Files
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

245 lines
5.3 KiB
C++

#pragma once
#include "style.h"
#include "audio.h"
#include "audmidi.h"
#include "vchain.h"
#include "audtime.h"
//##########################################################################
//####################### AudioControlEvent ##########################
//##########################################################################
class AudioControlEvent:
public Plug
{
friend MemoryStream&
MemoryStream_Read(
MemoryStream *stream,
AudioControlEvent *control_event
);
friend MemoryStream&
MemoryStream_Write(
MemoryStream *stream,
const AudioControlEvent *control_event
);
public:
AudioControlEvent(
AudioTick start_tick,
AudioControlID audio_control_ID,
AudioControlValue audio_control_value
);
AudioControlEvent();
~AudioControlEvent();
Logical
AudioControlEvent::TestInstance() const;
AudioTick
GetStartTick()
{return startTick;}
void
Send(AudioComponent *audio_component);
Logical
Chase(AudioComponent *audio_component);
public:
friend std::ostream& operator << (std::ostream &strm, const AudioControlEvent &control_event);
// private: // HACK
AudioTick
startTick;
AudioControlID
audioControlID;
AudioControlValue
audioControlValue;
};
//##########################################################################
//####################### AudioControlSequence #######################
//##########################################################################
class AudioControlSequence:
public AudioComponent
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
AudioControlSequence(
PlugStream *stream,
Entity *entity
);
void
AudioControlSequenceX(
AudioComponent *audio_component,
Entity *entity,
Logical is_looped,
AudioDivisionsPerBeat divisions_per_beat,
AudioTempo tempo,
Logical dump_value
);
~AudioControlSequence();
Logical
TestInstance() const;
//
//--------------------------------------------------------------------
// BuildFromPage
//--------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Sequence methods
//
public:
//
//--------------------------------------------------------------------
// Controller methods
//--------------------------------------------------------------------
//
void
ReceiveControl(
AudioControlID control_ID,
AudioControlValue control_value
);
//
//--------------------------------------------------------------------
// Sequence control
//--------------------------------------------------------------------
//
void
StartSequence();
void
RunSequence();
void
StopSequence();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private methods
//
private:
Logical
IsEventReady(AudioControlEvent *audio_control_event);
Scalar
CalculateEventSeconds(AudioControlEvent *audio_control_event);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
typedef SChainOf<AudioControlEvent*>
AudioControlEventSocket;
typedef SChainIteratorOf<AudioControlEvent*>
AudioControlEventIterator;
Logical isLooped;
Logical isRunning;
AudioTime startTime;
AudioDivisionsPerBeat divisionsPerBeat;
AudioTempo tempo;
SlotOf<AudioComponent*>
audioComponentSocket;
AudioControlEventSocket
audioControlEventSocket;
AudioControlEventIterator
*audioControlEventIterator;
#if DEBUG_LEVEL>0
Logical
dumpValue;
#endif
};
//##########################################################################
//################### CreateAudioControlEventStream ##################
//##########################################################################
class CreateAudioControlEventStream:
public MidiParse
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
CreateAudioControlEventStream();
~CreateAudioControlEventStream();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Parsing
//
public:
void
Parse(
MemoryStream *input_stream,
MemoryStream *output_stream,
SignedLongWord tempo=100
);
AudioDivisionsPerBeat
GetDivisionsPerBeat()
{return divisionsPerBeat;}
AudioTempo
GetTempo()
{return tempo;}
CollectionSize
GetNumberOfEvents();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Implementations
//
private:
SignedWord
Mf_getc();
void
Mf_error(char *);
void
Mf_header(SignedWord,SignedWord,SignedWord);
void
Mf_on(SignedWord,SignedWord,SignedWord);
void
Mf_off(SignedWord,SignedWord,SignedWord);
void
Mf_tempo(SignedLongWord);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
typedef VChainOf<AudioControlEvent*, AudioTick>
AudioControlEventSocket;
typedef VChainIteratorOf<AudioControlEvent*, AudioTick>
AudioControlEventIterator;
MemoryStream
*inputStream;
MemoryStream
*outputStream;
AudioDivisionsPerBeat
divisionsPerBeat;
AudioTempo
tempo;
AudioControlEventSocket
audioControlEventSocket;
};