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

177 lines
4.1 KiB
C++

#pragma once
#include "network.h"
#include "lattice.h"
class Entity;
class InterestOrigin:
public Node
{
friend class InterestManager;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Destructor, and Testing
//
public:
~InterestOrigin();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update
//
public:
//
//-----------------------------------------------------------------------
// Update
//
// Updates the interest origins internal data structures for the
// interest zone ID. This method is most likely called by the
// renderer manager.
//-----------------------------------------------------------------------
//
virtual void
Update(InterestZoneID interest_zone_ID);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Accessors
//
private:
InterestZoneID
GetInterestZoneID();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructor
//
protected:
InterestOrigin(
InterestZoneID interest_zone_ID,
InterestType interest_type,
InterestDepth depth_calibration
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Interest Manager support
//
private:
virtual void
AddInterestingEntity(Entity *interesting_entity);
virtual void
RemoveUninterestingEntity(Entity *uninteresting_entity);
virtual void
RemoveUninterestingEntities();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
InterestZoneID
interestZoneID;
InterestType
interestType;
InterestDepth
depthCalibration;
SlotOf<InterestArena*>
interestArenaSocket;
};
//~~~~~~~~~~~~~~~~~~~~~~~ InterestOrigin inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline InterestZoneID
InterestOrigin::GetInterestZoneID()
{
Check(this);
return interestZoneID;
}
#if 0
//##########################################################################
//####################### InterestOrigin #############################
//##########################################################################
class InterestOrigin:
public Node
{
friend class InterestManager;
friend class InterestOrigin__InterestingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public types
//
public:
typedef InterestOrigin__InterestingEntityIterator
InterestingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructor, Destructor, and Testing
//
public:
InterestOrigin(
const EntityID &entity_ID,
InterestType interest_type,
InterestDepth depth_calibration
);
~InterestOrigin();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer support
//
public:
//
//--------------------------------------------------------------------
// UpdateInterestOrigin
//
// Updates the interest managers internal data structures for the
// interest origin entity. This method is most likely called by the
// renderer manager. It prepares the data that will be accessed by
// InterestingEntityIterator.
//--------------------------------------------------------------------
//
virtual void
Update();
InterestArena*
GetInterestArena();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Interest Manager support
//
protected:
virtual void
AddInterestingEntity(Entity *interesting_entity);
virtual void
RemoveUninterestingEntity(Entity *uninteresting_entity);
virtual void
RemoveUninterestingEntities();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
EntityID
entityID;
InterestType
interestType;
InterestDepth
depthCalibration;
SlotOf<InterestArena*>
interestArenaSocket;
SChainOf<Entity*>
interestingEntitySocket;
};
//~~~~~~~~~~~~~~~~~~~~~~~~ InterestOrigin inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~
inline InterestArena*
InterestOrigin::GetInterestArena()
{
Check(this);
return interestArenaSocket.GetCurrent();
}
#endif