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>
73 lines
1.3 KiB
C++
73 lines
1.3 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "line.h"
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#include "plane.h"
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//
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//###########################################################################
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//###########################################################################
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//
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Line&
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Line::operator=(const Vector3D &vector)
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{
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Check_Pointer(this);
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Check(&vector);
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//
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// Make sure length of vector is non-zero
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//
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length = vector.Length();
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Verify(length);
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//
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// Normalize the vector and put it into the line
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//
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direction.x = vector.x/length;
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direction.y = vector.y/length;
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direction.z = vector.z/length;
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Line&
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Line::operator=(const Point3D &point)
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{
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Check_Pointer(this);
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Check(&point);
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//
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// Copy the point over into the line.
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//
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origin.x = point.x;
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origin.y = point.y;
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origin.z = point.z;
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return *this;
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}
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Scalar
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Line::DistanceTo(
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const Plane &plane,
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Scalar *product
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) const
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{
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*product = direction * plane.normal;
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if (Small_Enough(*product))
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{
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Check_Fpu();
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return -1.0f;
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}
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Scalar result = -plane.DistanceTo(origin) / *product;
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Check_Fpu();
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return result;
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}
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Scalar
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Line::DistanceTo(
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const Sphere &,//sphere,
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Scalar *//penetration
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) const
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{
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return -1.0f; // HACK
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}
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