Files
BT412/game/original/BT_L4/BTL4ARND.CPP
T
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

186 lines
4.7 KiB
C++

//===========================================================================//
// File: btl4arnd.cc //
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <btl4.hpp>
#pragma hdrstop
#if !defined(BTL4ARND_HPP)
# include <btl4arnd.hpp>
#endif
#if !defined(JMOVER_HPP)
# include <jmover.hpp>
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//#############################################################################
//#############################################################################
//
BTL4AudioHead::BTL4AudioHead():
earToWorld(LinearMatrix::Identity)
{
useEyepointSegment = False;
eyepointSegment = NULL;
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
BTL4AudioHead::~BTL4AudioHead()
{
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
void
BTL4AudioHead::LinkToEntity(Entity *entity)
{
Check(this);
Check(entity);
//
// Call inherited method
//
AudioHead::LinkToEntity(entity);
#if 0
//
// Find segment containing eyepoint
//
JointedMover *jointed_mover;
jointed_mover = Cast_Object(JointedMover*, entity);
eyepointSegment = jointed_mover->GetSegment("siteeyepoint");
Check(eyepointSegment);
CalculateEarToWorld();
#else
useEyepointSegment = False;
if (entity->IsDerivedFrom(*JointedMover::GetClassDerivations()))
{
//
// Find segment containing eyepoint
//
JointedMover *jointed_mover;
jointed_mover = Cast_Object(JointedMover*, entity);
if ((eyepointSegment = jointed_mover->GetSegment("siteeyepoint")) != NULL)
{
Check(eyepointSegment);
useEyepointSegment = True;
CalculateEarToWorld();
}
}
#endif
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
void
BTL4AudioHead::CalculateEarToWorld()
{
Check(this);
if (useEyepointSegment)
{
Verify(GetHeadEntity()->IsDerivedFrom(JointedMover::ClassDerivations));
JointedMover *jointed_mover = Cast_Object(JointedMover*, GetHeadEntity());
//
// Get the ear transform
//
jointed_mover->GetSegmentToWorld(*eyepointSegment, &earToWorld);
}
else
{
earToWorld = AudioHead::GetEarToWorld();
}
Check(&earToWorld);
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
void
BTL4AudioHead::Execute()
{
Check(this);
AudioHead::Execute();
CalculateEarToWorld();
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
LinearMatrix
BTL4AudioHead::GetEarToWorld()
{
Check(this);
Check_Fpu();
return earToWorld;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//#############################################################################
//#############################################################################
//
BTL4AudioRenderer::BTL4AudioRenderer(
RendererRate render_rate,
Logical mission_review_mode
):
L4AudioRenderer(
render_rate,
mission_review_mode
)
{
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
BTL4AudioRenderer::~BTL4AudioRenderer()
{
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
AudioHead*
BTL4AudioRenderer::MakeAudioHead()
{
Check_Fpu();
return new BTL4AudioHead;
}