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>
138 lines
2.3 KiB
C++
138 lines
2.3 KiB
C++
#pragma once
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#include "resource.h"
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#include "node.h"
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#include "scalar.h"
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#include "chain.h"
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class Entity;
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class GaugeEntityList;
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class GaugeEntityArray;
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class Derivation;
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class Point3D;
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//#######################################################################
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// GaugeEntityList
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//#######################################################################
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class GaugeEntityList :
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public Node
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{
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public:
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GaugeEntityList();
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~GaugeEntityList();
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Logical
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TestInstance() const;
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void
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Add(Entity *entity);
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void
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Remove(Entity *entity);
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void
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Clear();
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int
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NumberOfItems();
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int
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CopyEntities(
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GaugeEntityList *destination,
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Derivation *derivation_type = NULL
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);
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int
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CopyEntitiesWithinBounds(
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GaugeEntityList *destination,
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Scalar min_x,
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Scalar min_y,
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Scalar min_z,
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Scalar max_x,
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Scalar max_y,
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Scalar max_z,
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Derivation *derivation_type = NULL
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);
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int
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CopyEntitiesWithinBounds(
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GaugeEntityList *destination,
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Point3D *center,
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Scalar radius,
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Derivation *derivation_type = NULL
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);
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ChainOf<Entity*> * const
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GetInstanceList()
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{
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return &instanceList;
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}
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protected:
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ChainOf<Entity*>
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instanceList;
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};
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//#######################################################################
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// GaugeEntityArray
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//#######################################################################
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class GaugeEntityArray SIGNATURED
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{
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public:
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GaugeEntityArray();
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~GaugeEntityArray();
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Logical
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TestInstance() const;
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void
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Add(Entity *entity);
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void
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Remove(Entity *entity);
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void
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Clear();
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void
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PrintStatistics();
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int
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CopyEntities(
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GaugeEntityList *destination,
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Derivation *derivation_type = NULL
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);
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int
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CopyEntitiesWithinBounds(
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GaugeEntityList *destination,
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Scalar min_x,
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Scalar min_y,
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Scalar min_z,
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Scalar max_x,
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Scalar max_y,
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Scalar max_z,
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Derivation *derivation_type = NULL
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);
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int
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CopyEntitiesWithinBounds(
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GaugeEntityList *destination,
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Point3D *center,
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Scalar radius,
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Derivation *derivation_type = NULL
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);
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void
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GetBounds(
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Scalar *min_x,
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Scalar *min_y,
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Scalar *min_z,
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Scalar *max_x,
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Scalar *max_y,
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Scalar *max_z
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);
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protected:
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enum
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{
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gaugeMapArraySize=64
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};
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int
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ArrayOffset(Scalar n);
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Scalar
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minimumX,
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minimumY,
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minimumZ,
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maximumX,
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maximumY,
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maximumZ;
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GaugeEntityList
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grid[gaugeMapArraySize][gaugeMapArraySize];
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};
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