Files
BT411/engine/MUNGA/HOST.h
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

187 lines
4.1 KiB
C++

#pragma once
#include "node.h"
#include "hostid.h"
#include "schain.h"
#include "network.h"
class Entity;
//##########################################################################
//####### Support types for entity identity and host manager #########
//##########################################################################
enum HostType
{
GameMachineHostType,
CameraShipHostType,
MissionReviewHostType,
ConsoleHostType
};
//##########################################################################
//############################ Host ##################################
//##########################################################################
class Host:
public Node
{
friend class HostManager;
friend class Host__AllEntityIterator;
friend class Host__DynamicMasterEntityIterator;
friend class Host__DynamicReplicantEntityIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public types
//
public:
typedef Host__AllEntityIterator
AllEntityIterator;
//
// NoNetworkConnectionStatus -
// Initial state, host just created with no net link
// OpeningConnectionStatus -
// Waiting for completion of an active open to this host
// ListeningConnectionStatus -
// Waiting for this host to connect to us
// OnLineConnectionStatus -
// Host is on-line and ready
//
enum ConnectionStatus
{
NoNetworkConnectionStatus,
OpeningConnectionStatus,
ListeningConnectionStatus,
OnLineConnectionStatus
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and testing
//
public:
Host(
HostID host_ID,
HostType host_type,
const SOCKADDR_IN *network_address
);
~Host();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Accessors
//
public:
HostType
GetHostType();
HostID
GetHostID();
inline SOCKADDR_IN *GetNetworkAddress() { return &networkAddress; }
inline void SetNetworkAddress(const SOCKADDR_IN *network_address) { networkAddress = *network_address; }
ConnectionStatus
GetConnectStatus();
void
SetConnectStatus(ConnectionStatus new_status);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Host Manager support
//
private:
void
AddEntity(Entity *entity);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
HostID hostID;
HostType hostType;
SOCKADDR_IN networkAddress;
ConnectionStatus currentConnectStatus;
//
// The all entity socket contains all entities that are on this host.
//
SChainOf<Entity*>
allEntitySocket;
//
// The dynamic master entity socket contains all entities that are
// masters and dynamic
//
SChainOf<Entity*>
dynamicMasterEntitySocket;
//
// The dynamic replicant entity socket contains all entities that are
// replicants and dynamic
//
SChainOf<Entity*>
dynamicReplicantEntitySocket;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Host inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline HostType
Host::GetHostType()
{
Check(this);
return hostType;
}
inline HostID
Host::GetHostID()
{
Check(this);
return hostID;
}
inline Host::ConnectionStatus
Host::GetConnectStatus()
{
Check(this);
return currentConnectStatus;
}
inline void
Host::SetConnectStatus(ConnectionStatus new_status)
{
Check(this);
currentConnectStatus = new_status;
}
//~~~~~~~~~~~~~~~~~~~~~~~~ Host__AllEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~
class Host__AllEntityIterator:
public SChainIteratorOf<Entity*>
{
public:
Host__AllEntityIterator(Host *host);
~Host__AllEntityIterator();
};
//~~~~~~~~~~~~~~~~~~~~ Host__DynamicMasterEntityIterator ~~~~~~~~~~~~~~~~~~~
class Host__DynamicMasterEntityIterator:
public SChainIteratorOf<Entity*>
{
public:
Host__DynamicMasterEntityIterator(Host *host);
~Host__DynamicMasterEntityIterator();
};
//~~~~~~~~~~~~~~~~~~~ Host__DynamicReplicantEntityIterator ~~~~~~~~~~~~~~~~~
class Host__DynamicReplicantEntityIterator:
public SChainIteratorOf<Entity*>
{
public:
Host__DynamicReplicantEntityIterator(Host *host);
~Host__DynamicReplicantEntityIterator();
};