Files
BT412/engine/MUNGA/COLOR.h
T
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

92 lines
2.8 KiB
C++

#pragma once
#include "memstrm.h"
#include "scalar.h"
//##########################################################################
//############## RGBColor ############################################
//##########################################################################
class RGBColor
{
friend class RGBAColor;
public:
Scalar Red, Green, Blue;
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile RGBColor *p)
{
return False;
}
#endif
RGBColor()
{
Red = Green = Blue = -1.0f;
}
RGBColor(Scalar r, Scalar g, Scalar b)
{
Red = r;
Green = g;
Blue = b;
}
Logical operator==(const RGBColor &a_RGBColor) const
{
return !memcmp(this, &a_RGBColor, sizeof(RGBColor));
}
Logical operator!=(const RGBColor &a_RGBColor) const
{
return memcmp(this, &a_RGBColor, sizeof(RGBColor));
}
Logical TestInstance() const;
RGBColor operator+(const RGBColor &a_RGBColor) const { return RGBColor(Min(this->Red + a_RGBColor.Red, 1.0), Min(this->Green + a_RGBColor.Green, 1.0), Min(this->Blue + a_RGBColor.Blue, 1.0)); }
Scalar Infrared() const { return 0.3 * this->Red + 0.5 * this->Green + 0.2 * this->Blue; }
//
// Support functions
//
friend std::ostream& operator<<(std::ostream& stream, const RGBColor& C);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ RGBColor functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Convert_From_Ascii(const char *str, RGBColor *color);
inline MemoryStream& MemoryStream_Read(MemoryStream* stream, RGBColor *output) { return stream->ReadBytes(output, sizeof(*output)); }
inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const RGBColor *input) { return stream->WriteBytes(input, sizeof(*input)); }
//##########################################################################
//############## RGBAColor ###########################################
//##########################################################################
class RGBAColor : public RGBColor
{
public:
Scalar Alpha;
RGBAColor() : RGBColor() { Alpha = -1.0f; }
RGBAColor(Scalar r, Scalar g, Scalar b, Scalar a) : RGBColor(r, g, b) { Alpha = a; }
Logical operator==(const RGBAColor &a_RGBAColor) const { return !memcmp(this, &a_RGBAColor, sizeof(RGBAColor)); }
Logical operator!=(const RGBAColor &a_RGBAColor) const { return memcmp(this, &a_RGBAColor, sizeof(RGBAColor)); }
//
// Support functions
//
friend std::ostream& operator<<(std::ostream& stream, const RGBAColor& c);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ RGBAColor functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Convert_From_Ascii(const char *str, RGBAColor *color);
inline MemoryStream& MemoryStream_Read(MemoryStream* stream, RGBAColor *output) { return stream->ReadBytes(output, sizeof(*output)); }
inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const RGBAColor *input) { return stream->WriteBytes(input, sizeof(*input)); }