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

79 lines
1.9 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "motion.h"
const Motion Motion::Identity(Vector3D::Identity, Vector3D::Identity);
#if defined(USE_SIGNATURE)
int Is_Signature_Bad(const volatile Motion *)
{
return False;
}
#endif
Motion::Motion(const Motion& motion)
{
Check_Pointer(this);
Check(&motion);
angularMotion = motion.angularMotion;
linearMotion = motion.linearMotion;
}
//
//###########################################################################
//###########################################################################
//
Motion& Motion::operator=(const Motion &motion)
{
Check_Pointer(this);
Check(&motion);
angularMotion = motion.angularMotion;
linearMotion = motion.linearMotion;
return *this;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical Motion::operator==(const Motion &motion) const
{
Check(this);
return (memcmp(this, &motion, sizeof(Motion)) == 0);
}
//
//###########################################################################
//###########################################################################
//
Motion& Motion::AddScaled(const Motion& source, const Motion& delta, Scalar t)
{
Check_Pointer(this);
Check(&source);
Check(&delta);
Verify(t >= 0.0f);
linearMotion.AddScaled(source.linearMotion, delta.linearMotion, t);
angularMotion.AddScaled(source.angularMotion, delta.angularMotion, t);
return *this;
}
//
//###########################################################################
//###########################################################################
//
std::ostream& operator<<(std::ostream& stream, const Motion& p)
{
return stream << '{' << p.linearMotion << ',' << p.angularMotion << '}';
}
//
//###########################################################################
//###########################################################################
//
Logical Motion::TestInstance() const
{
return angularMotion.TestInstance();
}