Files
BT412/engine/MUNGA_L4/L4AUDRES.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

164 lines
4.1 KiB
C++

#pragma once
#include "..\munga\objstrm.h"
#include "..\munga\entity.h"
#include "..\munga\audio.h"
#include "openal/al.h"
ALuint AL_getBuffer(int index);
extern ALuint *g_buffers;
extern int g_numBuffers;
//class AudioHardware;
//##########################################################################
//###################### AudioObjectStream ###########################
//##########################################################################
class AudioObjectStream:
public PlugStream
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction and testing
//
public:
AudioObjectStream();
AudioObjectStream(
ResourceDescription *resource_description,
Entity *entity
);
~AudioObjectStream();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Implementations
//
private:
RegisteredClass*
MakeObjectImplementation(Enumeration class_ID);
void
CreatedObjectImplementation(
RegisteredClass *object,
ObjectID object_ID
);
void
BuildFromPageImplementation(
NameList *entry_list,
Enumeration class_ID,
ObjectID object_ID
);
void
BuiltFromPageImplementation(
Enumeration class_ID,
ObjectID object_ID,
const CString &object_name_string
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
Entity *entity;
};
//##########################################################################
//#################### L4AudioResourceManager ########################
//##########################################################################
class L4AudioResourceManager:
public Node
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
L4AudioResourceManager();
~L4AudioResourceManager();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Static audio object methods
//
public:
//
//--------------------------------------------------------------------
// PreloadResources
//--------------------------------------------------------------------
//
void
PreloadResources(
NotationFile *notation_file
);
//
//--------------------------------------------------------------------
// UnloadResources
//--------------------------------------------------------------------
//
void
UnloadResources(
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Static audio object methods - tool support
//
public:
//
//--------------------------------------------------------------------
// CreateStaticAudioStreamResource
//--------------------------------------------------------------------
//
static ResourceDescription::ResourceID
CreateStaticAudioStreamResource(
ResourceFile *resource_file
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Dynamic audio object methods
//
public:
//
//--------------------------------------------------------------------
// CreateEntityAudioObjects
//--------------------------------------------------------------------
//
void
CreateEntityAudioObjects(
Entity *entity,
AudioRepresentation audio_representation
);
//
//--------------------------------------------------------------------
// DestroyEntityAudioObjects
//--------------------------------------------------------------------
//
void
DestroyEntityAudioObjects(Entity *entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Dynamic audio object methods - tool support
//
public:
//
//--------------------------------------------------------------------
// CreateModelAudioStreamResource
//--------------------------------------------------------------------
//
static ResourceDescription::ResourceID
CreateModelAudioStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
};