Files
BT411/engine/MUNGA/VDATA.cpp
T
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

98 lines
3.0 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "vdata.h"
#include "objstrm.h"
//#############################################################################
//####################### RegisteredClass ###############################
//#############################################################################
RegisteredClass::RegisteredClass(ClassID class_id)
{
classID = class_id;
}
RegisteredClass::~RegisteredClass()
{
}
RegisteredClass::RegisteredClass(ObjectStream *stream)
{
ObjectID object_ID;
MemoryStream_Read(stream, &classID);
Verify(classID != NullClassID);
MemoryStream_Read(stream, &object_ID);
}
void RegisteredClass::BuildFromPage(ObjectStream *stream, NameList*, ClassID class_ID, ObjectID object_ID)
{
*stream << class_ID << object_ID;
}
Logical RegisteredClass::TestInstance() const
{
return true;
}
//
//#############################################################################
// GetClassID
//#############################################################################
//
RegisteredClass::ClassID RegisteredClass::GetClassID(const CString &class_name_string)
{
//
//--------------------------------------------------------------------------
// HACK - Class name lookup could be perfromed via registration, for now,
// use if statements
//--------------------------------------------------------------------------
//
#define COMPARE_AND_RETURN(class_name) if (!strcmp(class_name_string, #class_name)) return class_name##ClassID;
COMPARE_AND_RETURN(AudioStateTrigger);
COMPARE_AND_RETURN(AudioMotionScale);
COMPARE_AND_RETURN(AudioRenderer);
COMPARE_AND_RETURN(AudioLocation);
COMPARE_AND_RETURN(AudioMotionTrigger);
COMPARE_AND_RETURN(AudioControlMixer);
COMPARE_AND_RETURN(AudioHingeScale);
COMPARE_AND_RETURN(AudioControlSmoother);
COMPARE_AND_RETURN(AudioResourceSelector);
COMPARE_AND_RETURN(L4AudioCollisionTrigger);
COMPARE_AND_RETURN(AudioResourceIndex);
COMPARE_AND_RETURN(AudioScalarScale);
COMPARE_AND_RETURN(AudioControlSend);
COMPARE_AND_RETURN(L4AudioLocation);
COMPARE_AND_RETURN(DirectPatchSource);
COMPARE_AND_RETURN(Dynamic3DPatchSource);
COMPARE_AND_RETURN(PatchResource);
COMPARE_AND_RETURN(Static3DPatchSource);
COMPARE_AND_RETURN(AudioControlMultiplier);
COMPARE_AND_RETURN(AudioSampleAndHold);
COMPARE_AND_RETURN(AudioScalarTrigger);
COMPARE_AND_RETURN(AudioEnumerationTrigger);
COMPARE_AND_RETURN(AudioIntegerTrigger);
COMPARE_AND_RETURN(AudioLogicalTrigger);
COMPARE_AND_RETURN(AudioControlsButtonTrigger);
COMPARE_AND_RETURN(ExplosionResourceTable);
COMPARE_AND_RETURN(AudioIdleWatcher);
COMPARE_AND_RETURN(AudioControlEvent);
COMPARE_AND_RETURN(AudioControlSequence);
COMPARE_AND_RETURN(AudioControlSplitter);
COMPARE_AND_RETURN(AudioLFO);
COMPARE_AND_RETURN(AudioEnumerationDeltaTrigger);
COMPARE_AND_RETURN(AudioScalarDeltaTrigger);
COMPARE_AND_RETURN(AudioLevelOfDetail);
COMPARE_AND_RETURN(PatchLevelOfDetail);
COMPARE_AND_RETURN(AudioMessageWatcher);
COMPARE_AND_RETURN(AudioControlsButtonMessageWatcher);
//
// Etc...
//
return NullClassID;
}