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>
103 lines
2.3 KiB
C++
103 lines
2.3 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "audtools.h"
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#include <fstream>
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#include <io.h>
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#include <sys\stat.h>
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#include "audio.h"
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#include "boxsolid.h"
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AudioCreateSymbols::AudioCreateSymbols()
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{
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}
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AudioCreateSymbols::~AudioCreateSymbols()
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{
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}
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void AudioCreateSymbols::MakeFileReadWrite(const CString &file_name)
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{
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if (access(file_name, 0) == 0)
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{
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int amode = S_IREAD|S_IWRITE;
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#if DEBUG_LEVEL>0
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int ret =
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#endif
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chmod(file_name, amode);
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Verify(ret == 0);
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}
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}
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void AudioCreateSymbols::Execute()
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{
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CString file_name("audio\\symbols.scp");
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MakeFileReadWrite(file_name);
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std::ofstream symbol_file(file_name, std::ios::out);
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Verify(symbol_file);
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symbol_file << "[macro]\n";
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WriteEntryStream(symbol_file);
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}
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void AudioCreateSymbols::WriteEntryStream(std::ofstream &symbol_file)
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{
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#define WRITE_ENTRY(name)\
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{\
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Verify(symbol_file);\
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symbol_file << #name;\
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symbol_file << "=";\
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symbol_file << name;\
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symbol_file << "\n";\
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}
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//
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// Solids
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//
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WRITE_ENTRY(BoxedSolid::StoneMaterial);
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WRITE_ENTRY(BoxedSolid::GravelMaterial);
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WRITE_ENTRY(BoxedSolid::ConcreteMaterial);
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WRITE_ENTRY(BoxedSolid::WoodMaterial);
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WRITE_ENTRY(BoxedSolid::RockMaterial);
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WRITE_ENTRY(BoxedSolid::OurCraftMaterial);
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WRITE_ENTRY(BoxedSolid::OtherCraftMaterial);
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//
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// Audio
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//
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WRITE_ENTRY(TransientAudioRenderType);
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WRITE_ENTRY(SustainedAudioRenderType);
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WRITE_ENTRY(MinAudioSourcePriority);
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WRITE_ENTRY(LowAudioSourcePriority);
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WRITE_ENTRY(MedAudioSourcePriority);
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WRITE_ENTRY(HighAudioSourcePriority);
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WRITE_ENTRY(MaxAudioSourcePriority);
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WRITE_ENTRY(MinAudioSourceMixPresence);
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WRITE_ENTRY(LowAudioSourceMixPresence);
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WRITE_ENTRY(MedAudioSourceMixPresence);
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WRITE_ENTRY(HighAudioSourceMixPresence);
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WRITE_ENTRY(MaxAudioSourceMixPresence);
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WRITE_ENTRY(ManualAudioSourceMixPresence);
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WRITE_ENTRY(NullAudioControlID);
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WRITE_ENTRY(NoteAudioControlID);
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WRITE_ENTRY(AttackVolumeAudioControlID);
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WRITE_ENTRY(AttackTimeAudioControlID);
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WRITE_ENTRY(DurationAudioControlID);
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WRITE_ENTRY(VolumeAudioControlID);
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WRITE_ENTRY(PitchAudioControlID);
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WRITE_ENTRY(BrightnessAudioControlID);
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WRITE_ENTRY(StartAudioControlID);
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WRITE_ENTRY(StopAudioControlID);
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WRITE_ENTRY(IdleAudioControlID);
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WRITE_ENTRY(FlushMessagesAudioControlID);
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WRITE_ENTRY(TempoAudioControlID);
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}
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