Files
RP412/RP_L4/RPL4.CPP
T
CydandClaude Opus 5 bfd5fa163e EXIT GAME on the console screen
,noframe takes the title bar away, and with it the only way out of the
game. The console screen now offers its own, bottom left: half width and
diagonally opposite LAUNCH GAME, because it is the one button on that
screen you cannot undo and it should not sit next to the one everybody
is aiming for.

It goes through the same door as closing the window - fe.closed, so
RPL4FrontEnd_Run returns False and the race loop breaks - rather than
opening a second shutdown path.

Two things had to move for it to make sense.

The saved placement now loads in RPL4.CPP, right after the main window
is shown, instead of only when SVGA16 builds the cockpit. That was not
until a mission started, so the console screen came up at the default
rect with its title bar still on and the window only jumped to the saved
placement once a race began - which, for a flag whose whole purpose is
to take the title bar off, meant it did nothing on the screen you land
on. RPL4.CPP now owns the main window's registration outright and
SVGA16's branches only reload; the reload after CockpitShellProc goes on
still matters, since its WM_SIZE is what re-fits the canvas.

That in turn made the exploded view's position-only registration
incoherent - the startup load had already applied the size - so the
game window is simply position and size everywhere now. The earlier
reasoning that its exploded size IS the -res render size does not hold:
the back buffer stretches to the window in either view, exactly as it
does for the cockpit.

WM_EXITSIZEMOVE moves from the cockpit subclass to RPL4.CPP's own
WndProc, which the subclass chains to anyway. In its old home it only
existed once a cockpit had been built, so dragging the window on the
console screen - the obvious moment to put it where you want it - saved
nothing. There is also a save on the way out of WinMain, for a session
that never started a race and so never ran SVGA16's teardown save.

Verified: on a bare-framed window the console screen comes up at the
saved 1280x760 with client == window rect, EXIT GAME ends the process
with code 0, and a screenshot shows it clear of the column content. A
console-only session dragged to 333,222 900x640 wrote that on the drag,
kept it through the exit, and came back to exactly it on relaunch -
without a race anywhere in the round trip. The noframe and cockpit
round trips still pass unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 10:01:16 -05:00

528 lines
17 KiB
C++

////===========================================================================//
//// File: rp4lbe4.cc //
//// Project: MUNGA Brick: Red Planet LBE Application //
//// Contents: //
////---------------------------------------------------------------------------//
//// Date Who Modification //
//// -------- --- ---------------------------------------------------------- //
//// //
////---------------------------------------------------------------------------//
//// Copyright (C) 1994, Virtual World Entertainment, Inc. //
//// All Rights reserved worldwide //
//// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
////===========================================================================//
//
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0500
#define WINVER 0x0500
#include <tchar.h>
#include "rpl4.h"
#pragma hdrstop
#include "rpl4pb.h"
#include "rpl4fe.h"
#include "rpl4console.h"
#include "rpl4lobby.h"
#include "..\munga_l4\l4steamtransport.h"
#include "..\munga_l4\l4splr.h"
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
#include "rpl4ver.h"
#include "..\munga\resver.h"
#include "..\munga\resource.h"
// added for game status drawing support
#include "..\munga\player.h"
#include "..\munga\mission.h"
#include "..\munga_l4\l4ctrl.h"
// end add
#include <DbgHelp.h>
#include <strsafe.h>
#include <direct.h>
#include <shellapi.h>
#define SPOOL_SIZE 0x600000
//#define SCREEN_WIDTH 1024
//#define SCREEN_HEIGHT 768
Byte version[3] = {MAJOR_DATA_VERSION, RELEASE_VERSION, MINOR_DATA_VERSION};
char* names[] = {"InitializingState",
"WaitingForEgg",
"LoadingMission",
"WaitingForLaunch",
"LaunchingMission",
"RunningMission",
"EndingMission",
"StoppingMission",
"SuspendingMission",
"ResumingMission",
"AbortingMission",
"CreatingMission",
"ApplicationStateCount"};
//##########################################################################
//################## RP4L4Application Globals ########################
//##########################################################################
extern const char* const ProgName;
const char* const ProgName = "rpl4";
Application *rpl4App;
HWND hWnd;
//
// Unhandled-exception minidump: rpl4crash.dmp lands beside the exe so
// a crash on a test machine hands back a stack. dbghelp loads lazily -
// no link-time dependency.
//
static LONG WINAPI RPL4CrashDumpFilter(EXCEPTION_POINTERS *exception)
{
HMODULE dbghelp = LoadLibraryA("dbghelp.dll");
if (dbghelp != NULL)
{
typedef BOOL (WINAPI *MiniDumpWriteDumpFn)(
HANDLE, DWORD, HANDLE, MINIDUMP_TYPE,
PMINIDUMP_EXCEPTION_INFORMATION,
PMINIDUMP_USER_STREAM_INFORMATION,
PMINIDUMP_CALLBACK_INFORMATION);
MiniDumpWriteDumpFn write_dump =
(MiniDumpWriteDumpFn) GetProcAddress(dbghelp, "MiniDumpWriteDump");
if (write_dump != NULL)
{
HANDLE file = CreateFileA("rpl4crash.dmp", GENERIC_WRITE, 0,
NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (file != INVALID_HANDLE_VALUE)
{
MINIDUMP_EXCEPTION_INFORMATION dump_info;
dump_info.ThreadId = GetCurrentThreadId();
dump_info.ExceptionPointers = exception;
dump_info.ClientPointers = FALSE;
write_dump(GetCurrentProcess(), GetCurrentProcessId(), file,
MiniDumpNormal, &dump_info, NULL, NULL);
CloseHandle(file);
}
}
}
return EXCEPTION_CONTINUE_SEARCH;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_SYSCOMMAND:
// Alt is a flight control (reverse thrust) - releasing it must
// not pop the window menu and steal keyboard focus
if ((wParam & 0xFFF0) == SC_KEYMENU)
{
return 0;
}
break;
case WM_EXITSIZEMOVE:
//
// A drag or resize just finished. Here rather than in the
// cockpit's subclass so it also covers the console screen, which
// is where the window gets moved before there is any cockpit to
// subclass. No-op unless RP412MFDLAYOUT is save.
//
RPWindowLayout_Save();
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
char filename[50];
strcpy_s(filename, 50, "rpl4.log");
std::ofstream logfile;
logfile.open(filename);
std::cout.rdbuf(logfile.rdbuf());
SetUnhandledExceptionFilter(RPL4CrashDumpFilter);
// load up our environment variables
//controls
if(getenv("L4CONTROLS") == NULL)
putenv("L4CONTROLS=KEYBOARD");
if(getenv("DPLARG") == NULL)
putenv("DPLARG=1");
if(getenv("L4DPLCFG") == NULL)
putenv("L4DPLCFG=RPDPL.INI");
if(getenv("MULTISAMPLE") == NULL)
putenv("MULTISAMPLE=0");
if(getenv("TARGETFPS") == NULL)
putenv("TARGETFPS=60");
if(getenv("MAXPARTICLES") == NULL)
putenv("MAXPARTICLES=8192");
FILE *file;
char line[1024];
if (fopen_s(&file, "environ.ini", "r") == 0)
{
while (!feof(file))
{
if (fgets(line, sizeof(line), file))
{
for (int i = strlen(line); i >= 0; i--)
if (line[i] == '\n' || line[i] == '\r')
line[i] = 0;
// the file is self-documenting: skip comments, blanks,
// and anything that is not KEY=VALUE
char *setting = line;
while (*setting == ' ' || *setting == '\t')
++setting;
if (*setting == '\0' || *setting == '#' || *setting == ';' ||
strchr(setting, '=') == NULL)
continue;
putenv(setting);
}
}
fclose(file);
}
DEBUG_STREAM << "Red Planet 4.12.5" << std::endl << std::flush;
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
#ifdef RP412_STEAM
//
// RP412STEAM=1 (environ.ini or a Steam launch) swaps the wire to
// ISteamNetworkingSockets. Failure logs the reason and the game
// carries on over TCP - dev boxes without Steam are unaffected.
//
{
const char *steam_switch = getenv("RP412STEAM");
if (steam_switch != NULL && atoi(steam_switch) != 0)
{
SteamNetTransport_Install();
}
}
#endif
// GetProcessAffinityMask(GetCurrentProcess(),
DWORD_PTR res = SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)1);
if (res == 0)
{
DWORD err = GetLastError();
DEBUG_STREAM << "Could not set thread affinity. Err Code = " << err << std::endl << std::flush;
}
//
//----------------------------------------------------------------------
// Parse command line for an egg notation file name
//----------------------------------------------------------------------
//
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
Logical run_application = RPL4Application::ParseCommandLine(argc, argv);
if (!run_application)
{
return 1;
}
else
{
Start_Registering();
}
//
//-------------------------------------------------------------------------
// Create our window. This is only temporary because this will move after
// the graphics are moved over.
//-------------------------------------------------------------------------
//
WNDCLASS wc;
if (!hPrevInstance)
{
wc.style = 0;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon((HINSTANCE) NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor((HINSTANCE) NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWndClass";
if (!RegisterClass(&wc))
return FALSE;
}
DWORD wsStyle = WS_OVERLAPPED | WS_SYSMENU;
if (L4Application::GetFullscreen())
wsStyle = WS_POPUP;
hWnd = CreateWindowEx(0, L"MainWndClass", L"RPL4", WS_OVERLAPPEDWINDOW, 0, 0, L4Application::GetScreenWidth(), L4Application::GetScreenHeight(), (HWND)NULL, (HMENU)NULL, hInstance, (LPVOID)NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nShowCmd);
//
// Sticky placement, from the first frame the player sees. SVGA16 also
// registers and reloads when it builds the cockpit, but that is not
// until a mission starts - without this the console screen would come
// up at the default rect with its title bar still on, and only jump
// to the saved placement once a race began. -fit takes the whole
// monitor and has no placement of the player's to restore.
//
if (!L4Application::GetFitDisplay() && !L4Application::GetFullscreen())
{
RPWindowLayout_Register(hWnd, "RPL4", True);
RPWindowLayout_Load();
}
#if !_DEBUG
// Arcade pods have no mouse - but desktop/windowed play needs the
// cursor for the on-screen cockpit buttons, so hide it only when
// running fullscreen.
if (L4Application::GetFullscreen())
{
ShowCursor(FALSE);
}
#endif
//
//-------------------------------------------------------------------------
// Front-end mode: started without an egg, a network, or mission review.
// The race loop below keeps everything in ONE process - setup screen,
// mission, teardown, and back to the setup screen - with the local
// console marshaling each race. (-egg / -net / -mr run a single pass,
// exactly as before.)
//-------------------------------------------------------------------------
//
Logical front_end_mode =
L4Application::GetMissionReviewMode() == 0 &&
L4Application::GetNetworkCommonFlatAddress() == 0 &&
!L4Application::GetEggNotationFileName(); // no egg on the command line
int last_launch_mode = FELaunchSingle;
for (;;)
{
if (front_end_mode)
{
if (!IsWindow(hWnd))
{
break; // the cockpit window is gone (closed mid-race)
}
// drain any WM_QUIT left over from the previous mission's
// teardown so it cannot instantly close the setup screen
MSG leftover;
while (PeekMessage(&leftover, NULL, WM_QUIT, WM_QUIT, PM_REMOVE))
{
}
// lobby races: the owner publishes the score sheet, members
// pull it - the same results screen shows on every machine
RPL4Lobby_PushRaceResults();
RPL4Lobby_PullRaceResults();
// last race's final scores first (no-op on first boot)
if (!RPL4FrontEnd_ShowResults(hInstance, hWnd))
{
break;
}
static char frontend_egg[MAX_PATH];
if (!RPL4FrontEnd_Run(hInstance, hWnd, frontend_egg, sizeof(frontend_egg)))
{
break; // player closed the menu without launching
}
last_launch_mode = RPL4FrontEnd_LastLaunchMode();
Exit_Code = 0;
if (last_launch_mode == FELaunchMember)
{
//
// Lobby member: enter the race as a network pod. The
// owner's console connects over the wire, feeds the egg,
// and marshals us - no local egg, no local console. If
// the owner leaves mid-race the mission ends (a race
// with no console never stops on its own).
//
L4Application::SetNetworkCommonFlatAddress(1501);
gConsoleLossEndsMission = True;
}
else
{
gConsoleLossEndsMission = False;
L4Application::SetEggNotationFileName(frontend_egg);
// Front-end games are marshaled by the in-process console:
// it ends the race when the selected time expires.
// (Hand-fed -egg runs stay unmarshaled - the developer
// shortcut.)
//
// RP412HOSTPODS turns the launch into a hosted network
// race: this pod switches to network mode (it meshes like
// any pod) and the console also marshals the listed member
// pods over the wire. The Steam lobby primes the same path.
const char *host_pods = getenv("RP412HOSTPODS");
if (host_pods != NULL && host_pods[0] != '\0')
{
int host_port = 1501;
const char *port_override = getenv("RP412HOSTPORT");
if (port_override != NULL && atoi(port_override) > 0)
{
host_port = atoi(port_override);
}
L4Application::SetNetworkCommonFlatAddress(host_port);
if (!RPL4LocalConsole_InstallNetworkRace(
RPL4FrontEnd_LastMissionSeconds(), frontend_egg,
host_pods, RPL4FrontEnd_LastPilotNames()))
{
DEBUG_STREAM << "Network race setup failed - back to the menu\n" << std::flush;
L4Application::SetNetworkCommonFlatAddress(0);
continue;
}
}
else
{
L4Application::SetNetworkCommonFlatAddress(0);
RPL4LocalConsole_Install(RPL4FrontEnd_LastMissionSeconds());
}
}
}
//
//-------------------------------------------------------------------------
// Open the resource file. The brace will help correct the scoping problem
// of destruction the resource file
//-------------------------------------------------------------------------
//
{
StreamableResourceFile resources("rpl4.res", version);
Check(&resources);
//
//----------------------------------------------
// Create and initialize the application manager
//----------------------------------------------
//
ApplicationManager* app_manager;
Application *new_app;
int review_mode = RPL4Application::GetMissionReviewMode();
if (review_mode > 0)
{
MissionReviewApplicationManager *spool_mgr = new MissionReviewApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")), (review_mode == 2) ? 1 : 2, SPOOL_SIZE);
app_manager = spool_mgr;
Register_Object(app_manager);
//
//-------------------------------------------------------------------
// Create and initialize the playback application if there is a spool
// file
//-------------------------------------------------------------------
//
#if 1
CString spoolFileName = L4Application::GetSpoolFileName();
if (!spoolFileName)
spoolFileName = "last.spl";
SpoolFile *spool = spool_mgr->GetStoredSpoolFile(spoolFileName);
if (spool)
{
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, spool);
} else
{
new_app = new RPL4IdleApplication(hInstance, hWnd, &resources);
}
Register_Object(new_app);
app_manager->StartApplication(new_app);
#else
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, NULL);
Register_Object(new_app);
app_manager->StartApplication(new_app);
#endif
//
//------------------------------------
// Initialize the spooling application
//------------------------------------
//
if (review_mode == 1)
{
new_app = new L4SpoolingApplication(hInstance, hWnd, &resources, RPL4);
Register_Object(new_app);
app_manager->StartApplication(new_app);
}
}
else
{
app_manager = new ApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")));
Register_Object(app_manager);
//
//--------------------------------------
// Create and initialize the application
//--------------------------------------
//
Application *new_app = new RPL4Application(hInstance, hWnd, &resources);
rpl4App = new_app;
Register_Object(new_app);
SetCursorPos(1680 / 2, 1050 / 2);
app_manager->StartApplication(new_app);
}
//
//--------------------------
// Run missions till we done
//--------------------------
//
app_manager->RunMissions();
rpl4App = NULL;
Unregister_Object(app_manager);
delete app_manager;
}
//
//-------------------------------------------------------------------------
// Single-binary race loop: if the local console ended this mission
// (or we raced as a lobby member under the owner's console), go
// back to the setup screen / lobby room for the next one; anything
// else (user quit, -egg / -net / -mr single pass) falls out.
//-------------------------------------------------------------------------
//
if (!front_end_mode ||
(last_launch_mode != FELaunchMember && !RPL4LocalConsole_MissionCompleted()))
{
break;
}
}
//
// Last word on the window's placement. Every finished drag has already
// written it and SVGA16 writes again as the cockpit comes down, but a
// session that never started a race has neither - and quitting from
// the console screen is exactly how somebody would leave after moving
// the window to where they want it. No-op unless the mode is save.
//
if (IsWindow(hWnd))
{
RPWindowLayout_Save();
}
RPWindowLayout_Forget(hWnd);
#if !_DEBUG
// symmetric with the fullscreen-only hide at startup
if (L4Application::GetFullscreen())
{
ShowCursor(TRUE);
}
#endif
Stop_Registering();
return Exit_Code;
}