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>
259 lines
4.9 KiB
C++
259 lines
4.9 KiB
C++
#pragma once
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#include "scalar.h"
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#include "audio.h"
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//##########################################################################
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//########################## AudioTime ###############################
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//##########################################################################
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class AudioTime SIGNATURED
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and Testing
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//
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public:
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AudioTime();
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AudioTime(const AudioTime&);
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AudioTime(Scalar seconds);
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AudioTime(AudioFrameCount frame_count);
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~AudioTime();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Assignment
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//
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public:
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AudioTime&
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operator=(const AudioTime&);
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AudioTime&
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operator=(Scalar seconds);
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AudioTime&
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operator=(AudioFrameCount frame_count);
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operator Scalar() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Logical Operators
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//
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public:
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Logical
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operator<(const AudioTime&) const;
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Logical
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operator<=(const AudioTime&) const;
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Logical
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operator>(const AudioTime&) const;
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Logical
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operator>=(const AudioTime&) const;
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Logical
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operator==(const AudioTime&) const;
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Logical
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operator!=(const AudioTime&) const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Addition Operators
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//
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public:
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operator AudioFrameCount() const;
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AudioTime
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operator+(const AudioTime&) const;
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AudioTime
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operator-(const AudioTime&) const;
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AudioTime&
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operator+=(const AudioTime &t);
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AudioTime&
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operator-=(const AudioTime &t);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Constants
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//
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public:
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static const AudioTime
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Null;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Current Time
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//
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public:
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static AudioTime
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Now();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Methods
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//
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private:
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AudioFrameCount
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Seconds_To_Frames(Scalar seconds) const;
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Scalar
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Frames_To_Seconds(AudioFrameCount frames) const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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AudioFrameCount
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frameCount;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioTime inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// Construction, Destruction, and Testing
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//
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inline AudioTime::AudioTime():
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frameCount(NullAudioFrameCount)
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{
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}
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inline AudioTime::AudioTime(const AudioTime &audio_time):
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frameCount(audio_time.frameCount)
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{
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}
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inline AudioTime::AudioTime(Scalar seconds)
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{
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frameCount = Seconds_To_Frames(seconds);
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}
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inline AudioTime::AudioTime(AudioFrameCount frame_count):
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frameCount(frame_count)
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{
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}
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inline AudioTime::~AudioTime()
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{
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}
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//
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// Assignment
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//
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inline AudioTime&
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AudioTime::operator=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount = audio_time.frameCount;
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return *this;
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}
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inline AudioTime&
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AudioTime::operator=(Scalar seconds)
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{
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Check(this);
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frameCount = Seconds_To_Frames(seconds);
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return *this;
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}
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inline AudioTime&
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AudioTime::operator=(AudioFrameCount frame_count)
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{
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Check(this);
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frameCount = frame_count;
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return *this;
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}
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inline
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AudioTime::operator Scalar() const
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{
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Check(this);
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return Frames_To_Seconds(frameCount);
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}
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//
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// Logical Operators
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//
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inline Logical
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AudioTime::operator<(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount < audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator<=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount <= audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator>(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount > audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator>=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount >= audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator==(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount == audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator!=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount != audio_time.frameCount;
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}
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//
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// Addition Operators
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//
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inline AudioTime::operator AudioFrameCount() const
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{
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Check(this);
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return frameCount;
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}
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inline AudioTime
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AudioTime::operator+(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return AudioTime(frameCount + audio_time.frameCount);
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}
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inline AudioTime
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AudioTime::operator-(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return AudioTime(frameCount - audio_time.frameCount);
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}
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inline AudioTime&
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AudioTime::operator+=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount += audio_time.frameCount;
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return *this;
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}
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inline AudioTime&
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AudioTime::operator-=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount -= audio_time.frameCount;
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return *this;
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}
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