Files
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

90 lines
2.0 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "link.h"
#include "plug.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Link ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//#############################################################################
// Link
//#############################################################################
//
Link::Link(Socket *socket, Plug *plug)
{
this->socket = socket;
this->plug = plug;
// Add this new link to the plugs current set of links
AddToPlug(plug);
}
//
//#############################################################################
// ~Link
//#############################################################################
//
Link::~Link()
{
// Remove this link from the plugs current set of links
ReleaseFromPlug();
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical Link::TestInstance() const
{
Check_Signature(socket);
Check_Signature(plug);
return True;
}
//
//#############################################################################
// ReleaseFromPlug
//#############################################################################
//
void Link::ReleaseFromPlug()
{
//
//-----------------------------------------------------
// Remove this link from the plugs current set of links
//-----------------------------------------------------
//
Check(plug);
if (plug->linkHead == this)
plug->linkHead = nextLink;
if (prevLink != NULL)
{
Check(prevLink);
prevLink->nextLink = nextLink;
}
if (nextLink != NULL)
{
Check(nextLink);
nextLink->prevLink = prevLink;
}
prevLink = nextLink = NULL;
}
//
//#############################################################################
// AddToPlug
//#############################################################################
//
void Link::AddToPlug(Plug *plug)
{
Check(plug);
if ((nextLink = plug->linkHead) != NULL)
{
Check(nextLink);
nextLink->prevLink = this;
}
this->prevLink = NULL;
plug->linkHead = this;
}