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

65 lines
1.0 KiB
C++

#pragma once
#include "socket.h"
#include "memblock.h"
class Slot;
#define SLOTLINK_MEMORYBLOCK_ALLOCATION (100)
class SlotLink : public Link
{
friend class Slot;
public:
~SlotLink();
Logical TestInstance() const;
private:
SlotLink(Slot *slot, Plug *plug);
private:
static MemoryBlock* GetAllocatedMemory();
void* operator new(size_t) { return GetAllocatedMemory()->New(); }
void operator delete(void *where) { return GetAllocatedMemory()->Delete(where); }
};
class Slot : public Socket
{
friend class SlotLink;
public:
Slot(Node *node);
~Slot();
Logical TestInstance() const;
void Remove();
protected:
void AddImplementation(Plug *plug);
Plug* GetCurrentPlug() const;
private:
SlotLink *slotLink;
};
template <class T> class SlotOf : public Slot
{
public:
SlotOf(Node *node);
~SlotOf();
void Add(T plug) { AddImplementation(Cast_Object(Plug*, plug)); }
T GetCurrent() const { return (T)GetCurrentPlug(); }
};
template <class T> SlotOf<T>::SlotOf(Node *node) : Slot(node)
{
}
template <class T> SlotOf<T>::~SlotOf()
{
}