Files
BT411/engine/MUNGA/SOCKET.h
T
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

67 lines
1.4 KiB
C++

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