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>
81 lines
1.7 KiB
C++
81 lines
1.7 KiB
C++
#pragma once
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#include "point3d.h"
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#include "rotation.h"
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class Motion;
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class Origin
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{
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#if defined(USE_SIGNATURE)
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friend int Is_Signature_Bad(const volatile Origin *);
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#endif
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public:
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Point3D linearPosition;
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Quaternion angularPosition;
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static const Origin Identity;
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Origin() {}
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Origin(const Point3D &t, const EulerAngles& q)
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{
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Check(&t);
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Check(&q);
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linearPosition = t;
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angularPosition = q;
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}
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Origin(const Point3D &t, const Quaternion& q)
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{
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Check(&t);
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Check(&q);
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linearPosition = t;
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angularPosition = q;
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}
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Origin(const LinearMatrix &matrix);
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Origin& operator=(const Origin& p);
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Origin& operator=(const Point3D& p)
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{
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Check_Pointer(this);
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Check(&p);
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linearPosition = p;
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return *this;
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}
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Origin& operator=(const EulerAngles& q)
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{
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Check_Pointer(this);
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Check(&q);
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angularPosition = q;
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return *this;
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}
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Origin& operator=(const YawPitchRoll& q)
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{
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Check_Pointer(this);
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Check(&q);
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angularPosition = q;
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return *this;
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}
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Origin& operator=(const Quaternion& q)
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{
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Check_Pointer(this);
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Check(&q);
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angularPosition = q;
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return *this;
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}
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Origin& operator=(const LinearMatrix &m);
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Logical operator==(const Origin&) const;
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Origin& AddScaled(const Origin& source, const Motion& delta, Scalar t);
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Origin& Lerp(const Origin& start, const Origin& end, Scalar t);
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friend std::ostream& operator<<(std::ostream& stream, const Origin& p);
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Logical TestInstance() const;
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static Logical TestClass();
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};
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inline Point3D& Point3D::operator=(const Origin& p) { return operator=(p.linearPosition); }
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inline EulerAngles& EulerAngles::operator=(const Origin& p) { return operator=(p.angularPosition); }
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inline Quaternion& Quaternion::operator=(const Origin& p) { return operator=(p.angularPosition); }
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