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>
248 lines
6.1 KiB
C++
248 lines
6.1 KiB
C++
#pragma once
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#include "style.h"
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#include "audio.h"
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//##########################################################################
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//####################### AudioLevelOfDetail #########################
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//##########################################################################
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class AudioLevelOfDetail:
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public Plug
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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AudioLevelOfDetail(PlugStream *stream);
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~AudioLevelOfDetail();
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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virtual AudioVoiceCount
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GetVoiceCount()
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{return voiceCount;}
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AudioRenderType
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GetAudioRenderType()
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{return audioRenderType;}
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AudioFrameCount
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GetSuspendDelay()
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{return suspendDelay;}
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private:
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//
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//-----------------------------------------------------------------------
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// Private data
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//-----------------------------------------------------------------------
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//
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#if 0
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//
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//-----------------------------------------------------------------------
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// Defines the radial variation of the amplitude of the audio source.
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// This feature is implemented well in Crystal River Engineering's
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// API. The radiation profile of an audio source is specified with
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// an array of sound levels in decibels paired with angles off of
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// the audio source orientation. For example, you can design a
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// rocket sound that is louder when heard from directly behind then
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// from the side.
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//-----------------------------------------------------------------------
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//
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AudioRadiationProfile
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amplitudeRadiationProfile;
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#endif
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#if 0
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//
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//-----------------------------------------------------------------------
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// Defines the radial variation of the high frequency content of the
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// audio source. This concept is analogous to
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// SetAmplitudeRadiationProfile except applied to the high frequency
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// content of the audio source. Again, this allows the audio source
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// to vary with respect to the position and orientation of the audio
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// source and head.
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//-----------------------------------------------------------------------
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//
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AudioRadiationProfile
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filterRadiationProfile;
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#endif
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//
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//-----------------------------------------------------------------------
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// Misc
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//-----------------------------------------------------------------------
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//
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AudioVoiceCount
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voiceCount;
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AudioRenderType
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audioRenderType;
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AudioFrameCount
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suspendDelay;
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};
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//##########################################################################
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//########################## AudioResource ############################
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//##########################################################################
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class AudioResource:
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public Node
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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AudioResource(PlugStream *stream);
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~AudioResource();
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// SetDistance
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//-----------------------------------------------------------------------
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//
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void
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SetDistance(Scalar distance);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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AudioVoiceCount
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GetVoiceCount();
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AudioRenderType
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GetAudioRenderType();
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AudioFrameCount
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GetSuspendDelay();
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protected:
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//
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//-----------------------------------------------------------------------
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// Protected data
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//-----------------------------------------------------------------------
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//
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AudioLevelOfDetail*
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GetAudioLevelOfDetail();
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private:
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//
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//-----------------------------------------------------------------------
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// Private data
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//-----------------------------------------------------------------------
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//
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AudioLevelOfDetail
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*audioLevelOfDetail;
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TableOf<AudioLevelOfDetail*, Scalar>
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audioLevelOfDetailSocket;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioResource inlines ~~~~~~~~~~~~~~~~~~~~~~~~~
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inline AudioLevelOfDetail*
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AudioResource::GetAudioLevelOfDetail()
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{
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Check(this);
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return audioLevelOfDetail;
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}
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inline AudioVoiceCount
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AudioResource::GetVoiceCount()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetVoiceCount();
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}
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inline AudioRenderType
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AudioResource::GetAudioRenderType()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetAudioRenderType();
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}
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inline AudioFrameCount
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AudioResource::GetSuspendDelay()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetSuspendDelay();
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}
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//##########################################################################
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//######################## AudioResourceIndex ########################
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//##########################################################################
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class AudioResourceIndex:
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public Node
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{
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public:
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AudioResourceIndex(PlugStream *stream);
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~AudioResourceIndex();
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Logical
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TestInstance() const;
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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void
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AddAudioResource(
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AudioResource *audio_resource,
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Enumeration index
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);
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AudioResource*
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GetAudioResource(Enumeration index);
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CollectionSize
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GetSize();
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private:
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TableOf<AudioResource*, Enumeration>
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audioResourceSocket;
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};
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