Files
BT411/engine/MUNGA/ENTITYID.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

61 lines
1.4 KiB
C++

#pragma once
#include "network.h"
//##########################################################################
//########################## EntityID ################################
//##########################################################################
class EntityID
{
public:
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile EntityID *);
#endif
typedef Enumeration LocalID;
EntityID();
EntityID(const EntityID&);
EntityID(HostID);
EntityID(HostID, LocalID);
Logical TestInstance() const;
HostID GetHostID() { return hostID; }
Logical operator!() const
{
Check(this);
return operator==(Null);
}
EntityID& operator=(const EntityID&);
EntityID operator-(const EntityID&) const;
EntityID& operator+=(const EntityID&);
EntityID& operator-=(const EntityID&);
EntityID& operator+=(LocalID);
EntityID& operator-=(LocalID);
Logical operator<(const EntityID&) const;
Logical operator<=(const EntityID&) const;
Logical operator>(const EntityID&) const;
Logical operator>=(const EntityID&) const;
Logical operator==(const EntityID&) const;
Logical operator!=(const EntityID&) const;
operator int() const;
static EntityID Null;
static LocalID LocalNull;
friend std::ostream& operator<<(std::ostream& stream, const EntityID& v)
{
return stream << v.hostID << ':' << v.localID;
}
private:
HostID hostID;
LocalID localID;
};