNode;
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};
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#if 0
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typedef int (*IteratorFunction)(Plug *plug, void *info);
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const int IteratorFunctionNullReturn = 0;
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#endif
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class SocketIterator : public Iterator
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{
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public:
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~SocketIterator();
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Logical TestInstance() const;
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Plug *ReadAndNextPlug() { return (Plug*)ReadAndNextImplementation(); }
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Plug *ReadAndPreviousPlug() { return (Plug*)ReadAndPreviousImplementation(); }
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Plug *GetCurrentPlug() { return (Plug*)GetCurrentImplementation(); }
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Plug *GetNthPlug(CollectionSize index) { return (Plug*)GetNthImplementation(index); }
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void InsertPlug(Plug *plug) { InsertImplementation(plug); }
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virtual void Remove();
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Logical IsPlugMember(Plug *plug);
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void RemovePlug(Plug *plug);
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void DeletePlugs(Logical defeat_release_node = true);
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#if 0
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int SendPlugCommand(Plug::CommandID plugCommand, void *info);
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#endif
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protected:
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SocketIterator(Socket *socket);
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#if 0
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int RunIteratorFunction(IteratorFunction iteratorFunction, void *info);
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#endif
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virtual void InsertImplementation(Plug*);
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Socket *socket;
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}; |