Files
BT411/engine/MUNGA/INTORGN.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

152 lines
3.8 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "intorgn.h"
#include "app.h"
#include "interest.h"
//#############################################################################
//####################### InterestOrigin ################################
//#############################################################################
//
//#############################################################################
// InterestOrigin
//#############################################################################
//
InterestOrigin::InterestOrigin(
InterestZoneID interest_zone_ID,
InterestType interest_type,
InterestDepth depth_calibration
):
interestArenaSocket(NULL)
{
interestZoneID = interest_zone_ID;
interestType = interest_type;
depthCalibration = depth_calibration;
}
//
//#############################################################################
// ~InterestOrigin
//#############################################################################
//
InterestOrigin::~InterestOrigin()
{
InterestArena *interest_arena;
Check(&interestArenaSocket);
if ((interest_arena = interestArenaSocket.GetCurrent()) != NULL)
{
Unregister_Object(interest_arena);
delete interest_arena;
}
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
InterestOrigin::TestInstance() const
{
Node::TestInstance();
Verify(interestZoneID != NullInterestZoneID);
Verify(
interestType == VisualInterestType ||
interestType == AudioInterestType ||
interestType == GaugeInterestType ||
interestType == CollisionInterestType
);
Check(&interestArenaSocket);
return True;
}
//
//#############################################################################
// Update
//#############################################################################
//
void
InterestOrigin::Update(
#if DEBUG_LEVEL>0
InterestZoneID interest_zone_ID
#else
InterestZoneID
#endif
)
{
Check(this);
Verify(interest_zone_ID != NullInterestZoneID);
#if 0
//
// If (the interest zone has changed)
//
//
// Calculate the new interest arena for this interest origin
//
//
// Add this interest origin to a "changed" list
//
#else
//
// HACK - there is only one interest zone right now...
//
if (interestArenaSocket.GetCurrent() == NULL)
{
InterestManager *interest_manager;
Check(application);
interest_manager = application->GetInterestManager();
Check(interest_manager);
Check(interest_manager->GetInterestLatticeManager());
InterestArena *interest_arena =
interest_manager->GetInterestLatticeManager()->MakeInterestArena(
(InterestZoneID)0,
(InterestType)0,
(InterestDepth)0
);
Register_Object(interest_arena);
interestArenaSocket.Add(interest_arena);
Verify(interest_arena == interestArenaSocket.GetCurrent());
}
#endif
}
//
//#############################################################################
//#############################################################################
//
void
InterestOrigin::AddInterestingEntity(Entity*)
{
Fail("InterestOrigin::AddInterestingEntity - Should never reach here\n");
}
//
//#############################################################################
//#############################################################################
//
void
InterestOrigin::RemoveUninterestingEntity(Entity*)
{
Fail("InterestOrigin::RemoveUninterestingEntity - Should never reach here\n");
}
//
//#############################################################################
//#############################################################################
//
void
InterestOrigin::RemoveUninterestingEntities()
{
Fail("InterestOrigin::RemoveUninterestingEntities - Should never reach here\n");
}