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>
145 lines
3.6 KiB
C++
145 lines
3.6 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "collorgn.h"
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#include "mover.h"
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#include "doorfram.h"
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//
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//#############################################################################
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// CollisionOrigin
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//#############################################################################
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//
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CollisionOrigin::CollisionOrigin(InterestZoneID interest_zone_ID):
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InterestOrigin(
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interest_zone_ID,
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CollisionInterestType,
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DefaultInterestDepth
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),
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movingEntitySocket(NULL)
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{
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}
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//
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//#############################################################################
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// ~CollisionOrigin
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//#############################################################################
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//
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CollisionOrigin::~CollisionOrigin()
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{
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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CollisionOrigin::TestInstance() const
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{
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InterestOrigin::TestInstance();
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Check(&movingEntitySocket);
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return True;
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}
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//
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//#############################################################################
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// AddInterestingEntity
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//#############################################################################
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//
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void
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CollisionOrigin::AddInterestingEntity(Entity *interesting_entity)
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{
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Check(this);
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Check(interesting_entity);
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//
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//--------------------------------------------------------------------------
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// Make sure that we don't check against something that doesn't move
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//--------------------------------------------------------------------------
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//
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if (interesting_entity->IsDynamic())
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{
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//
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//-----------------------------------------------------------------------
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// If it is a mover and tangible, or a door, add it to our list
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//-----------------------------------------------------------------------
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//
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if (interesting_entity->IsDerivedFrom(*Mover::GetClassDerivations()))
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{
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Mover *mover = Cast_Object(Mover*, interesting_entity);
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if (mover->IsCollisionTestable())
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{
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movingEntitySocket.Add(interesting_entity);
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}
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}
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else if (interesting_entity->IsDerivedFrom(*DoorFrame::GetClassDerivations()))
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{
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movingEntitySocket.Add(interesting_entity);
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}
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}
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}
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//
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//#############################################################################
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// RemoveUninterestingEntity
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//#############################################################################
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//
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void
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CollisionOrigin::RemoveUninterestingEntity(Entity *uninteresting_entity)
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{
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Check(this);
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Check(uninteresting_entity);
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//
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// HACK - ECH The following may not be a legitimate assertion
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//
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#if DEBUG_LEVEL>0 && 0
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{
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SChainIteratorOf<Mover*> iterator(&movingEntitySocket);
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Verify(iterator.IsPlugMember(uninteresting_entity) == True);
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}
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#endif
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//
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// Remove from socket
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//
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PlugIterator iterator(uninteresting_entity);
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Check(&iterator);
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iterator.RemoveSocket(&movingEntitySocket);
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}
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//
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//#############################################################################
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// RemoveUninterestingEntities
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//#############################################################################
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//
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void
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CollisionOrigin::RemoveUninterestingEntities()
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{
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Check(this);
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SChainIteratorOf<Entity*> iterator(&movingEntitySocket);
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Check(&iterator);
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while (iterator.GetCurrent() != NULL)
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{
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Check(iterator.GetCurrent());
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iterator.Remove();
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}
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}
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//~~~~~~~~~~~~~~~~~~~ CollisionOrigin__MovingEntityIterator ~~~~~~~~~~~~~~~~~~~
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CollisionOrigin__MovingEntityIterator::CollisionOrigin__MovingEntityIterator(
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CollisionOrigin *collision_origin
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):
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SChainIteratorOf<Entity*>(collision_origin->movingEntitySocket)
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{
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}
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CollisionOrigin__MovingEntityIterator::~CollisionOrigin__MovingEntityIterator()
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{
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}
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