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>
107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
#pragma once
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#include "resource.h"
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#include "schain.h"
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#include "caminst.h"
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//##########################################################################
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//##################### CameraInstanceManager #######################
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//##########################################################################
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class CameraInstanceManager SIGNATURED
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// local member data
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//
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protected:
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//
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// cameraList is a circular Linked list
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// which holds cameraInstances
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//
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SChainOf<CameraInstance*> cameraList;
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//
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// CameraIterator holds the current position in the
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// camera list for the lifetime of the class
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// & == NULL if the list is empty
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//
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SChainIteratorOf<CameraInstance*> *cameraIterator;
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int FindUniqueCameraID();
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char cameraFilename[128];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Member Manipulation Functions
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//
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public:
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//
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// CameraList Manipulator Functions
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//
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void SetCamera(const Origin &new_origin, CameraInstance *camera_instance = NULL);
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CameraInstance* CreateCameraInstance(const Origin &new_origin);
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CameraInstance* AddCameraInstance(CameraInstance *camera_instance);
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CameraInstance* DeleteCameraInstance();
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void DeleteCameraList();
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//
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// Iterator Manipulator Functions (Circular Chain)
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//
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CameraInstance* IncrementIterator();
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CameraInstance* DecrementIterator();
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CameraInstance* AdvanceIterator(const CameraInstance &camera_instance);
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CameraInstance* GetCurrent() const
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{
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Check(this);
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return cameraIterator->GetCurrent();
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}
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CameraInstance* First()
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{
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Check(this);
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Check(cameraIterator->GetCurrent());
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cameraIterator->First();
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return GetCurrent();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// CameraList Searching and Query Functions
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//
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public:
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CameraInstance* FindClosestCamera(const Point3D &point_3D);
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CameraInstance* FindClosestCameraShowing(const Point3D *points);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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Logical TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction Support
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//
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public:
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CameraInstanceManager();
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~CameraInstanceManager();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool Support
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//
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protected:
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void InitializeCameraInstances();
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public:
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void ReadNotationFile();
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void CreateStreamedCameraInstances(ResourceFile *res_file, const char *map_name);
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void WriteNotationFile();
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static ResourceDescription::ResourceID CreateCameraInstancesStream(ResourceFile *resource_file, const char *camera_name, const ResourceDirectories *directories);
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};
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