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>
140 lines
3.2 KiB
C++
140 lines
3.2 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "host.h"
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#include "entity.h"
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//#############################################################################
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//################################ Host #################################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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Host::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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hostType(host_type),
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allEntitySocket(NULL),
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dynamicMasterEntitySocket(NULL),
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dynamicReplicantEntitySocket(NULL)
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{
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Verify(host_ID >= FirstLegalHostID);
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hostID = host_ID;
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if (network_address)
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networkAddress = *network_address;
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else
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memset(&networkAddress, 0, sizeof(networkAddress));
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currentConnectStatus = NoNetworkConnectionStatus;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Host::~Host()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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Host::TestInstance() const
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{
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Node::TestInstance();
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Verify(hostID >= FirstLegalHostID);
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Verify(
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hostType == GameMachineHostType ||
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hostType == MissionReviewHostType ||
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hostType == ConsoleHostType
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);
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Check(&allEntitySocket);
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Check(&dynamicMasterEntitySocket);
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Check(&dynamicReplicantEntitySocket);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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Host::AddEntity(Entity *entity)
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{
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Check(this);
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Check(entity);
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//
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// Add entity to all socket
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//
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allEntitySocket.Add(entity);
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//
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// Conditionally add entity to aux sockets
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//
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switch (entity->GetInstance())
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{
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case Entity::MasterInstance:
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case Entity::IndependantInstance:
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case Entity::HermitInstance:
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if (entity->IsDynamic())
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{
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dynamicMasterEntitySocket.Add(entity);
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}
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break;
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case Entity::ReplicantInstance:
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if (entity->IsDynamic())
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{
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dynamicReplicantEntitySocket.Add(entity);
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}
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break;
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default:
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Fail("Host::AddEntity - Should never reach here");
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break;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~ Host__AllEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Host__AllEntityIterator::Host__AllEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->allEntitySocket)
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{
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}
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Host__AllEntityIterator::~Host__AllEntityIterator()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~ Host__DynamicMasterEntityIterator ~~~~~~~~~~~~~~~~~~~~~
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Host__DynamicMasterEntityIterator::
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Host__DynamicMasterEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->dynamicMasterEntitySocket)
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{
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}
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Host__DynamicMasterEntityIterator::~Host__DynamicMasterEntityIterator()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~ Host__DynamicReplicantEntityIterator ~~~~~~~~~~~~~~~~~~~
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Host__DynamicReplicantEntityIterator::
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Host__DynamicReplicantEntityIterator(Host *host):
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SChainIteratorOf<Entity*>(&host->dynamicReplicantEntitySocket)
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{
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}
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Host__DynamicReplicantEntityIterator::~Host__DynamicReplicantEntityIterator()
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{
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}
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