Files
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

172 lines
3.4 KiB
C++

#pragma once
#include "scalar.h"
class Time;
//##########################################################################
//######################## System Clock ##############################
//##########################################################################
class SystemClock SIGNATURED
{
friend class Time;
public:
friend float Get_Frame_Percent_Used();
friend volatile Time& Now();
friend double HiResNow();
friend __int64 HiResNowTicks();
friend __int64 HiResCounterFreq();
static void TogglePause();
SystemClock();
~SystemClock() { Shutdown(); }
static SystemClock timer;
void Shutdown();
static long GetTicksPerSecond() { return ticksPerSecond; }
protected:
long pauseStart;
long pauseTime;
static long ticksPerSecond;
static __int64 perfCounterFreq;
static long GetRTC();
static double GetHiRes();
static __int64 GetHiResTicks();
};
//##########################################################################
//############################ Time ##################################
//##########################################################################
class Time
{
public:
long ticks;
static Time Null;
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile Time *p);
#endif
Time() {}
Time(const volatile Time &t) : ticks(t.ticks) {}
Time(const Time &t) : ticks(t.ticks) {}
Time(SystemClock&) : ticks(0) {}
Time& operator=(const volatile Time &t)
{
Check_Pointer(this);
Check(&t);
ticks = t.ticks;
return *this;
}
Time& operator=(long t)
{
Check_Pointer(this);
ticks = t;
return *this;
}
Time& operator=(Scalar t)
{
Check_Pointer(this);
ticks = Float_To_Time(t);
return *this;
}
operator Scalar() const volatile
{
Check(this);
return Time_To_Float(ticks);
}
operator long() const volatile
{
Check(this);
return ticks;
}
Scalar operator-(const volatile Time &t) const volatile
{
Check(this);
Check(&t);
return Time_To_Float(ticks - t.ticks);
}
Time& operator+=(const volatile Time &t)
{
Check(this);
Check(&t);
ticks += t.ticks;
return *this;
}
Time& operator+=(Scalar t)
{
Check(this);
ticks += Float_To_Time(t);
return *this;
}
Time& operator+=(long t)
{
Check(this);
ticks += t;
return *this;
}
Time& operator-=(const volatile Time &t)
{
Check(this);
Check(&t);
ticks -= t.ticks;
return *this;
}
Time& operator-=(Scalar t)
{
Check(this);
ticks -= Float_To_Time(t);
return *this;
}
Logical operator<(const volatile Time &t) const volatile
{
Check(this);
Check(&t);
return ticks < t.ticks;
}
Logical operator<=(const volatile Time &t) const volatile
{
Check(this);
Check(&t);
return ticks <= t.ticks;
}
Logical operator>(const volatile Time &t) const volatile
{
Check(this);
Check(&t);
return ticks > t.ticks;
}
Logical operator>=(const volatile Time &t) const volatile
{
Check(this);
Check(&t);
return ticks >= t.ticks;
}
friend std::ostream& operator <<(std::ostream& stream, const volatile Time& t)
{
Check(&t);
return stream << t.ticks;
}
Logical TestInstance() const volatile;
static Logical TestClass();
private:
static long Float_To_Time(Scalar t) { return (long)(t * SystemClock::ticksPerSecond + 0.5f); }
static Scalar Time_To_Float(long t) { return (Scalar)(t / (float)SystemClock::ticksPerSecond); }
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Time functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Convert_From_Ascii(const char *str, Time *time);