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

138 lines
2.3 KiB
C++

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