Files
BT411/engine/MUNGA/RNDORGN.h
T
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

97 lines
2.9 KiB
C++

#pragma once
#include "intorgn.h"
#include "schain.h"
//##########################################################################
//####################### RendererOrigin #############################
//##########################################################################
class Renderer;
class Entity;
class RendererOrigin : public InterestOrigin
{
friend class RendererOrigin__InterestingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public types
//
public:
typedef RendererOrigin__InterestingEntityIterator InterestingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructor, Destructor, and Testing
//
public:
RendererOrigin(Renderer *renderer, Entity *entity, InterestType interest_type, InterestDepth depth_calibration);
~RendererOrigin();
Logical TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Interest Manager support
//
private:
void AddInterestingEntity(Entity *interesting_entity);
void RemoveUninterestingEntity(Entity *uninteresting_entity);
void RemoveUninterestingEntities();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
Renderer* renderer;
SChainOf<Entity*> interestingEntitySocket;
};
//~~~~~~~~~~~~~~~~~ RendererOrigin__InterestingEntityIterator ~~~~~~~~~~~~~~
class RendererOrigin__InterestingEntityIterator : public SChainIteratorOf<Entity*>
{
public:
RendererOrigin__InterestingEntityIterator(RendererOrigin *renderer_origin);
~RendererOrigin__InterestingEntityIterator();
};
#if 0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RendererOrigin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//--------------------------------------------------------------------
// RendererOrigin
//
// Represent a renderers origin of interest.
//--------------------------------------------------------------------
//
class RendererOrigin : public InterestOrigin
{
public:
//
//--------------------------------------------------------------------
// Constructor, Destructor, and Testing
//--------------------------------------------------------------------
//
RendererOrigin(const EntityID &entity_ID, InterestType interest_type, InterestDepth depth_calibration, Renderer *renderer);
~RendererOrigin();
Logical TestInstance() const;
//
//--------------------------------------------------------------------
// Interest Manager support
//--------------------------------------------------------------------
//
void AddInterestingEntity(Entity *interesting_entity);
void RemoveUninterestingEntity(Entity *uninteresting_entity);
void RemoveUninterestingEntities();
protected:
//
//--------------------------------------------------------------------
// Protected data
//--------------------------------------------------------------------
//
SlotOf<Renderer*> rendererSocket;
};
#endif