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

88 lines
2.1 KiB
C++

#pragma once
#include "..\munga\audwthr.h"
#include "l4audio.h"
#include "..\munga\normal.h"
//##########################################################################
//##################### L4AudioCollisionTrigger ######################
//##########################################################################
class L4AudioCollisionTrigger:
public AudioStateWatcher
{
public:
//
//--------------------------------------------------------------------
// Constructor, Destructor
//--------------------------------------------------------------------
//
#if 0
L4AudioCollisionTrigger(
StateIndicator *state_attribute_ptr,
Normal *normal_attribute_ptr,
Static3DPatchSource *audio_source,
Enumeration trigger_state,
AudioControlID control_ID,
AudioControlValue control_value,
Logical dump_value
);
#endif
L4AudioCollisionTrigger(
PlugStream *stream,
Entity *entity
);
~L4AudioCollisionTrigger();
Logical
TestInstance() const;
//
//--------------------------------------------------------------------
// BuildFromPage
//--------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
RegisteredClass::ClassID class_ID,
ObjectID object_ID
);
protected:
//
//--------------------------------------------------------------------
// StateChanged
//--------------------------------------------------------------------
//
void
StateChanged(
Enumeration old_state,
Enumeration new_state
);
private:
//
//-----------------------------------------------------------------------
// DumpValue
//-----------------------------------------------------------------------
//
void
DumpValue(const StateIndicator *state_attribute_ptr);
//
//--------------------------------------------------------------------
// Private data
//--------------------------------------------------------------------
//
Normal*
normalAttributePtr;
Enumeration
triggerState;
AudioControlID
controlID;
AudioControlValue
controlValue;
};