Files
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

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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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