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>
186 lines
4.7 KiB
C++
186 lines
4.7 KiB
C++
//===========================================================================//
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// File: btl4arnd.cc //
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// Project: MUNGA Brick: Audio Renderer Manager //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/30/95 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <btl4.hpp>
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#pragma hdrstop
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#if !defined(BTL4ARND_HPP)
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# include <btl4arnd.hpp>
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#endif
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#if !defined(JMOVER_HPP)
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# include <jmover.hpp>
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4AudioHead::BTL4AudioHead():
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earToWorld(LinearMatrix::Identity)
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{
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useEyepointSegment = False;
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eyepointSegment = NULL;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4AudioHead::~BTL4AudioHead()
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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BTL4AudioHead::LinkToEntity(Entity *entity)
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{
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Check(this);
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Check(entity);
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//
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// Call inherited method
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//
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AudioHead::LinkToEntity(entity);
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#if 0
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//
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// Find segment containing eyepoint
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//
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JointedMover *jointed_mover;
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jointed_mover = Cast_Object(JointedMover*, entity);
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eyepointSegment = jointed_mover->GetSegment("siteeyepoint");
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Check(eyepointSegment);
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CalculateEarToWorld();
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#else
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useEyepointSegment = False;
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if (entity->IsDerivedFrom(*JointedMover::GetClassDerivations()))
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{
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//
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// Find segment containing eyepoint
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//
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JointedMover *jointed_mover;
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jointed_mover = Cast_Object(JointedMover*, entity);
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if ((eyepointSegment = jointed_mover->GetSegment("siteeyepoint")) != NULL)
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{
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Check(eyepointSegment);
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useEyepointSegment = True;
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CalculateEarToWorld();
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}
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}
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#endif
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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BTL4AudioHead::CalculateEarToWorld()
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{
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Check(this);
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if (useEyepointSegment)
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{
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Verify(GetHeadEntity()->IsDerivedFrom(JointedMover::ClassDerivations));
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JointedMover *jointed_mover = Cast_Object(JointedMover*, GetHeadEntity());
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//
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// Get the ear transform
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//
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jointed_mover->GetSegmentToWorld(*eyepointSegment, &earToWorld);
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}
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else
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{
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earToWorld = AudioHead::GetEarToWorld();
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}
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Check(&earToWorld);
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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BTL4AudioHead::Execute()
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{
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Check(this);
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AudioHead::Execute();
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CalculateEarToWorld();
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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LinearMatrix
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BTL4AudioHead::GetEarToWorld()
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{
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Check(this);
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Check_Fpu();
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return earToWorld;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4AudioRenderer::BTL4AudioRenderer(
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RendererRate render_rate,
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Logical mission_review_mode
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):
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L4AudioRenderer(
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render_rate,
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mission_review_mode
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)
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4AudioRenderer::~BTL4AudioRenderer()
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioHead*
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BTL4AudioRenderer::MakeAudioHead()
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{
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Check_Fpu();
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return new BTL4AudioHead;
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}
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