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>
205 lines
3.4 KiB
C++
205 lines
3.4 KiB
C++
#pragma once
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#include "scalar.h"
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class Vector3D;
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class Point3D;
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class AffineMatrix;
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class Matrix4x4;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector4D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Vector4D
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{
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public:
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Scalar
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x,
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y,
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z,
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w;
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile Vector4D *);
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#endif
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static const Vector4D
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Identity;
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//
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// Constructors
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//
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Vector4D()
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{}
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Vector4D(
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Scalar X,
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Scalar Y,
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Scalar Z,
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Scalar W)
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{x=X; y=Y; z=Z; w=W;}
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//
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// Assignment operators
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//
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Vector4D&
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operator=(const Vector4D &v);
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Vector4D&
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operator=(const Vector3D &v);
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Vector4D&
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operator=(const Point3D &p);
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//
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// Index operators
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//
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const Scalar&
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operator[](size_t index) const
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{Check_Pointer(this); Warn(index>W_Axis); return (&x)[index];}
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Scalar&
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operator[](size_t index)
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{Check_Pointer(this); Warn(index>W_Axis); return (&x)[index];}
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friend Logical
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Small_Enough(const Vector4D &v,Scalar e=SMALL);
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Logical
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operator!() const
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{return Small_Enough(*this);}
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//
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// "Close-enough" comparison operators
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//
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friend Logical
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Close_Enough(
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const Vector4D &v1,
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const Vector4D &v2,
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Scalar e=SMALL
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);
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Logical
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operator==(const Vector4D& v) const
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{return Close_Enough(*this,v);}
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Logical
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operator!=(const Vector4D& v) const
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{return !Close_Enough(*this,v);}
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//
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// The following operators all assume that this points to the destination
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// of the operation results
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//
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Vector4D&
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Negate(const Vector4D &v);
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Vector4D&
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Add(
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const Vector4D& v1,
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const Vector4D& v2
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);
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Vector4D&
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operator+=(const Vector4D& v)
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{return Add(*this,v);}
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Vector4D&
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Subtract(
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const Vector4D& v1,
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const Vector4D& v2
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);
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Vector4D&
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operator-=(const Vector4D& v)
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{return Subtract(*this,v);}
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Scalar
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operator*(const Vector4D& v) const
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{Check(this); return x*v.x + y*v.y + z*v.z + w*v.w;}
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Vector4D&
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Multiply(
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const Vector4D& v,
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Scalar scale
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);
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Vector4D&
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operator*=(Scalar v)
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{return Multiply(*this,v);}
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Vector4D&
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Multiply(
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const Vector4D& v1,
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const Vector4D& v2
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);
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Vector4D&
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operator*=(const Vector4D &v)
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{return Multiply(*this,v);}
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Vector4D&
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Divide(
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const Vector4D& v,
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Scalar scale
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);
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Vector4D&
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operator/=(Scalar v)
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{return Divide(*this,v);}
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Vector4D&
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Divide(
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const Vector4D& v1,
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const Vector4D& v2
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);
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Vector4D&
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operator/=(const Vector4D &v)
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{return Divide(*this,v);}
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//
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// Transforms
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//
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Vector4D&
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Multiply(
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const Vector4D &v,
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const AffineMatrix &m
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);
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Vector4D&
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operator*=(const AffineMatrix &M)
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{Vector4D src(*this); return Multiply(src,M);}
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Vector4D& Multiply(
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const Vector4D &v,
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const Matrix4x4 &m
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);
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Vector4D&
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operator*=(const Matrix4x4 &m)
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{Vector4D src(*this); return Multiply(src,m);}
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Vector4D& Multiply(
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const Vector3D &v,
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const Matrix4x4 &m
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);
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Vector4D& Multiply(
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const Point3D &p,
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const Matrix4x4 &m
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);
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//
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// Support functions
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//
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Scalar
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LengthSquared() const
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{return operator*(*this);}
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Scalar
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Length() const
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{return Sqrt(LengthSquared());}
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Vector4D&
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Combine(
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const Vector4D& v1,
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Scalar t1,
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const Vector4D& v2,
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Scalar t2
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);
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Vector4D&
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Lerp(
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const Vector4D& v1,
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const Vector4D& v2,
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Scalar t
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)
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{return Combine(v1,1.0f-t,v2,t);}
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friend std::ostream& operator<<(std::ostream& stream, const Vector4D& v);
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Logical TestInstance() const;
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static Logical TestClass();
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};
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