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>
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
#pragma once
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#include "..\munga\objstrm.h"
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#include "..\munga\entity.h"
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#include "..\munga\audio.h"
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#include "openal/al.h"
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ALuint AL_getBuffer(int index);
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extern ALuint *g_buffers;
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extern int g_numBuffers;
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//class AudioHardware;
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//##########################################################################
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//###################### AudioObjectStream ###########################
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//##########################################################################
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class AudioObjectStream:
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public PlugStream
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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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AudioObjectStream();
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AudioObjectStream(
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ResourceDescription *resource_description,
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Entity *entity
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);
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~AudioObjectStream();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Implementations
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//
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private:
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RegisteredClass*
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MakeObjectImplementation(Enumeration class_ID);
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void
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CreatedObjectImplementation(
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RegisteredClass *object,
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ObjectID object_ID
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);
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void
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BuildFromPageImplementation(
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NameList *entry_list,
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Enumeration class_ID,
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ObjectID object_ID
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);
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void
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BuiltFromPageImplementation(
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Enumeration class_ID,
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ObjectID object_ID,
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const CString &object_name_string
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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 *entity;
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};
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//##########################################################################
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//#################### L4AudioResourceManager ########################
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//##########################################################################
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class L4AudioResourceManager:
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public Node
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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L4AudioResourceManager();
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~L4AudioResourceManager();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// PreloadResources
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//--------------------------------------------------------------------
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//
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void
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PreloadResources(
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NotationFile *notation_file
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);
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//
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//--------------------------------------------------------------------
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// UnloadResources
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//--------------------------------------------------------------------
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//
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void
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UnloadResources(
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateStaticAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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CreateEntityAudioObjects(
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Entity *entity,
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AudioRepresentation audio_representation
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);
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//
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//--------------------------------------------------------------------
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// DestroyEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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DestroyEntityAudioObjects(Entity *entity);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateModelAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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};
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