Files
BT411/engine/MUNGA/APPMGR.cpp
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

237 lines
5.6 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "appmgr.h"
HWND ghWnd = 0;
ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
{
frameRate = frame_rate;
frameDuration = 1.0f/frameRate;
mHInstance = hInstance;
ghWnd = hWnd;
ApplicationManager::CurrentAppManager = this;
Check_Fpu();
}
ApplicationManager::~ApplicationManager()
{
}
void ApplicationManager::StartApplication(Application *new_app)
{
Check(this);
Check(new_app);
runningApplications.Add(new_app);
application = new_app;
new_app->Initialize();
}
//
//#############################################################################
// RunMissions
//#############################################################################
//
void ApplicationManager::RunMissions()
{
Check(this);
int backgroundTasksRun = 0;
int foregroundTasksRun = 0;
Time beginFrameTimestamp, lastFrameTimestamp;
MSG msg;
SChainIteratorOf<Application*> current_application(runningApplications);
SChainOf<Application*> endedApplications(NULL);
SChainIteratorOf<Application*> endingApplication(endedApplications);
Start_Of_Frame:
backgroundTasksRun = 0;
foregroundTasksRun = 0;
beginFrameTimestamp = Now();
current_application.First();
lastFrameTimestamp = Now();
Time end_of_frame = Now();
end_of_frame += frameDuration;
#if defined(LAB_ONLY)
int bad_count = 0;
#endif
//
//----------------------------------
// Run all relevant foreground loops
//----------------------------------
//
Time startForeground = Now();
while ((application = current_application.ReadAndNext()) != NULL)
{
Check(application);
foregroundTasksRun++;
if (!application->ExecuteForeground(end_of_frame, frameDuration))
{
if (!application->Shutdown(current_application.GetSize()))
{
endedApplications.Add(application);
if (current_application.GetCurrent() == NULL)
{
current_application.Last();
} else
{
current_application.Previous();
}
current_application.Remove();
}
}
}
Time endForeground = Now();
//
//-----------------------------------------------------------------------
// Check the Windows message queue for messages to be processed
//-----------------------------------------------------------------------
//
//InvalidateRect(ghWnd, NULL, false);
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//
//-----------------------------------------------------------------------
// Run all relevant background loops until it is time for the next frame.
// If no applications remain, exit the whole loop
//-----------------------------------------------------------------------
//
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
do
{
while (application->GetNetworkManager()->RoutePacket())
;
current_application.Next();
application = current_application.GetCurrent();
} while (application);
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
//
//------------------------------------------------------------------
// Give each application a chance to do at least one background task
//------------------------------------------------------------------
//
Time startBackground = Now();
Background_Loop:
do
{
Check(application);
application->ExecuteBackgroundTask();
backgroundTasksRun++;
//
// Move to the next application
//
current_application.Next();
application = current_application.GetCurrent();
} while (application);
//
//---------------------------------------------------------------------
// If time remains before the next frame is due, do another pass on the
// background tasks
//---------------------------------------------------------------------
//
Time t2 = Now();
Time lateTime = Now();
lateTime += 15L;
current_application.First();
application = current_application.GetCurrent();
if (t2 < end_of_frame)
{
#if defined(LAB_ONLY)
if (end_of_frame - t2 > 0.1f)
{
DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
if (++bad_count == 1000)
{
Fail("End-of-frame cannot be correctly calculated!");
}
}
#endif
goto Background_Loop;
}
Time endBackground = Now();
// BT perf probe (env BT_PERF): 1-Hz frame breakdown.
{
static int s_perf = -1;
if (s_perf < 0) { const char *e = getenv("BT_PERF"); s_perf = (e && *e != '0') ? 1 : 0; }
if (s_perf)
{
static Time s_lastP = Now();
if (Now() - s_lastP >= 1.0f)
{
s_lastP = Now();
DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
<< " fg=" << (float)(startBackground - beginFrameTimestamp)
<< " bg=" << (float)(endBackground - startBackground)
<< " bgTasks=" << backgroundTasksRun << "\n" << std::flush;
}
}
}
//char str[256];
//Scalar lastFrameLength = Now() - beginFrameTimestamp;
//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
//SetWindowTextA(ghWnd, str);
goto Start_Of_Frame;
}