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>
188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4audwtr.h"
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#include "..\munga\objstrm.h"
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#include "..\munga\namelist.h"
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//#############################################################################
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//######################## L4AudioCollisionTrigger ######################
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//#############################################################################
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#if 0
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L4AudioCollisionTrigger::L4AudioCollisionTrigger(
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StateIndicator *state_attribute_ptr,
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Normal *normal_attribute_ptr,
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Static3DPatchSource *audio_source,
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Enumeration trigger_state,
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AudioControlID control_ID,
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AudioControlValue control_value,
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Logical dump_value
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):
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AudioStateWatcher(
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state_attribute_ptr,
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audio_source,
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L4AudioCollisionTriggerClassID,
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dump_value
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)
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{
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Check(normal_attribute_ptr);
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normalAttributePtr = normal_attribute_ptr;
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triggerState = trigger_state;
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controlID = control_ID;
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controlValue = control_value;
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PrimeWatcher();
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}
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#endif
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//
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//#############################################################################
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//#############################################################################
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//
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L4AudioCollisionTrigger::~L4AudioCollisionTrigger()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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L4AudioCollisionTrigger::L4AudioCollisionTrigger(
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PlugStream *stream,
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Entity *entity
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):
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AudioStateWatcher(stream, entity)
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{
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//
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// HACK - Get "normal" attribute pointer with names
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//
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CString attribute_name;
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void *attribute_ptr;
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MemoryStream_Read(stream, &attribute_name);
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Check(entity);
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attribute_ptr = entity->GetAttributePointer(attribute_name);
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normalAttributePtr = Cast_Object(Normal*, attribute_ptr);
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//
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// Get other fields
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//
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MemoryStream_Read(stream, &triggerState);
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MemoryStream_Read(stream, &controlID);
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MemoryStream_Read(stream, &controlValue);
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PrimeWatcher();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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L4AudioCollisionTrigger::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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AudioStateWatcher::BuildFromPage(stream, name_list, class_ID, object_ID);
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//
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// HACK - Store "normal" attribute pointer with names
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//
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, normal_attribute);
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//
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// Store fields
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//
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MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, trigger_state);
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MEM_STRM_WRITE_ENTRY(*stream, name_list, Enumeration, control_ID);
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MEM_STRM_WRITE_ENTRY(*stream, name_list, AudioControlValue, control_value);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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L4AudioCollisionTrigger::TestInstance() const
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{
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AudioStateWatcher::TestInstance();
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Check(normalAttributePtr);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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L4AudioCollisionTrigger::StateChanged(
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Enumeration,
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Enumeration new_state
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)
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{
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if (new_state == triggerState)
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{
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//
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// Get static 3D source
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//
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AudioComponent *audio_component;
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Static3DPatchSource *audio_source;
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Check(&audioComponentSocket);
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audio_component = audioComponentSocket.GetCurrent();
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Check(audio_component);
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audio_source = Cast_Object(Static3DPatchSource*, audio_component);
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Check(audio_source);
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//
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// Get collision direction
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//
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Vector3D collision_direction(0.0f, 0.0f, 0.0f);
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Check(normalAttributePtr);
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collision_direction -= *normalAttributePtr;
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Check(&collision_direction);
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audio_source->SetPosition(collision_direction);
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//
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// Send control value
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//
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#if 1
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audio_component->ReceiveControl(controlID, controlValue);
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#else
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audio_component->PostReceiveControl(controlID, controlValue);
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#endif
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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#if DEBUG_LEVEL>0
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void
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L4AudioCollisionTrigger::DumpValue(const StateIndicator *state_attribute_ptr)
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#else
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void
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L4AudioCollisionTrigger::DumpValue(const StateIndicator*)
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#endif
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{
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//
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// Get collision direction
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//
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Vector3D collision_direction(0.0f, 0.0f, 0.0f);
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Check(normalAttributePtr);
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collision_direction -= *normalAttributePtr;
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Check(&collision_direction);
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Tell(
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"*state_attribute_ptr = " << *state_attribute_ptr << " : " <<
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"collision_direction = " << collision_direction << "\n"
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);
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}
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