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