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>
124 lines
2.5 KiB
C++
124 lines
2.5 KiB
C++
#pragma once
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#include "memblock.h"
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#include "matrix.h"
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#include "linmtrx.h"
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//~~~~~~~~~~~~~~~~~~~~~~~ AffineMatrixStack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AffineMatrixStack:
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public MemoryStack
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{
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public:
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AffineMatrixStack(
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size_t start,
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size_t delta
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):
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MemoryStack(sizeof(AffineMatrix),start,delta)
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{}
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AffineMatrix*
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Peek()
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{
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Check(this);
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return Cast_Object(AffineMatrix*,MemoryStack::Peek());
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}
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AffineMatrixStack&
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Concatenate(const AffineMatrix& matrix);
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AffineMatrixStack&
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operator*=(const AffineMatrix& matrix)
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{Check(this); Check(&matrix); return Concatenate(matrix);}
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AffineMatrix&
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Push(const AffineMatrix& matrix)
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{
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Check(this); Check(&matrix);
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return *Cast_Object(AffineMatrix*,MemoryStack::Push(&matrix));
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}
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operator AffineMatrix&()
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{Check(this); return *Peek();}
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};
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//~~~~~~~~~~~~~~~~~~~~~~~ LinearMatrixStack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LinearMatrixStack:
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public MemoryStack
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{
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public:
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LinearMatrixStack(
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size_t start,
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size_t delta
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):
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MemoryStack(sizeof(LinearMatrix),start,delta)
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{}
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LinearMatrix*
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Peek()
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{
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Check(this);
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return Cast_Object(LinearMatrix*,MemoryStack::Peek());
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}
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LinearMatrixStack&
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Concatenate(const LinearMatrix& matrix);
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LinearMatrixStack&
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operator*=(const LinearMatrix& matrix)
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{Check(this); Check(&matrix); return Concatenate(matrix);}
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LinearMatrix&
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Push(const LinearMatrix& matrix)
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{
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Check(this); Check(&matrix);
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return *Cast_Object(LinearMatrix*,MemoryStack::Push(&matrix));
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}
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operator LinearMatrix&()
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{Check(this); return *Peek();}
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4Stack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Matrix4x4Stack:
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public MemoryStack
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{
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public:
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Matrix4x4Stack(
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size_t start,
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size_t delta
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):
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MemoryStack(sizeof(Matrix4x4),start,delta)
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{}
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Matrix4x4*
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Peek()
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{
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Check(this);
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return Cast_Object(Matrix4x4*,MemoryStack::Peek());
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}
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Matrix4x4Stack&
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Concatenate(const Matrix4x4& matrix);
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Matrix4x4Stack&
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Concatenate(const AffineMatrix& matrix);
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Matrix4x4Stack&
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operator*=(const Matrix4x4& matrix)
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{Check(this); Check(&matrix); return Concatenate(matrix);}
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Matrix4x4Stack&
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operator*=(const AffineMatrix& matrix)
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{Check(this); Check(&matrix); return Concatenate(matrix);}
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Matrix4x4&
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Push(const Matrix4x4& matrix)
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{
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Check(this); Check(&matrix);
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return *Cast_Object(Matrix4x4*,MemoryStack::Push(&matrix));
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}
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Matrix4x4&
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Push(const AffineMatrix& matrix);
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operator Matrix4x4&()
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{Check(this); return *Peek();}
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};
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