Files
BT412/engine/MUNGA/BNDGBOX.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

196 lines
4.1 KiB
C++

#pragma once
#include "extntbox.h"
class Line;
class Point3D;
class Origin;
class BoundingBoxTreeNode;
class BoundingBoxList;
class BoundingBoxCollision;
//##########################################################################
//########################### BoundingBox ############################
//##########################################################################
class BoundingBox:
public ExtentBox
{
friend class BoundingBoxTreeNode;
friend class BoundingBoxList;
public:
BoundingBox();
BoundingBox(const ExtentBox &extents);
virtual ~BoundingBox();
Logical
Intersects(const ExtentBox &extents);
Logical
Intersects(
const ExtentBox &extents,
ExtentBox *slice
);
Logical
Contains(const Point3D &point);
Scalar
FindDistanceBelow(const Point3D &point);
Logical
HitBy(Line *line);
void
PlaceBoundingBox(const Origin& origin);
protected:
virtual Logical
IntersectsBounded(const ExtentBox &extents);
virtual Logical
ContainsBounded(const Point3D &point);
virtual Scalar
FindDistanceBelowBounded(const Point3D &point);
virtual Logical
HitByBounded(
Line *line,
Scalar enters,
Scalar leaves
);
public:
static Logical
TestClass();
virtual Logical
TestInstance() const;
};
//##########################################################################
//###################### BoundingBoxCollision ########################
//##########################################################################
class BoundingBoxCollision SIGNATURED
{
public:
BoundingBox
*treeVolume;
ExtentBox
collisionSlice;
BoundingBox*
GetTreeVolume()
{Check(this); return treeVolume;}
Logical
TestInstance() const;
};
//##########################################################################
//#################### BoundingBoxCollisionList ######################
//##########################################################################
class BoundingBoxCollisionList SIGNATURED
{
friend class BoundingBoxTreeNode;
friend class BoundingBoxList;
protected:
BoundingBoxCollision
*listStart,
*nextCollision;
int
maxCollisions,
collisionsLeft;
public:
BoundingBoxCollisionList(int max_length);
~BoundingBoxCollisionList()
{Check(this); Unregister_Pointer(listStart); delete[] listStart;}
void
Reset()
{nextCollision = listStart; collisionsLeft = maxCollisions;}
void
AddCollisionToList(
BoundingBox *tree_volume,
const ExtentBox &slice
);
BoundingBoxCollision&
operator[](int index)
{
Check(this); Verify((unsigned)index < maxCollisions);
return listStart[index];
}
int
GetCollisionCount()
{Check(this); return maxCollisions - collisionsLeft;}
int
GetCollisionsLeft()
{Check(this); return collisionsLeft;}
Logical
TestInstance() const;
};
//##########################################################################
//######################## TaggedBoundingBox #########################
//##########################################################################
class TaggedBoundingBox:
public BoundingBox
{
public:
void*
GetTagPointer()
{Check(this); return tagPointer;}
protected:
TaggedBoundingBox(void *tag = NULL);
TaggedBoundingBox(
const ExtentBox &extents,
void *tag = NULL
);
~TaggedBoundingBox();
void *tagPointer;
};
//##########################################################################
//####################### TaggedBoundingBoxOf ########################
//##########################################################################
template <class T> class TaggedBoundingBoxOf:
public TaggedBoundingBox
{
public:
TaggedBoundingBoxOf(T *tag);
TaggedBoundingBoxOf(
const ExtentBox &extents,
T *tag = NULL
);
~TaggedBoundingBoxOf();
T*
GetTagPointer()
{return (T*)tagPointer;}
};
//~~~~~~~~~~~~~~~~~~~~~~~~ TaggedBoundingBoxOf templates ~~~~~~~~~~~~~~~~~~~
template <class T>
TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(T *tag):
TaggedBoundingBox(tag)
{
}
template <class T>
TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(
const ExtentBox &extents,
T *tag
):
TaggedBoundingBox(extents, tag)
{
}
template <class T>
TaggedBoundingBoxOf<T>::~TaggedBoundingBoxOf()
{
}