Files
BT411/engine/MUNGA_L4/L4HOST.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

112 lines
3.8 KiB
C++

//===========================================================================//
// File: l4host.hpp //
// Project: MUNGA Brick: Connection Library //
// Contents: additional L4 data types and functions for hosts //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/09/95 GAC Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "..\munga\host.h"
#include "..\munga\cstr.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4Host ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#define L4HOST_PAD_BUFFER_SIZE 4096
//
//--------------------------------------------------------------------
// L4Host
//
// Derived from Host, so we can add a place to store the host's network
// socket pointer.
//--------------------------------------------------------------------
//
class L4Host:
public Host
{
public:
//
//--------------------------------------------------------------------
// Construction, Destruction, and testing
//--------------------------------------------------------------------
//
L4Host(
HostID host_ID,
HostType host_type,
const SOCKADDR_IN *network_address,
//WinSock support :ADB 01/06/07
//unsigned long NetworkSocket,
SOCKET NetworkScocket,
const CString &net_name);
~L4Host();
//
//--------------------------------------------------------------------
// Accessors
//--------------------------------------------------------------------
//
#if 0
enum ConnectionStatus
{
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
};
ConnectionStatus
GetConnectStatus()
{return ConnectStatus;}
void
SetConnectStatus(ConnectionStatus new_status)
{ConnectStatus = new_status;}
#endif
//WinSock support :ADB 01/06/07
//unsigned long GetNetworkSocket()
SOCKET GetNetworkSocket()
{return NetworkSocket;}
void
SetNetworkSocket(unsigned long net_socket)
{NetworkSocket = net_socket;}
CString
GetSymbolicName()
{return SymbolicName;}
//
// Nasty to make these things public but I'll have to clean them later
//
public:
#if defined(TRACE_SEND_BUFFER)
TraceOf<int>
*sendBufferTrace;
char
sendBufferTraceName[50];
#endif
char
pad_buffer[L4HOST_PAD_BUFFER_SIZE]; // a place to buffer up messages
unsigned short
pad_size, // total size of the pad buffer
pad_head, // circular buffer pointers for keeping track of the
pad_tail; // data in the pad buffer.
//
//--------------------------------------------------------------------
// Private data
//--------------------------------------------------------------------
//
private:
//WinSock support :ADB 01/06/07
//unsigned long NetworkSocket; // address of the network socket this host uses
SOCKET NetworkSocket; // address of the network socket this host uses
#if 0
ConnectionStatus
ConnectStatus; // current connection status
#endif
CString
SymbolicName; // Text version of net address from egg
};