Files
BT411/engine/MUNGA/APPTASK.cpp
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

186 lines
3.7 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "apptask.h"
#include "renderer.h"
#include "audrend.h"
#include "app.h"
#include "nttmgr.h"
#include "gaugrend.h"
#if defined(TRACE_COMPLETE_CYCLES)
BitTrace Complete_Cycles("Complete Cycles");
#endif
#if defined(TRACE_DEATH_ROW)
BitTrace Death_Row("Death Row");
#endif
//#############################################################################
//########################### ApplicationTask ###########################
//#############################################################################
ApplicationTask::ApplicationTask(ClassID class_ID):
Component(class_ID)
{
}
ApplicationTask::~ApplicationTask()
{
}
//#############################################################################
//########################### BackgroundTasks ###########################
//#############################################################################
BackgroundTasks::BackgroundTasks():
taskSocket(NULL)
{
taskIterator = new SChainIteratorOf<ApplicationTask*>(&taskSocket);
Register_Object(taskIterator);
}
BackgroundTasks::~BackgroundTasks()
{
Check(taskIterator);
taskIterator->DeletePlugs();
Unregister_Object(taskIterator);
delete taskIterator;
}
Logical
BackgroundTasks::TestInstance() const
{
Component::TestInstance();
Check(&taskSocket);
Check(taskIterator);
return True;
}
void
BackgroundTasks::AddTask(ApplicationTask *task)
{
Check(this);
Check(task);
taskSocket.Add(task);
}
void
BackgroundTasks::Execute()
{
Check(this);
Check(taskIterator);
if (taskIterator->GetCurrent() == NULL)
{
taskIterator->First();
}
ApplicationTask *task = taskIterator->GetCurrent();
Check(task);
task->Execute();
taskIterator->Next();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkManagerTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
NetworkManagerTask::Execute()
{
Check(this);
Check(application);
Check(application->GetNetworkManager());
Time start = Now();
application->GetNetworkManager()->ExecuteBackground();
Time end = Now();
if (end.ticks - start.ticks > 10)
{
end = start;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
RoutePacketTask::Execute()
{
Check(this);
Check(application);
Check(application->GetNetworkManager());
application->GetNetworkManager()->RoutePacket();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ProcessEventTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
ProcessEventTask::Execute()
{
Check(this);
Check(application);
application->ProcessOneEvent();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
AudioRendererTask::Execute()
{
Check(this);
Check(application);
if (application->GetAudioRenderer() != NULL)
{
Check(application->GetAudioRenderer());
application->GetAudioRenderer()->ExecuteBackground();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GaugeRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
GaugeRendererTask::Execute()
{
Check(this);
Check(application);
if (application->GetGaugeRenderer() != NULL)
{
Check(application->GetGaugeRenderer());
application->GetGaugeRenderer()->ExecuteBackground();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ CompleteCyclesTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
CompleteCyclesTask::Execute()
{
SET_COMPLETE_CYCLES();
Check(this);
Check(application);
Check(application->GetRendererManager());
// application->GetRendererManager()->CompleteCycles();
CLEAR_COMPLETE_CYCLES();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FryDeathRowTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
FryDeathRowTask::Execute()
{
SET_DEATH_ROW();
Check(this);
Check(application);
Check(application->GetEntityManager());
application->GetEntityManager()->FryDeathRow();
CLEAR_DEATH_ROW();
}