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>
174 lines
3.5 KiB
C++
174 lines
3.5 KiB
C++
#pragma once
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#include "plug.h"
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#include "origin.h"
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#include "rotation.h"
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#include "linmtrx.h"
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class NotationFile;
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struct CameraInstance__StreamedInstance
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{
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size_t instanceSize;
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int
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cameraType,
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cameraID;
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Origin
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localOrigin;
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Radian
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clampValues[4];
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};
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//##########################################################################
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//############################# CameraInstance #######################
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//##########################################################################
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class CameraInstance :
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public Plug
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{
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friend class CameraInstanceManager;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// local member data
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//
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public:
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enum {
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ErrorCameraType,
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DefaultCameraType,
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AlwaysSeesCameraType,
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CameraTypeCount,
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};
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Radian
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clampValues[4];
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protected:
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Origin
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localOrigin;
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LinearMatrix
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cameraToWorld;
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static int
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FindCameraType(const char *camera_data_type);
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void
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GetCameraTypeString(char *camera_type_string);
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Enumeration
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cameraDataType;
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int
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cameraID;
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char
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cameraName[128];
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void
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CalculateCameraRotation(
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YawPitchRoll *result,
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const Point3D &world
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// public member data access functions
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//
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public:
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int
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GetCameraID()
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{Check(this); return cameraID;}
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const char*
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GetCameraName()
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{Check(this); return cameraName;}
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void
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SetCameraName(const char* camera_name)
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{Str_Copy(cameraName, camera_name, sizeof(cameraName));}
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const Enumeration
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GetCameraType()
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{Check(this); return cameraDataType;}
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const Origin&
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GetLocalOrigin()
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{Check(this); return localOrigin;}
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void
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SetLocalOrigin(const Origin &new_origin);
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const Point3D&
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GetPosition()
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{Check(this); return localOrigin.linearPosition;}
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void
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LookAt(
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Origin *result,
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const Point3D &world_point
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);
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void
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AllowLookingAt(const Point3D &world);
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virtual Logical
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CanCameraSee(const Point3D &world_point);
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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
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Contruction and Destruction Support
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//
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public:
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typedef CameraInstance__StreamedInstance StreamedInstance;
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CameraInstance(
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int camera_ID,
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const Origin &camera_origin,
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Enumeration camera_type = DefaultCameraType
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);
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CameraInstance(StreamedInstance *model);
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CameraInstance(
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NotationFile *cam_file,
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const char *camera_page_name
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);
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~CameraInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool Support
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//
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public:
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void
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WriteNotationPage(NotationFile *camera_stream);
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static Logical
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CreateStreamedInstance(
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StreamedInstance *model,
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NotationFile *cam_file,
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const char *camera_page_name
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);
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};
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//##########################################################################
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//############################# CameraInstance #######################
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//##########################################################################
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class AlwaysSeesCameraInstance :
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public CameraInstance
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{
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public:
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AlwaysSeesCameraInstance(
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int camera_ID,
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const Origin &camera_origin,
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Enumeration camera_type = DefaultCameraType
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);
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AlwaysSeesCameraInstance(StreamedInstance *model);
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AlwaysSeesCameraInstance(
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NotationFile *cam_file,
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const char *camera_page_name
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);
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Logical
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CanCameraSee(const Point3D &world_point);
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};
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