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