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

103 lines
2.3 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "audtools.h"
#include <fstream>
#include <io.h>
#include <sys\stat.h>
#include "audio.h"
#include "boxsolid.h"
AudioCreateSymbols::AudioCreateSymbols()
{
}
AudioCreateSymbols::~AudioCreateSymbols()
{
}
void AudioCreateSymbols::MakeFileReadWrite(const CString &file_name)
{
if (access(file_name, 0) == 0)
{
int amode = S_IREAD|S_IWRITE;
#if DEBUG_LEVEL>0
int ret =
#endif
chmod(file_name, amode);
Verify(ret == 0);
}
}
void AudioCreateSymbols::Execute()
{
CString file_name("audio\\symbols.scp");
MakeFileReadWrite(file_name);
std::ofstream symbol_file(file_name, std::ios::out);
Verify(symbol_file);
symbol_file << "[macro]\n";
WriteEntryStream(symbol_file);
}
void AudioCreateSymbols::WriteEntryStream(std::ofstream &symbol_file)
{
#define WRITE_ENTRY(name)\
{\
Verify(symbol_file);\
symbol_file << #name;\
symbol_file << "=";\
symbol_file << name;\
symbol_file << "\n";\
}
//
// Solids
//
WRITE_ENTRY(BoxedSolid::StoneMaterial);
WRITE_ENTRY(BoxedSolid::GravelMaterial);
WRITE_ENTRY(BoxedSolid::ConcreteMaterial);
WRITE_ENTRY(BoxedSolid::WoodMaterial);
WRITE_ENTRY(BoxedSolid::RockMaterial);
WRITE_ENTRY(BoxedSolid::OurCraftMaterial);
WRITE_ENTRY(BoxedSolid::OtherCraftMaterial);
//
// Audio
//
WRITE_ENTRY(TransientAudioRenderType);
WRITE_ENTRY(SustainedAudioRenderType);
WRITE_ENTRY(MinAudioSourcePriority);
WRITE_ENTRY(LowAudioSourcePriority);
WRITE_ENTRY(MedAudioSourcePriority);
WRITE_ENTRY(HighAudioSourcePriority);
WRITE_ENTRY(MaxAudioSourcePriority);
WRITE_ENTRY(MinAudioSourceMixPresence);
WRITE_ENTRY(LowAudioSourceMixPresence);
WRITE_ENTRY(MedAudioSourceMixPresence);
WRITE_ENTRY(HighAudioSourceMixPresence);
WRITE_ENTRY(MaxAudioSourceMixPresence);
WRITE_ENTRY(ManualAudioSourceMixPresence);
WRITE_ENTRY(NullAudioControlID);
WRITE_ENTRY(NoteAudioControlID);
WRITE_ENTRY(AttackVolumeAudioControlID);
WRITE_ENTRY(AttackTimeAudioControlID);
WRITE_ENTRY(DurationAudioControlID);
WRITE_ENTRY(VolumeAudioControlID);
WRITE_ENTRY(PitchAudioControlID);
WRITE_ENTRY(BrightnessAudioControlID);
WRITE_ENTRY(StartAudioControlID);
WRITE_ENTRY(StopAudioControlID);
WRITE_ENTRY(IdleAudioControlID);
WRITE_ENTRY(FlushMessagesAudioControlID);
WRITE_ENTRY(TempoAudioControlID);
}