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

140 lines
3.2 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "host.h"
#include "entity.h"
//#############################################################################
//################################ Host #################################
//#############################################################################
//
//#############################################################################
//#############################################################################
//
Host::Host(
HostID host_ID,
HostType host_type,
const SOCKADDR_IN *network_address
):
hostType(host_type),
allEntitySocket(NULL),
dynamicMasterEntitySocket(NULL),
dynamicReplicantEntitySocket(NULL)
{
Verify(host_ID >= FirstLegalHostID);
hostID = host_ID;
if (network_address)
networkAddress = *network_address;
else
memset(&networkAddress, 0, sizeof(networkAddress));
currentConnectStatus = NoNetworkConnectionStatus;
}
//
//#############################################################################
//#############################################################################
//
Host::~Host()
{
}
//
//#############################################################################
//#############################################################################
//
Logical
Host::TestInstance() const
{
Node::TestInstance();
Verify(hostID >= FirstLegalHostID);
Verify(
hostType == GameMachineHostType ||
hostType == MissionReviewHostType ||
hostType == ConsoleHostType
);
Check(&allEntitySocket);
Check(&dynamicMasterEntitySocket);
Check(&dynamicReplicantEntitySocket);
return True;
}
//
//#############################################################################
//#############################################################################
//
void
Host::AddEntity(Entity *entity)
{
Check(this);
Check(entity);
//
// Add entity to all socket
//
allEntitySocket.Add(entity);
//
// Conditionally add entity to aux sockets
//
switch (entity->GetInstance())
{
case Entity::MasterInstance:
case Entity::IndependantInstance:
case Entity::HermitInstance:
if (entity->IsDynamic())
{
dynamicMasterEntitySocket.Add(entity);
}
break;
case Entity::ReplicantInstance:
if (entity->IsDynamic())
{
dynamicReplicantEntitySocket.Add(entity);
}
break;
default:
Fail("Host::AddEntity - Should never reach here");
break;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~ Host__AllEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~
Host__AllEntityIterator::Host__AllEntityIterator(Host *host):
SChainIteratorOf<Entity*>(&host->allEntitySocket)
{
}
Host__AllEntityIterator::~Host__AllEntityIterator()
{
}
//~~~~~~~~~~~~~~~~~~~~~ Host__DynamicMasterEntityIterator ~~~~~~~~~~~~~~~~~~~~~
Host__DynamicMasterEntityIterator::
Host__DynamicMasterEntityIterator(Host *host):
SChainIteratorOf<Entity*>(&host->dynamicMasterEntitySocket)
{
}
Host__DynamicMasterEntityIterator::~Host__DynamicMasterEntityIterator()
{
}
//~~~~~~~~~~~~~~~~~~~~ Host__DynamicReplicantEntityIterator ~~~~~~~~~~~~~~~~~~~
Host__DynamicReplicantEntityIterator::
Host__DynamicReplicantEntityIterator(Host *host):
SChainIteratorOf<Entity*>(&host->dynamicReplicantEntitySocket)
{
}
Host__DynamicReplicantEntityIterator::~Host__DynamicReplicantEntityIterator()
{
}