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>
65 lines
1.6 KiB
C++
65 lines
1.6 KiB
C++
#pragma once
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#include "node.h"
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#include "time.h"
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#include "memblock.h"
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#include "simulate.h"
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class UpdateManager;
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class SimulationEncore : public Plug
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{
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friend class UpdateManager;
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private:
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static MemoryBlock* GetAllocatedMemory();
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void* operator new(size_t) { return GetAllocatedMemory()->New(); }
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void operator delete(void *where) { GetAllocatedMemory()->Delete(where); }
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Simulation *encoreSimulation;
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Simulation::Encore encoreCallback;
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Logical runWatchers;
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SimulationEncore(Simulation *sim, Simulation::Encore callback);
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~SimulationEncore();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UpdateManager ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class UpdateManager : public Node
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{
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public:
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//
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//--------------------------------------------------------------------
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// Construction, Destruction
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//--------------------------------------------------------------------
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//
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UpdateManager();
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~UpdateManager();
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Logical TestInstance() const;
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//
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//--------------------------------------------------------------------
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// Execute
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//
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// Perform update management functions
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//--------------------------------------------------------------------
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//
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void Execute(Time target_render_time);
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//
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//----------------------------------------------------------------------
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// CreateEncore
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//
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// Registers a callback to be executed after all entity performances are
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// completed
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//----------------------------------------------------------------------
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//
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void RequestEncore(Simulation *simulation, Simulation::Encore encore);
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protected:
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ChainOf<SimulationEncore*> simulationEncores;
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};
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