Files
BT411/engine/MUNGA/RECT2D.cpp
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

139 lines
2.6 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "rect2d.h"
//
//------------------------------------------------------------------------
// Creators
//------------------------------------------------------------------------
//
Rectangle2D::Rectangle2D()
{
MakeEmpty(); // uninitialized rectangles should be "empty"
}
Rectangle2D::Rectangle2D(
Vector2DOf<int> bl,
Vector2DOf<int> tr
)
{
bottomLeft = bl;
topRight = tr;
}
Rectangle2D::Rectangle2D(
int x1, int y1, int x2, int y2
)
{
bottomLeft.x = x1;
bottomLeft.y = y1;
topRight.x = x2;
topRight.y = y2;
}
//
//------------------------------------------------------------------------
// Union (returns bounding rectangle)
//------------------------------------------------------------------------
//
void
Rectangle2D::Union(
const Rectangle2D& r1,
const Rectangle2D& r2
)
{
Check(this);
Check(&r1);
Check(&r2);
if (r1.IsEmpty())
{
if (r2.IsEmpty())
{
MakeEmpty();
}
else
{
bottomLeft = r2.bottomLeft;
topRight = r2.topRight;
}
}
else
{
if (r2.IsEmpty())
{
bottomLeft = r1.bottomLeft;
topRight = r1.topRight;
}
else
{
bottomLeft.x = Min(r1.bottomLeft.x, r2.bottomLeft.x);
bottomLeft.y = Min(r1.bottomLeft.y, r2.bottomLeft.y);
topRight.x = Max(r1.topRight.x, r2.topRight.x);
topRight.y = Max(r1.topRight.y, r2.topRight.y);
}
}
}
//
//------------------------------------------------------------------------
// Intersection (returns overlapping section)
//------------------------------------------------------------------------
//
void
Rectangle2D::Intersection(
const Rectangle2D& r1,
const Rectangle2D& r2
)
{
Check(this);
Check(&r1);
Check(&r2);
if (r1.IsEmpty())
{
MakeEmpty();
}
else
{
if (r2.IsEmpty())
{
MakeEmpty();
}
else
{
bottomLeft.x = Max(r1.bottomLeft.x, r2.bottomLeft.x);
bottomLeft.y = Max(r1.bottomLeft.y, r2.bottomLeft.y);
topRight.x = Min(r1.topRight.x, r2.topRight.x);
topRight.y = Min(r1.topRight.y, r2.topRight.y);
}
}
}
//
//------------------------------------------------------------------------
// Output stream operator
//------------------------------------------------------------------------
//
std::ostream& operator<<(std::ostream& Stream, const Rectangle2D& r)
{
Check(&r);
return Stream << '(' << r.bottomLeft << ',' << r.topRight << ')';
}
//
//------------------------------------------------------------------------
// TestInstance
//------------------------------------------------------------------------
//
Logical
Rectangle2D::TestInstance() const
{
return True;
}
#if defined(TEST_CLASS)
# include "rect2d.tcp"
#endif