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>
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#include "munga.h"
|
|
#pragma hdrstop
|
|
|
|
#include "sphere.h"
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Logical Sphere::Contains(const Point3D &A_Point) const
|
|
{
|
|
Vector3D diff;
|
|
|
|
diff.Subtract(center,A_Point);
|
|
return radius*radius >= diff.LengthSquared();
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Logical Sphere::Intersects(const Sphere &sphere) const
|
|
{
|
|
Vector3D temp;
|
|
Scalar r;
|
|
|
|
r = radius + sphere.radius;
|
|
temp.Subtract(center, sphere.center);
|
|
return temp.LengthSquared() <= r*r;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
std::ostream& operator<<(std::ostream& Stream, const Sphere &A_Sphere)
|
|
{
|
|
Stream << "\n\tSphere Centerpoint: " << A_Sphere.center;
|
|
return Stream << "\n\tRadius: " << A_Sphere.radius;
|
|
}
|