Files
BT412/engine/MUNGA/UPDATE.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

65 lines
1.6 KiB
C++

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