Files
BT412/engine/MUNGA/AUDTIME.h
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

259 lines
4.9 KiB
C++

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