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>
203 lines
4.3 KiB
C++
203 lines
4.3 KiB
C++
#pragma once
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#include "style.h"
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#include "audio.h"
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//##########################################################################
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//######################## AudioLocation #############################
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//##########################################################################
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class AudioLocation:
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public AudioComponent
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and Testing
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//
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public:
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AudioLocation(
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PlugStream *stream,
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Entity *entity
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);
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void
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AudioLocationX(
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Entity *entity,
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AudioFrameCount next_update_delay,
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Scalar clipping_scale
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);
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~AudioLocation();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Resource Building
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//
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public:
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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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// Audio Component Support
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//
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public:
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void
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ReceiveControl(
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AudioControlID control_ID,
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AudioControlValue control_value
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Audio Location Support
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//
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public:
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//
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//-----------------------------------------------------------------------
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// GetLinkedEntity
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//-----------------------------------------------------------------------
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//
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Entity*
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GetLinkedEntity();
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//
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//-----------------------------------------------------------------------
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// IsAudioLocationClipped
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//-----------------------------------------------------------------------
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//
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Logical
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IsAudioLocationClipped(AudioHead *audio_head);
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//
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//-----------------------------------------------------------------------
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// UpdateSpatialModel
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//-----------------------------------------------------------------------
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//
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void
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UpdateSpatialModel(AudioHead *audio_head);
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//
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//-----------------------------------------------------------------------
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// Access to localization results
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//-----------------------------------------------------------------------
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//
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Logical
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IsHeadSource()
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{return isHeadSource;}
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Scalar
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GetDistanceToSource()
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{return distanceToSource;}
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Scalar
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GetDistanceToSourceListenerPlane();
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Radian
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GetAzimuthOfSource()
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{return azimuthOfSource;}
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Scalar
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GetDistanceVolumeScale()
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{return distanceVolumeScale;}
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Scalar
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GetHighFreqCutoffScale()
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{return highFreqCutoffScale;}
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AudioPitchCents
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GetDopplerCents()
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{return dopplerCents;}
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Scalar getMaxDistance(AudioHead *audio_head) {return audio_head->GetClippingRadius() * clippingScale;}
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Vector3D GetVectorToSource() { return this->vectorToSource; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Protected Implementations
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//
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protected:
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virtual void
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UpdateSpatialModelImplementation(AudioHead *audio_head);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Methods
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//
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private:
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Logical
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CalculateDoppler(
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AudioHead *audio_head,
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Scalar speed,
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AudioPitchCents *result
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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Entity
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*linkedEntity;
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Point3D
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locationOffset;
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Scalar
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clippingScale;
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Logical
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isHeadSource;
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Vector3D
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vectorToSource;
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Scalar
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distanceToSource;
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#if 0
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Radian
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angleOffOrientation;
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#endif
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Radian
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azimuthOfSource;
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Scalar
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distanceVolumeScale;
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Scalar
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highFreqCutoffScale;
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#if 0
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Scalar
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reverbVolumeScale;
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#endif
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AudioPitchCents
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dopplerCents;
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AudioFrameCount
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nextUpdateDelay;
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AudioFrameCount
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nextUpdateFrame;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioLocation inlines ~~~~~~~~~~~~~~~~~~~~~~~~
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inline Entity*
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AudioLocation::GetLinkedEntity()
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{
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Check(this);
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return linkedEntity;
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}
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inline Scalar
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AudioLocation::GetDistanceToSourceListenerPlane()
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{
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Check(this);
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Vector3D
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vector_to_source_listener_plane(
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vectorToSource.x,
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0.0f,
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vectorToSource.z
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);
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return vector_to_source_listener_plane.Length();
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}
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inline void
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AudioLocation::UpdateSpatialModel(AudioHead *audio_head)
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{
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Check(this);
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Check(audio_head);
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if (nextUpdateFrame <= audio_head->GetAudioFrameCount())
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{
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nextUpdateFrame = audio_head->GetAudioFrameCount() + nextUpdateDelay;
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UpdateSpatialModelImplementation(audio_head);
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}
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}
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