Files
BT411/engine/MUNGA/MTRXSTK.h
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

124 lines
2.5 KiB
C++

#pragma once
#include "memblock.h"
#include "matrix.h"
#include "linmtrx.h"
//~~~~~~~~~~~~~~~~~~~~~~~ AffineMatrixStack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class AffineMatrixStack:
public MemoryStack
{
public:
AffineMatrixStack(
size_t start,
size_t delta
):
MemoryStack(sizeof(AffineMatrix),start,delta)
{}
AffineMatrix*
Peek()
{
Check(this);
return Cast_Object(AffineMatrix*,MemoryStack::Peek());
}
AffineMatrixStack&
Concatenate(const AffineMatrix& matrix);
AffineMatrixStack&
operator*=(const AffineMatrix& matrix)
{Check(this); Check(&matrix); return Concatenate(matrix);}
AffineMatrix&
Push(const AffineMatrix& matrix)
{
Check(this); Check(&matrix);
return *Cast_Object(AffineMatrix*,MemoryStack::Push(&matrix));
}
operator AffineMatrix&()
{Check(this); return *Peek();}
};
//~~~~~~~~~~~~~~~~~~~~~~~ LinearMatrixStack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LinearMatrixStack:
public MemoryStack
{
public:
LinearMatrixStack(
size_t start,
size_t delta
):
MemoryStack(sizeof(LinearMatrix),start,delta)
{}
LinearMatrix*
Peek()
{
Check(this);
return Cast_Object(LinearMatrix*,MemoryStack::Peek());
}
LinearMatrixStack&
Concatenate(const LinearMatrix& matrix);
LinearMatrixStack&
operator*=(const LinearMatrix& matrix)
{Check(this); Check(&matrix); return Concatenate(matrix);}
LinearMatrix&
Push(const LinearMatrix& matrix)
{
Check(this); Check(&matrix);
return *Cast_Object(LinearMatrix*,MemoryStack::Push(&matrix));
}
operator LinearMatrix&()
{Check(this); return *Peek();}
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4Stack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Matrix4x4Stack:
public MemoryStack
{
public:
Matrix4x4Stack(
size_t start,
size_t delta
):
MemoryStack(sizeof(Matrix4x4),start,delta)
{}
Matrix4x4*
Peek()
{
Check(this);
return Cast_Object(Matrix4x4*,MemoryStack::Peek());
}
Matrix4x4Stack&
Concatenate(const Matrix4x4& matrix);
Matrix4x4Stack&
Concatenate(const AffineMatrix& matrix);
Matrix4x4Stack&
operator*=(const Matrix4x4& matrix)
{Check(this); Check(&matrix); return Concatenate(matrix);}
Matrix4x4Stack&
operator*=(const AffineMatrix& matrix)
{Check(this); Check(&matrix); return Concatenate(matrix);}
Matrix4x4&
Push(const Matrix4x4& matrix)
{
Check(this); Check(&matrix);
return *Cast_Object(Matrix4x4*,MemoryStack::Push(&matrix));
}
Matrix4x4&
Push(const AffineMatrix& matrix);
operator Matrix4x4&()
{Check(this); return *Peek();}
};