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

193 lines
4.3 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "watcher.h"
#include "entity.h"
#include "cstr.h"
#include "objstrm.h"
#include "namelist.h"
#include "subsystm.h"
//#############################################################################
//########################## AttributeWatcher ###########################
//#############################################################################
//
//#############################################################################
//#############################################################################
//
AttributeWatcher::~AttributeWatcher()
{
}
//
//#############################################################################
//#############################################################################
//
AttributeWatcher::AttributeWatcher(
PlugStream *stream,
Entity *entity
):
Component(stream)
{
Check(stream);
Check(entity);
#if 0
//
// Get attribute ptr
//
int subsystem_ID;
DynamicMemoryStream_Read(stream, &subsystem_ID);
Simulation *simulation;
if ((simulation = entity->GetSubsystem(subsystem_ID)) == NULL)
{
simulation = entity;
}
Check(simulation);
Simulation::AttributeID attribute_ID;
DynamicMemoryStream_Read(stream, &attribute_ID);
attributePointer = simulation->GetAttributePointer(attribute_ID);
Check_Pointer(attributePointer);
#else
//
// HACK - Get attribute pointer using names
//
CString subsystem_name;
*stream >> subsystem_name;
if ((simulation = entity->FindSubsystem(subsystem_name)) == NULL)
{
#if DEBUG_LEVEL>0
{
CString entity_name("Entity");
if (!(subsystem_name == entity_name))
{
Dump(subsystem_name);
}
Verify(subsystem_name == entity_name);
}
#else
{
CString entity_name("Entity");
if (!(subsystem_name == entity_name))
{
DEBUG_STREAM <<
"AttributeWatcher::AttributeWatcher - subsystem " <<
subsystem_name <<
"\n";
Fail("AttributeWatcher::AttributeWatcher - subsystem not found\n");
}
}
#endif
simulation = entity;
}
Check(simulation);
CString attribute_name;
*stream >> attribute_name;
#if DEBUG_LEVEL>2
Tell("AttributeWatcher::AttributeWatcher - " << attribute_name << "\n");
#endif
attributePointer = simulation->GetAttributePointer(attribute_name);
#if DEBUG_LEVEL>0
if (attributePointer == NULL)
{
Dump(attribute_name);
}
#else
if (attributePointer == NULL)
{
DEBUG_STREAM <<
"AttributeWatcher::AttributeWatcher - attribute " <<
attribute_name <<
"\n";
Fail("AttributeWatcher::AttributeWatcher - attribute not found\n");
}
#endif
Check_Pointer(attributePointer);
#endif
//
// Get other fields
//
*stream >> sendNotificationOnChange;
attributeChanged = False;
}
//
//#############################################################################
// BuildFromPage
//#############################################################################
//
void
AttributeWatcher::BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
)
{
Component::BuildFromPage(stream, name_list, class_ID, object_ID);
//
// HACK - Store attribute pointer using names
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, subsystem);
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, attribute);
//
// Store other fields
//
Logical send_notification_on_change = True;
*stream << send_notification_on_change;
}
//
//#############################################################################
//#############################################################################
//
Logical
AttributeWatcher::TestInstance() const
{
Component::TestInstance();
Check(simulation);
Check_Pointer(attributePointer);
return True;
}
//
//#############################################################################
//#############################################################################
//
Logical
AttributeWatcher::DidAttributeChange()
{
if (attributeChanged)
{
attributeChanged = False;
return True;
}
return False;
}
//
//#############################################################################
//#############################################################################
//
void
AttributeWatcher::SendNotificationOfChange()
{
Fail("AttributeWatcher::SendNotificationOfChange - Should never reach here");
}
#ifdef TEST_CLASS
# include "watcher.tcp"
#endif