Files
BT412/engine/MUNGA_L4/libDPL/dpl/MATRIX.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

48 lines
1.3 KiB
C++

#ifndef matrix_h
#define matrix_h
#ifdef __cplusplus
extern "C" {
#endif
/* **************************************************
Copyright DIVISION Limited (c) 1994
All rights reserved
File : dpl.h
Project : dpl interface
Author : PJA
Date : 18/6/94
Function: Introduces all the datatypes and functions
used by the dpl interface
History : Rev 1.0, 18 / 06 / 1994
**************************** */
#include <dpl/dpl.h>
#include <dpl/dpltypes.h>
#include <dpl/vpx/dpl_priv.h>
extern void dpl_SetAngleMode( int degrees );
extern void dpl_IdMatrix ( dpl_MATRIX m );
extern void dpl_Translate ( dpl_MATRIX m, float32 dx, float32 dy, float32 dz );
extern void dpl_Rotate ( dpl_MATRIX m, float32 angle, int32 axis );
extern void dpl_Scale ( dpl_MATRIX m, float32 x, float32 y, float32 z );
extern void dpl_Concat ( dpl_MATRIX m, dpl_MATRIX a, dpl_MATRIX b );
extern void dpl_Invert ( dpl_MATRIX inverse, dpl_MATRIX mat );
extern void dpl_XformPoint ( dpl_POINT q, dpl_POINT p, dpl_MATRIX m );
extern void dpl_IdMatrixDCS ( dpl_DCS *d );
extern void dpl_TranslateDCS ( dpl_DCS *d, float32 dx, float32 dy, float32 dz );
extern void dpl_RotateDCS ( dpl_DCS *d, float32 angle, int32 axis );
extern void dpl_ScaleDCS ( dpl_DCS *d, float32 x, float32 y, float32 z );
#ifdef __cplusplus
}
#endif
#endif