"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>
174 lines
5.2 KiB
C++
174 lines
5.2 KiB
C++
//===========================================================================//
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// btl4console.cpp -- BT412 in-process LocalConsole marshal (solo path).
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//
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// See btl4console.hpp. Models RP412's RPL4CONSOLE ConsoleTick, reduced to the
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// single-player case: no remote pods, no wire -- just own the mission clock and
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// dispatch StopMissionMessage at expiry. The tick runs on the game thread
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// (gPerFrameHook), so the engine call (Dispatch) is safe.
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//===========================================================================//
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#include <bt.hpp> // Application, application, DEBUG_STREAM
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#pragma hdrstop
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#include <string.h> // strncpy (result names from the wire)
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#include "appmsg.hpp" // full Application::StopMissionMessage definition
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#include "appmgr.hpp" // gPerFrameHook
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#include "btl4console.hpp"
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// The pilot roster + score bridges (btl4gau3.cpp / mechmppr.cpp / btplayer.cpp):
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// the pilotList reads them for the Comm MFD, and the marshal snapshots them at
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// the stop so the results screen has the final scores.
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extern void *BTResolveRosterPilot(int slot);
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extern int BTPilotKills(void *pilot);
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extern int BTPilotDeaths(void *pilot);
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namespace
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{
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enum Phase { PhaseIdle, PhaseWaiting, PhaseRunning, PhaseStopped };
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Phase gPhase = PhaseIdle;
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int gMissionSeconds = 0;
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unsigned long gStartTick = 0;
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Application *gWatched = 0;
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// Final scores snapshotted at the stop (roster order; slot 0 = local).
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enum { maxResults = 8 };
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struct Result { int kills, deaths; char name[24]; };
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Result gResults[maxResults];
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int gResultCount = 0;
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void SnapshotResults()
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{
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gResultCount = 0;
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for (int slot = 0; slot < maxResults; ++slot)
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{
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void *pilot = BTResolveRosterPilot(slot);
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if (pilot == 0)
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break; // past the last occupied roster slot
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gResults[gResultCount].kills = BTPilotKills(pilot);
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gResults[gResultCount].deaths = BTPilotDeaths(pilot);
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gResults[gResultCount].name[0] = 0; // filled by the lobby (owner) if networked
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++gResultCount;
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}
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DEBUG_STREAM << "[marshal] snapshot " << gResultCount << " pilot score(s)\n" << std::flush;
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}
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//
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// The game-thread tick (called every frame while an application is live).
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//
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void ConsoleTick()
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{
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if (application == 0)
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return;
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int state = application->GetApplicationState();
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switch (gPhase)
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{
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case PhaseWaiting:
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// The mission has staged and started running -> start the clock.
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if (state == Application::RunningMission)
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{
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gPhase = PhaseRunning;
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gWatched = application;
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gStartTick = GetTickCount();
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DEBUG_STREAM << "[marshal] mission running -- length "
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<< gMissionSeconds << "s\n" << std::flush;
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}
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break;
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case PhaseRunning:
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if (application != gWatched)
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return; // only marshal our own mission
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if (state != Application::RunningMission)
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{
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// ended some other way (pilot abort, teardown)
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gPhase = PhaseStopped;
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DEBUG_STREAM << "[marshal] mission ended (state change)\n" << std::flush;
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}
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else if (gMissionSeconds > 0 &&
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(GetTickCount() - gStartTick) >= (unsigned long)(gMissionSeconds * 1000))
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{
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// The console clock expired: snapshot the final scores (the
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// game state is still live here), then stop the mission exactly
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// as the arcade console did (StopMissionMessage on our pod).
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DEBUG_STREAM << "[marshal] time expired -- stopping mission\n" << std::flush;
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SnapshotResults();
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Application::StopMissionMessage message(0);
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application->Dispatch(&message);
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gPhase = PhaseStopped;
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}
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break;
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default:
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break;
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}
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}
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}
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void BTLocalConsole_Install(int mission_seconds)
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{
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gMissionSeconds = mission_seconds;
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gPhase = PhaseWaiting;
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gStartTick = 0;
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gWatched = 0;
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// Marshaled: the in-process console owns the clock, so a console-loss
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// (there is none locally) would end the mission -- harmless for solo.
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gConsoleLossEndsMission = True;
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gPerFrameHook = &ConsoleTick;
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DEBUG_STREAM << "[marshal] installed (length " << mission_seconds << "s)\n" << std::flush;
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}
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int BTLocalConsole_MissionCompleted()
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{
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return (gPhase == PhaseStopped) ? 1 : 0;
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}
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int BTLocalConsole_ResultCount()
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{
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return gResultCount;
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}
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int BTLocalConsole_GetResult(int index, int *kills, int *deaths)
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{
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if (index < 0 || index >= gResultCount)
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return 0;
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if (kills) *kills = gResults[index].kills;
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if (deaths) *deaths = gResults[index].deaths;
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return 1;
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}
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const char *BTLocalConsole_GetResultName(int index)
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{
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if (index < 0 || index >= gResultCount)
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return "";
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return gResults[index].name;
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}
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// The lobby rebuilds the sheet from wire data (owner collates every pod's
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// scores) before showing the shared results, so it needs to clear + refill.
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void BTLocalConsole_ClearResults()
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{
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gResultCount = 0;
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}
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void BTLocalConsole_InjectResult(int slot, int kills, int deaths, const char *name)
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{
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if (slot < 0 || slot >= maxResults)
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return;
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gResults[slot].kills = kills;
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gResults[slot].deaths = deaths;
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gResults[slot].name[0] = 0;
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if (name) { strncpy(gResults[slot].name, name, sizeof(gResults[slot].name) - 1);
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gResults[slot].name[sizeof(gResults[slot].name) - 1] = 0; }
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if (slot >= gResultCount)
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gResultCount = slot + 1;
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}
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void BTLocalConsole_Uninstall()
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{
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gPerFrameHook = 0;
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gPhase = PhaseIdle;
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}
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