Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
This commit is contained in:
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#include "munga.h"
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#pragma hdrstop
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#include "intorgn.h"
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#include "app.h"
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#include "interest.h"
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//#############################################################################
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//####################### InterestOrigin ################################
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//#############################################################################
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//
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//#############################################################################
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// InterestOrigin
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//#############################################################################
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//
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InterestOrigin::InterestOrigin(
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InterestZoneID interest_zone_ID,
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InterestType interest_type,
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InterestDepth depth_calibration
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):
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interestArenaSocket(NULL)
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{
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interestZoneID = interest_zone_ID;
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interestType = interest_type;
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depthCalibration = depth_calibration;
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}
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//
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//#############################################################################
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// ~InterestOrigin
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//#############################################################################
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//
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InterestOrigin::~InterestOrigin()
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{
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InterestArena *interest_arena;
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Check(&interestArenaSocket);
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if ((interest_arena = interestArenaSocket.GetCurrent()) != NULL)
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{
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Unregister_Object(interest_arena);
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delete interest_arena;
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}
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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InterestOrigin::TestInstance() const
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{
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Node::TestInstance();
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Verify(interestZoneID != NullInterestZoneID);
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Verify(
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interestType == VisualInterestType ||
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interestType == AudioInterestType ||
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interestType == GaugeInterestType ||
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interestType == CollisionInterestType
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);
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Check(&interestArenaSocket);
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return True;
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}
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//
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//#############################################################################
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// Update
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//#############################################################################
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//
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void
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InterestOrigin::Update(
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#if DEBUG_LEVEL>0
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InterestZoneID interest_zone_ID
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#else
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InterestZoneID
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#endif
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)
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{
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Check(this);
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Verify(interest_zone_ID != NullInterestZoneID);
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#if 0
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//
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// If (the interest zone has changed)
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//
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//
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// Calculate the new interest arena for this interest origin
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//
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//
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// Add this interest origin to a "changed" list
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//
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#else
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//
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// HACK - there is only one interest zone right now...
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//
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if (interestArenaSocket.GetCurrent() == NULL)
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{
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InterestManager *interest_manager;
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Check(application);
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interest_manager = application->GetInterestManager();
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Check(interest_manager);
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Check(interest_manager->GetInterestLatticeManager());
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InterestArena *interest_arena =
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interest_manager->GetInterestLatticeManager()->MakeInterestArena(
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(InterestZoneID)0,
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(InterestType)0,
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(InterestDepth)0
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);
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Register_Object(interest_arena);
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interestArenaSocket.Add(interest_arena);
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Verify(interest_arena == interestArenaSocket.GetCurrent());
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}
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#endif
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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InterestOrigin::AddInterestingEntity(Entity*)
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{
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Fail("InterestOrigin::AddInterestingEntity - Should never reach here\n");
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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InterestOrigin::RemoveUninterestingEntity(Entity*)
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{
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Fail("InterestOrigin::RemoveUninterestingEntity - Should never reach here\n");
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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InterestOrigin::RemoveUninterestingEntities()
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{
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Fail("InterestOrigin::RemoveUninterestingEntities - Should never reach here\n");
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}
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