Files
BT411/engine/MUNGA/JOINT.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

272 lines
5.5 KiB
C++

#pragma once
#include "subsystm.h"
#include "rotation.h"
#include "memstrm.h"
//##################### Forward Class Declarations ##########################
class Entity;
class Joint;
class JointSubsystem;
//##########################################################################
//######################## BallTranslation ############################
//##########################################################################
class BallTranslation
{
friend class Joint;
#if defined(USE_SIGNATURE)
friend int
Is_Signature_Bad(const volatile BallTranslation *);
#endif
protected:
Point3D
jointTranslation;
EulerAngles
ballJoint;
const EulerAngles&
GetEulerAngles()
{Check(this); return ballJoint;}
const Point3D&
GetTranslation()
{Check(this); return jointTranslation;}
void
SetTranslation(const Point3D &new_trans)
{Check(this); jointTranslation = new_trans; }
void
SetEulerAngles(const EulerAngles &new_angles)
{Check(this); ballJoint = new_angles;}
BallTranslation();
BallTranslation(const BallTranslation &new_ball);
Logical
TestInstance() const;
BallTranslation&
operator=(const BallTranslation &new_ball)
{
ballJoint = new_ball.ballJoint;
jointTranslation = new_ball.jointTranslation;
return (*this);
}
};
//##########################################################################
//############################ Joint #################################
//##########################################################################
class Joint :
public Plug
{
friend class BallTranslation;
#if defined(USE_SIGNATURE)
friend int
Is_Signature_Bad(const volatile Joint *);
#endif
public:
enum JointType {
NULLJointType = -1,
HingeXJointType,
HingeYJointType,
HingeZJointType,
StaticJointType,
BallJointType,
BallTranslationJointType
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors
//
public:
Joint(JointSubsystem *subsystem);
Joint(const Joint &new_joint);
Joint(
JointSubsystem *subsystem,
JointType joint_type
);
~Joint();
Joint&
operator=(const Joint &new_joint);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Joint Data
//
protected:
union {
EulerAngles *ballJoint;
Hinge *hingeJoint;
BallTranslation *ballTranslationJoint;
};
JointType
jointType;
Logical
jointModified;
JointSubsystem
*jointSubsystem;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reading Joints
//
public:
const Hinge&
GetHinge()
{Check(this); return *hingeJoint;}
const EulerAngles&
GetEulerAngles();
const Point3D&
GetTranslation()
{
Check(this);
Verify(jointType == BallTranslationJointType);
return ballTranslationJoint->GetTranslation();
}
Radian
GetRadians() const
{
Check(this);
Verify (
(jointType == HingeXJointType ) ||
(jointType == HingeYJointType ) ||
(jointType == HingeZJointType )
);
return hingeJoint->rotationAmount;
}
JointType
GetJointType() const
{Check(this); return jointType; }
Logical
IsJointModified() const
{Check(this); return jointModified;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Writing Joints
//
public:
void
SetHinge(const Hinge &new_hinge);
void
SetRotation(const EulerAngles &new_angles);
void
SetRotation(const Radian &new_radian);
void
SetTranslation(const Point3D &new_trans);
void
JointModified(Logical new_value=True)
{Check(this); jointModified = new_value;}
};
//##############################################################################
//####################### Class JointSubsystem #################################
//##############################################################################
class JointSubsystem :
public Subsystem
{
friend Joint;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
typedef void
(JointSubsystem::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// local Support
//
public:
typedef TableOf<Joint*, int>
JointTable;
typedef TableIteratorOf<Joint*, int>
JointTableIterator;
Joint*
GetJoint(int joint_index)
{
Check(this);
JointTableIterator iterator(jointTable);
return iterator.GetNth(joint_index); }
void
AddJoint(
int joint_index,
Joint *new_joint
)
{Check(this); jointTable.AddValue(new_joint,joint_index);}
int
GetJointCount()
{
Check(this);
JointTableIterator iterator(jointTable);
return iterator.GetSize();
}
Logical
AreJointsModified()
{Check(this); return jointsModified;}
void
ModifyJoints(Logical modified=True)
{Check(this); jointsModified=modified;}
protected:
JointTable
jointTable;
Logical
jointsModified;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction / Destruction Support
//
public:
JointSubsystem(
Entity *owner,
int subsystem_ID,
SharedData &shared_data = DefaultData
);
~JointSubsystem();
void
InitializeJoint(int joint_index, Joint::JointType joint_type);
Logical
TestInstance() const;
};