Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
207 lines
4.9 KiB
C++
207 lines
4.9 KiB
C++
//===========================================================================//
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// File: apptask.cpp //
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// Project: MUNGA Brick: Application //
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// Contents: Interface specification for Application //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 08/24/94 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(APPTASK_HPP)
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# include <apptask.hpp>
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#endif
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#if !defined(RENDERER_HPP)
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# include <renderer.hpp>
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#endif
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#if !defined(AUDREND_HPP)
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# include <audrend.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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#if !defined(NTTMGR_HPP)
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# include <nttmgr.hpp>
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#endif
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#if !defined(GAUGEREND_HPP)
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# include <gaugrend.hpp>
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#endif
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#if defined(TRACE_COMPLETE_CYCLES)
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BitTrace Complete_Cycles("Complete Cycles");
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#endif
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#if defined(TRACE_DEATH_ROW)
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BitTrace Death_Row("Death Row");
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#endif
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//#############################################################################
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//########################### ApplicationTask ###########################
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//#############################################################################
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ApplicationTask::ApplicationTask(ClassID class_ID):
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Component(class_ID)
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{
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}
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ApplicationTask::~ApplicationTask()
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{
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}
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//#############################################################################
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//########################### BackgroundTasks ###########################
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//#############################################################################
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BackgroundTasks::BackgroundTasks():
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taskSocket(NULL)
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{
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taskIterator = new SChainIteratorOf<ApplicationTask*>(&taskSocket);
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Register_Object(taskIterator);
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}
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BackgroundTasks::~BackgroundTasks()
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{
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Check(taskIterator);
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taskIterator->DeletePlugs();
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Unregister_Object(taskIterator);
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delete taskIterator;
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}
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Logical
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BackgroundTasks::TestInstance() const
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{
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Component::TestInstance();
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Check(&taskSocket);
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Check(taskIterator);
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return True;
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}
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void
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BackgroundTasks::AddTask(ApplicationTask *task)
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{
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Check(this);
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Check(task);
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taskSocket.Add(task);
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}
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void
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BackgroundTasks::Execute()
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{
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Check(this);
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Check(taskIterator);
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if (taskIterator->GetCurrent() == NULL)
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{
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taskIterator->First();
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}
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ApplicationTask *task = taskIterator->GetCurrent();
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Check(task);
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task->Execute();
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taskIterator->Next();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkManagerTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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NetworkManagerTask::Execute()
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{
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Check(this);
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Check(application);
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Check(application->GetNetworkManager());
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application->GetNetworkManager()->ExecuteBackground();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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RoutePacketTask::Execute()
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{
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Check(this);
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Check(application);
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Check(application->GetNetworkManager());
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application->GetNetworkManager()->RoutePacket();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ProcessEventTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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ProcessEventTask::Execute()
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{
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Check(this);
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Check(application);
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application->ProcessOneEvent();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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AudioRendererTask::Execute()
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{
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Check(this);
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Check(application);
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if (application->GetAudioRenderer() != NULL)
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{
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Check(application->GetAudioRenderer());
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application->GetAudioRenderer()->ExecuteBackground();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GaugeRendererTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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GaugeRendererTask::Execute()
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{
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Check(this);
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Check(application);
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if (application->GetGaugeRenderer() != NULL)
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{
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Check(application->GetGaugeRenderer());
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application->GetGaugeRenderer()->ExecuteBackground();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ CompleteCyclesTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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CompleteCyclesTask::Execute()
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{
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SET_COMPLETE_CYCLES();
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Check(this);
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Check(application);
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Check(application->GetRendererManager());
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application->GetRendererManager()->CompleteCycles();
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CLEAR_COMPLETE_CYCLES();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FryDeathRowTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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FryDeathRowTask::Execute()
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{
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SET_DEATH_ROW();
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Check(this);
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Check(application);
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Check(application->GetEntityManager());
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application->GetEntityManager()->FryDeathRow();
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CLEAR_DEATH_ROW();
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}
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