Files
BT411/engine/MUNGA/AUDWGT.h
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

129 lines
3.1 KiB
C++

#pragma once
#include "style.h"
#include "audio.h"
//##########################################################################
//######################## AudioWeighting ############################
//##########################################################################
class AudioWeighting SIGNATURED
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
AudioWeighting();
AudioWeighting(const AudioWeighting&);
AudioWeighting(AudioSourcePriority audio_priority, AudioControlValue audio_volume);
AudioWeighting& operator=(const AudioWeighting&);
Logical TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Logical Operators
//
public:
Logical operator<(const AudioWeighting&) const;
Logical operator<=(const AudioWeighting&) const;
Logical operator>(const AudioWeighting&) const;
Logical operator>=(const AudioWeighting&) const;
Logical operator==(const AudioWeighting&) const;
Logical operator!=(const AudioWeighting&) const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public Constants
//
public:
static const AudioWeighting Null;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Data
//
private:
Scalar weight;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioWeighting inlines ~~~~~~~~~~~~~~~~~~~~~~~
inline AudioWeighting::AudioWeighting():
weight(0.0f)
{
}
inline AudioWeighting::AudioWeighting(const AudioWeighting &audio_weighting):
weight(audio_weighting.weight)
{
}
inline AudioWeighting::AudioWeighting(
AudioSourcePriority audio_priority,
AudioControlValue audio_volume
)
{
Verify(
(Enumeration)audio_priority >= 0 &&
(Enumeration)audio_priority < AUDIO_SOURCE_PRIORITY_COUNT
);
Verify(
(Enumeration)audio_priority >= (Enumeration)MinAudioSourcePriority &&
(Enumeration)audio_priority <= (Enumeration)MaxAudioSourcePriority
);
Verify(
audio_volume >= 0.0f &&
audio_volume <= 1.0f
);
weight = 0.0f -(Scalar)audio_priority - audio_volume;
}
inline AudioWeighting&
AudioWeighting::operator=(const AudioWeighting &audio_weighting)
{
Check(this);
weight = audio_weighting.weight;
return *this;
}
inline Logical
AudioWeighting::operator<(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight < audio_weighting.weight;
}
inline Logical
AudioWeighting::operator<=(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight <= audio_weighting.weight;
}
inline Logical
AudioWeighting::operator>(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight > audio_weighting.weight;
}
inline Logical
AudioWeighting::operator>=(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight >= audio_weighting.weight;
}
inline Logical
AudioWeighting::operator==(const AudioWeighting &audio_weighting) const
{
Check(this);
return Close_Enough(weight, audio_weighting.weight, 0.01f);
}
inline Logical
AudioWeighting::operator!=(const AudioWeighting &audio_weighting) const
{
Check(this);
return !Close_Enough(weight, audio_weighting.weight, 0.01f);
}