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>
49 lines
714 B
C++
49 lines
714 B
C++
#pragma once
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#include "socket.h"
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class SafeIterator;
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typedef int IteratorMemo;
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enum
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{
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PlugAdded = 0,
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PlugRemoved,
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NextSafeSocketMemo
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};
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class SafeSocket : public Socket
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{
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friend class SafeIterator;
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public:
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~SafeSocket();
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Logical TestInstance() const;
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protected:
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SafeSocket(Node *node);
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void SendIteratorMemo(IteratorMemo memo, void *content);
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private:
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SafeIterator *iteratorHead;
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};
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class SafeIterator : public SocketIterator
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{
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friend class SafeSocket;
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public:
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~SafeIterator();
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Logical TestInstance() const;
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protected:
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SafeIterator(SafeSocket *safeSocket);
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private:
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virtual void ReceiveMemo(IteratorMemo memo, void *content);
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SafeIterator *nextIterator;
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SafeIterator *prevIterator;
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}; |