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>
This commit is contained in:
@@ -0,0 +1,150 @@
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#include "munga.h"
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#pragma hdrstop
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#include "sfeskt.h"
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//
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//###########################################################################
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// SafeSocket
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//###########################################################################
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//
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SafeSocket::SafeSocket(Node *node):
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Socket(node)
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{
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iteratorHead = NULL;
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}
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//
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//###########################################################################
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// ~SafeSocket
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//###########################################################################
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//
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SafeSocket::~SafeSocket()
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{
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Verify(iteratorHead == NULL);
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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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SafeSocket::TestInstance() const
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{
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Socket::TestInstance();
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if (iteratorHead != NULL)
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{
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Check_Signature(iteratorHead);
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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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// SendIteratorMemo
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//###########################################################################
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//
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void
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SafeSocket::SendIteratorMemo(
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IteratorMemo memo,
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void *content
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)
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{
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SafeIterator *iterator;
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for (
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iterator = iteratorHead;
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iterator != NULL;
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iterator = iterator->nextIterator
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) {
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Check(iterator);
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iterator->ReceiveMemo(memo, content);
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}
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}
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//
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//###########################################################################
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// SafeIterator
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//###########################################################################
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//
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SafeIterator::SafeIterator(SafeSocket *safeSocket):
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SocketIterator(safeSocket)
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{
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//
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// Link iterator into sockets set of iterators
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//
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Check(safeSocket);
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if ((nextIterator = safeSocket->iteratorHead) != NULL)
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{
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Check(nextIterator);
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nextIterator->prevIterator = this;
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}
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prevIterator = NULL;
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safeSocket->iteratorHead = this;
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}
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//
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//###########################################################################
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// ~SafeIterator
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//###########################################################################
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//
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SafeIterator::~SafeIterator()
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{
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SafeSocket *safeSocket = Cast_Object(SafeSocket*, socket);
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//
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// Remove iterator from sockets set of iterators
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//
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Check(safeSocket);
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if (safeSocket->iteratorHead == this)
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{
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safeSocket->iteratorHead = nextIterator;
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}
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if (prevIterator != NULL)
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{
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Check(prevIterator);
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prevIterator->nextIterator = nextIterator;
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}
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if (nextIterator != NULL)
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{
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Check(nextIterator);
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nextIterator->prevIterator = prevIterator;
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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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SafeIterator::TestInstance() const
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{
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SocketIterator::TestInstance();
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if (prevIterator != NULL)
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{
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Check_Signature(prevIterator);
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}
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if (nextIterator != NULL)
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{
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Check_Signature(nextIterator);
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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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// ReceiveMemo
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//###########################################################################
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//
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void
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SafeIterator::ReceiveMemo(
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IteratorMemo,
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void*
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)
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{
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Fail("SafeIterator::ReceiveMemo - Should never reach here");
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}
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