Files
BT411/engine/MUNGA/ENVIRNMT.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
2.8 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "envirnmt.h"
#include "cstr.h"
//#############################################################################
//########################### Environment ###############################
//#############################################################################
#if defined(USE_SIGNATURE)
int Is_Signature_Bad(const Environment *)
{
return False;
}
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical Environment::TestInstance() const
{
return True;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~ Environment functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Convert_From_Ascii(const char *str, Environment *environment)
{
Check_Pointer(str);
Check_Signature(environment);
CString parse_string(str);
Check(&parse_string);
Check_Pointer(parse_string.GetNthToken(0));
environment->gravityConstant = atof(parse_string.GetNthToken(0));
Check_Pointer(parse_string.GetNthToken(1));
environment->airDensity = atof(parse_string.GetNthToken(1));
Check_Pointer(parse_string.GetNthToken(2));
environment->audioReverbTime = atof(parse_string.GetNthToken(2));
Check_Pointer(parse_string.GetNthToken(3));
environment->audioAverageSurfaceReflectivity = atof(parse_string.GetNthToken(3));
Check_Pointer(parse_string.GetNthToken(4));
environment->audioAirAbsorption = atof(parse_string.GetNthToken(4));
Check_Pointer(parse_string.GetNthToken(5));
environment->windVelocity.x = atof(parse_string.GetNthToken(5));
Check_Pointer(parse_string.GetNthToken(6));
environment->windVelocity.y = atof(parse_string.GetNthToken(6));
Check_Pointer(parse_string.GetNthToken(7));
environment->windVelocity.z = atof(parse_string.GetNthToken(7));
Check_Pointer(parse_string.GetNthToken(8));
environment->ambientTemperature = atof(parse_string.GetNthToken(8));
Check(environment);
}
//#############################################################################
//######################### EnvironmentList #############################
//#############################################################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EnvironmentList::EnvironmentList(int environments)
{
Verify(environments > 0);
environmentCount = environments;
environmentArray = new Environment[environments];
Register_Pointer(environmentArray);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EnvironmentList::~EnvironmentList()
{
Unregister_Pointer(environmentArray);
delete[] environmentArray;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical EnvironmentList::TestInstance() const
{
return True;
}
EnvironmentList *Environments;