Files
BT412/engine/MUNGA/RANDOM.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

54 lines
1.0 KiB
C++

#pragma once
#include "scalar.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Random ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class RandomGenerator SIGNATURED
{
private:
static int Numbers[250]; // the random number table
static int Index; // the current entry within the table
static void Init();
static int GetRandomInt();
public:
RandomGenerator()
{
if (Index == -1)
Init();
}
//
//------------------------
// Random number functions
//------------------------
//
int GetInt() // returns 0 .. RAND_MAX
{
return GetRandomInt();
}
operator Scalar(); // returns 0.0f <= x < 1.0f
int operator ()(int Range); // returns 0 .. Range-1
static Logical TestClass();
};
extern RandomGenerator Random;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Die ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Die SIGNATURED
{
private:
int highestRandom; // the highest random number giving a uniform dist.
int dieSides; // the number of sides on the die (starting from 1)
public:
Die(int sides);
operator int(); // returns 1 .. dieSides
};