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>
170 lines
3.6 KiB
C++
170 lines
3.6 KiB
C++
#pragma once
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#include "..\munga\audlvl.h"
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#include "l4audhdw.h"
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#include "openal/al.h"
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enum SampleChannel
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{
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CHANNEL_LEFT,
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CHANNEL_RIGHT,
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CHANNEL_CENTER
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};
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enum SampleLoop
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{
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LoopAtWill, //Will play once or loop as desired
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ForceStatic, //Plays only once even if looped
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LoopAlways, //Ramp up and then down
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SampleLoopMax
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};
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struct SAMPLEINFO
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{
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int bufferIndex;
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bool implemented;
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const char *file;
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SampleChannel chan;
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SampleLoop loop;
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};
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struct PRESETINFO
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{
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int sampleNum;
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SAMPLEINFO samples[5];
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bool is3d;
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};
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extern PRESETINFO allPresets[2][100];
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bool PRESET_isImplemented(int bank, int preset);
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int PRESET_getNumSamples(int bank, int preset);
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SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd);
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void PRESET_setBufferIndex(int bank, int preset, int sampleInd, int index);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchLevelOfDetail ~~~~~~~~~~~~~~~~~~~~~~~~~~
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typedef MIDIValue SBKPatchID;
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typedef MIDIValue SBKBankID;
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class PatchLevelOfDetail:
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public AudioLevelOfDetail
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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PatchLevelOfDetail(PlugStream *stream);
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~PatchLevelOfDetail();
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void PlayNote(SourceSet sourceSet);
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void StopNote(SourceSet sourceSet);
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Logical
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TestInstance() const;
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virtual AudioVoiceCount
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GetVoiceCount()
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{return PRESET_getNumSamples(bankID,patchID);}
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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void
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SetupPatch(SourceSet sourceSet);
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MIDINRPNValue
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GetMaxMIDIFilterCutoff()
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{return maxMIDIFilterCutoff;}
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private:
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//
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//-----------------------------------------------------------------------
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// Private data
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//-----------------------------------------------------------------------
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//
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SBKBankID
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bankID;
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SBKPatchID
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patchID;
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MIDINRPNValue
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maxMIDIFilterCutoff;
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#ifdef LAB_ONLY
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int
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setupCount;
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#endif
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//
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// Keep table of created patchs to verify that duplicates
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// are not created
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//
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#if DEBUG_LEVEL>0
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static TableOf<PatchLevelOfDetail*, unsigned int>
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patchTableSocket;
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#endif
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchResource ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class PatchResource:
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public AudioResource
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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PatchResource(PlugStream *stream);
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~PatchResource();
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void PlayNote(SourceSet sourceSet);
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void StopNote(SourceSet sourceSet);
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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void
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SetupPatch(SourceSet sourceSet);
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MIDINRPNValue
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GetMaxMIDIFilterCutoff();
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};
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