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CydandClaude Opus 4.8 101562978d Terminology: BattleTech missions, not races
"Race" is Red Planet's term (it's a racing game) and rode in with the
RPL4LOBBY port. In BattleTech the gameplay unit is a MISSION. Sweep it out
of the front-end / lobby / marshal code + the roadmap and steamification
digest: rename the public API BTLobby_Push/PullRaceResults ->
Push/PullMissionResults, the internal PrimeHostedRace -> PrimeHostedMission,
the deferred marshal InstallNetworkRace -> InstallNetworkMission, and the
user-facing strings ("STEAM MISSION LOBBY", "L A U N C H  M I S S I O N",
"HOST/JOIN STEAM MISSION"). Comments follow. No behavior change; both gates
(default + BT412_STEAM) still build + link clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:29:38 -05:00

100 lines
4.3 KiB
C++

//===========================================================================//
// btl4fe.hpp -- BT412 in-game front end: local mission-egg builder.
//
// Replaces the external operator console for solo / host play: a mission is
// configured from an in-process catalog and the mission egg is built LOCALLY
// (the exact NotationFile the console used to stream), then fed through the
// standard -egg load path (L4Application::SetEggNotationFileName).
//
// This is the Workstream B foundation (docs/BT412-ROADMAP.md Phase 5); the
// interactive on-screen menu, the LocalConsole marshal, and the results
// screen build on top of this egg builder.
//===========================================================================//
#ifndef BTL4FE_HPP
#define BTL4FE_HPP
//---------------------------------------------------------------------------//
// Catalogs (the console's RPConfig.xml equivalent for BattleTech).
//---------------------------------------------------------------------------//
extern const char *const kBTMaps[]; // NULL-terminated
extern const char *const kBTMechs[]; // NULL-terminated (base + variants)
extern const char *const kBTColors[]; // NULL-terminated
extern int BTCatalogCount(const char *const *list);
//---------------------------------------------------------------------------//
// One participant's loadout.
//---------------------------------------------------------------------------//
struct BTFePilot
{
char address[32]; // "ip[:port]" -- the mesh roster key
char name[24]; // pilot name (also the plasma name bitmap)
char vehicle[16]; // mech, e.g. "bhk1"
char color[16]; // "White" / "Red" / ...
char badge[8]; // e.g. "VGL"
char patch[16]; // e.g. "Yellow"
char dropzone[8]; // "one" ...
int bitmapindex; // 1..N (which ordinal/name slot)
int advancedDamage; // 0/1
int loadzones; // 0/1
};
//---------------------------------------------------------------------------//
// A whole mission before it becomes an egg.
//---------------------------------------------------------------------------//
struct BTFeMission
{
char map[16]; // e.g. "cavern"
char scenario[16]; // "freeforall"
char timeOfDay[8]; // "day" / "night"
char weather[16]; // "clear" ...
int temperature; // e.g. 27
int lengthSeconds; // mission time limit
int pilotCount;
BTFePilot pilots[8];
};
// Fill a mission with sensible solo defaults (map=grass, one local pilot).
void BTFeMission_Default(BTFeMission *mission);
// Write the mission as an egg NotationFile to `path`. Returns True on success.
// Emits [mission] / [ordinals]+4 rank bitmaps / [pilots] / per-pilot sections /
// [largebitmap]+[smallbitmap] (GDI-rendered pilot names) / role models -- the
// exact structure the console streamed (verified against content/MP.EGG).
int BTFeMission_WriteEgg(const BTFeMission *mission, const char *path);
//---------------------------------------------------------------------------//
// Front-end mode: no -egg, no -net on the command line. Build a solo egg
// from the default loadout and point the engine at it. Returns True if it
// took over (an egg was built + set), False to fall through to the old path.
//---------------------------------------------------------------------------//
int BTFrontEnd_Run();
// The mission length (seconds; 0 = endless) the player chose on the last
// LAUNCH -- WinMain arms the LocalConsole marshal with it.
int BTFrontEnd_LastMissionSeconds();
// Show the post-mission scoreboard (marshal snapshot) until dismissed.
void BTFrontEnd_ShowResults();
//---------------------------------------------------------------------------//
// Steam lobby glue (used by btl4lobby): the local pilot's loadout the lobby
// publishes as member data, and the hosted-pilot override the lobby feeds so
// the owner's egg carries every member as a pilot.
//---------------------------------------------------------------------------//
struct FEHostedPilot
{
char address[64]; // mesh (game-port) address for [pilots]
char name[32];
char vehicle[24];
char color[16];
char badge[24];
};
void BTFrontEnd_GetLoadout(char *vehicle, char *color, char *badge);
void BTFrontEnd_SetHostedPilots(const char *owner_address,
const FEHostedPilot *pilots, int count);
// The last LAUNCH's mode: 0 single-player, 1 lobby host, 2 lobby member.
int BTFrontEnd_LastLaunchMode();
#endif // BTL4FE_HPP