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>
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
//===========================================================================//
|
|
// File: btl4arnd.hh //
|
|
// Project: MUNGA Brick: Audio Renderer Manager //
|
|
// Contents: //
|
|
//---------------------------------------------------------------------------//
|
|
// Date Who Modification //
|
|
// -------- --- ---------------------------------------------------------- //
|
|
// 01/30/95 ECH Initial coding. //
|
|
//---------------------------------------------------------------------------//
|
|
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
|
|
// All Rights reserved worldwide //
|
|
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
|
//===========================================================================//
|
|
|
|
#if !defined(BTL4ARND_HPP)
|
|
# define BTL4ARND_HPP
|
|
|
|
# if !defined(L4AUDRND_HPP)
|
|
# include <l4audrnd.hpp>
|
|
# endif
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
class Segment;
|
|
|
|
class BTL4AudioHead:
|
|
public AudioHead
|
|
{
|
|
public:
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Construction, Destruction, Testing
|
|
//--------------------------------------------------------------------
|
|
//
|
|
BTL4AudioHead();
|
|
~BTL4AudioHead();
|
|
|
|
//
|
|
//-----------------------------------------------------------------------
|
|
// LinkToEntity
|
|
//-----------------------------------------------------------------------
|
|
//
|
|
void
|
|
LinkToEntity(Entity *entity);
|
|
|
|
//
|
|
//-----------------------------------------------------------------------
|
|
// GetEarToWorld
|
|
//-----------------------------------------------------------------------
|
|
//
|
|
LinearMatrix
|
|
GetEarToWorld();
|
|
|
|
//
|
|
//-----------------------------------------------------------------------
|
|
// Execute
|
|
//-----------------------------------------------------------------------
|
|
//
|
|
void
|
|
Execute();
|
|
|
|
private:
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
// Private methods
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
void
|
|
CalculateEarToWorld();
|
|
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
// Private Data
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
Logical
|
|
useEyepointSegment;
|
|
EntitySegment*
|
|
eyepointSegment;
|
|
LinearMatrix
|
|
earToWorld;
|
|
};
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
class BTL4AudioRenderer:
|
|
public L4AudioRenderer
|
|
{
|
|
public:
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Construction, Destruction, Testing
|
|
//--------------------------------------------------------------------
|
|
//
|
|
BTL4AudioRenderer(
|
|
RendererRate render_rate,
|
|
Logical mission_review_mode
|
|
);
|
|
~BTL4AudioRenderer();
|
|
|
|
private:
|
|
//
|
|
//-----------------------------------------------------------------------
|
|
// MakeAudioHead
|
|
//-----------------------------------------------------------------------
|
|
//
|
|
AudioHead*
|
|
MakeAudioHead();
|
|
};
|
|
|
|
#endif
|
|
|