Files
arcattackandClaude Opus 4.8 7b7d465e5e 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>
2026-07-05 21:03:40 -05:00

181 lines
4.5 KiB
C++

#pragma once
#include "node.h"
#include "slot.h"
#include "collorgn.h"
//##########################################################################
//####################### CollisionAssistant #########################
//##########################################################################
class Mover;
class CollisionAssistant:
public Node
{
friend class CollisionAssistant__MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public Types
//
public:
typedef CollisionAssistant__MovingEntityIterator
MovingEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
CollisionAssistant(InterestZoneID interest_zone_ID);
~CollisionAssistant();
Logical
TestInstance() const;
static CollisionAssistant*
Make(Mover *mover);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Update
//
public:
void
Update(InterestZoneID interest_zone_ID);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private
//
private:
void
LinkToInterestZone(InterestZoneID interest_zone_ID);
InterestZoneID
currentInterestZoneID;
SlotOf<CollisionOrigin*>
collisionOriginSocket;
};
//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~
class CollisionAssistant__MovingEntityIterator:
public CollisionOrigin__MovingEntityIterator
{
public:
CollisionAssistant__MovingEntityIterator(
CollisionAssistant *collision_assistant
);
~CollisionAssistant__MovingEntityIterator();
};
#if 0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CollisionAssistant ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class CollisionAssistant:
public Renderer
{
friend class CollisionAssistant__MovingEntityIterator;
public:
//
//--------------------------------------------------------------------
// Public Types
//--------------------------------------------------------------------
//
typedef CollisionAssistant__MovingEntityIterator
MovingEntityIterator;
//
//--------------------------------------------------------------------
// Construction, Destruction, Testing
//--------------------------------------------------------------------
//
CollisionAssistant(RendererRate render_rate);
~CollisionAssistant();
Logical
TestInstance() const;
static CollisionAssistant*
Make(Mover *mover);
//
//--------------------------------------------------------------------
// LinkToEntity
//--------------------------------------------------------------------
//
void
LinkToMover(Mover *mover);
//
//--------------------------------------------------------------------
// NotifyOfNewInterestingEntity
//--------------------------------------------------------------------
//
void
NotifyOfNewInterestingEntity(Entity *interesting_entity);
//
//--------------------------------------------------------------------
// NotifyOfBecomingUninterestingEntity
//--------------------------------------------------------------------
//
void
NotifyOfBecomingUninterestingEntity(Entity *uninteresting_entity);
//
//--------------------------------------------------------------------
// GetCollisionRoot
//--------------------------------------------------------------------
//
BoxedSolidTree*
GetCollisionRoot();
protected:
//
//--------------------------------------------------------------------
// ExecuteImplementation
//--------------------------------------------------------------------
//
void
ExecuteImplementation(
RendererComplexity complexity_update,
InterestOrigin::InterestingEntityIterator *iterator
);
private:
//
//--------------------------------------------------------------------
// Private methods
//--------------------------------------------------------------------
//
void
LoadMissionImplementation(Mission*) {}
void
ShutdownImplementation() {}
void
SuspendImplementation() {}
void
ResumeImplementation() {}
//
//--------------------------------------------------------------------
// Private data
//--------------------------------------------------------------------
//
SChainOf<Entity*>
movingEntitySocket;
};
//~~~~~~~~~~~~~~~~~ CollisionAssistant__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class CollisionAssistant__MovingEntityIterator:
public SChainIteratorOf<Entity*>
{
public:
CollisionAssistant__MovingEntityIterator(
CollisionAssistant *collision_assistant
);
~CollisionAssistant__MovingEntityIterator();
};
#endif