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>
196 lines
4.1 KiB
C++
196 lines
4.1 KiB
C++
#pragma once
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#include "extntbox.h"
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class Line;
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class Point3D;
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class Origin;
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class BoundingBoxTreeNode;
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class BoundingBoxList;
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class BoundingBoxCollision;
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//##########################################################################
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//########################### BoundingBox ############################
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//##########################################################################
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class BoundingBox:
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public ExtentBox
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{
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friend class BoundingBoxTreeNode;
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friend class BoundingBoxList;
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public:
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BoundingBox();
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BoundingBox(const ExtentBox &extents);
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virtual ~BoundingBox();
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Logical
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Intersects(const ExtentBox &extents);
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Logical
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Intersects(
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const ExtentBox &extents,
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ExtentBox *slice
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);
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Logical
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Contains(const Point3D &point);
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Scalar
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FindDistanceBelow(const Point3D &point);
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Logical
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HitBy(Line *line);
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void
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PlaceBoundingBox(const Origin& origin);
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protected:
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virtual Logical
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IntersectsBounded(const ExtentBox &extents);
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virtual Logical
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ContainsBounded(const Point3D &point);
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virtual Scalar
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FindDistanceBelowBounded(const Point3D &point);
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virtual Logical
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HitByBounded(
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Line *line,
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Scalar enters,
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Scalar leaves
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);
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public:
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static Logical
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TestClass();
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virtual Logical
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TestInstance() const;
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};
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//##########################################################################
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//###################### BoundingBoxCollision ########################
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//##########################################################################
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class BoundingBoxCollision SIGNATURED
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{
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public:
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BoundingBox
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*treeVolume;
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ExtentBox
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collisionSlice;
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BoundingBox*
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GetTreeVolume()
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{Check(this); return treeVolume;}
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Logical
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TestInstance() const;
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};
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//##########################################################################
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//#################### BoundingBoxCollisionList ######################
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//##########################################################################
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class BoundingBoxCollisionList SIGNATURED
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{
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friend class BoundingBoxTreeNode;
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friend class BoundingBoxList;
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protected:
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BoundingBoxCollision
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*listStart,
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*nextCollision;
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int
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maxCollisions,
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collisionsLeft;
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public:
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BoundingBoxCollisionList(int max_length);
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~BoundingBoxCollisionList()
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{Check(this); Unregister_Pointer(listStart); delete[] listStart;}
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void
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Reset()
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{nextCollision = listStart; collisionsLeft = maxCollisions;}
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void
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AddCollisionToList(
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BoundingBox *tree_volume,
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const ExtentBox &slice
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);
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BoundingBoxCollision&
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operator[](int index)
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{
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Check(this); Verify((unsigned)index < maxCollisions);
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return listStart[index];
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}
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int
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GetCollisionCount()
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{Check(this); return maxCollisions - collisionsLeft;}
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int
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GetCollisionsLeft()
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{Check(this); return collisionsLeft;}
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Logical
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TestInstance() const;
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};
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//##########################################################################
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//######################## TaggedBoundingBox #########################
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//##########################################################################
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class TaggedBoundingBox:
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public BoundingBox
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{
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public:
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void*
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GetTagPointer()
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{Check(this); return tagPointer;}
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protected:
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TaggedBoundingBox(void *tag = NULL);
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TaggedBoundingBox(
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const ExtentBox &extents,
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void *tag = NULL
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);
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~TaggedBoundingBox();
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void *tagPointer;
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};
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//##########################################################################
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//####################### TaggedBoundingBoxOf ########################
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//##########################################################################
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template <class T> class TaggedBoundingBoxOf:
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public TaggedBoundingBox
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{
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public:
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TaggedBoundingBoxOf(T *tag);
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TaggedBoundingBoxOf(
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const ExtentBox &extents,
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T *tag = NULL
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);
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~TaggedBoundingBoxOf();
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T*
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GetTagPointer()
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{return (T*)tagPointer;}
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~ TaggedBoundingBoxOf templates ~~~~~~~~~~~~~~~~~~~
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template <class T>
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TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(T *tag):
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TaggedBoundingBox(tag)
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{
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}
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template <class T>
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TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(
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const ExtentBox &extents,
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T *tag
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):
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TaggedBoundingBox(extents, tag)
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{
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}
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template <class T>
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TaggedBoundingBoxOf<T>::~TaggedBoundingBoxOf()
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{
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}
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