Files
TeslaRel410/restoration/source410/BT_L4/BTL4APP.CPP
T
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00

487 lines
12 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <btl4.hpp>
#pragma hdrstop
#if !defined(BTL4APP_HPP)
# include <btl4app.hpp>
#endif
#if !defined(BTREG_HPP)
# include <btreg.hpp>
#endif
#if !defined(BTL4VID_HPP)
# include <btl4vid.hpp>
#endif
#if !defined(BTL4ARND_HPP)
# include <btl4arnd.hpp>
#endif
#if !defined(BTL4GRND_HPP)
# include <btl4grnd.hpp>
#endif
#if !defined(BTL4MODE_HPP)
# include <btl4mode.hpp>
#endif
#if !defined(BTL4MSSN_HPP)
# include <btl4mssn.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(CAMSHIP_HPP)
# include <camship.hpp>
#endif
#if !defined(L4MPPR_HPP)
# include <l4mppr.hpp>
#endif
#if !defined(L4CTRL_HPP)
# include <l4ctrl.hpp>
#endif
//
//#############################################################################
//#############################################################################
//
const Receiver::HandlerEntry
BTL4Application::MessageHandlerEntries[]=
{
MESSAGE_ENTRY(BTL4Application, RunMission),
MESSAGE_ENTRY(BTL4Application, StopMission)
};
BTL4Application::MessageHandlerSet
BTL4Application::MessageHandlers(
ELEMENTS(BTL4Application::MessageHandlerEntries),
BTL4Application::MessageHandlerEntries,
L4Application::MessageHandlers
);
//
//#############################################################################
//#############################################################################
//
Derivation
BTL4Application::ClassDerivations(
L4Application::ClassDerivations,
"BTL4Application"
);
BTL4Application::SharedData
BTL4Application::DefaultData(
BTL4Application::ClassDerivations,
BTL4Application::MessageHandlers
);
//
//#############################################################################
//#############################################################################
//
BTL4Application::BTL4Application(
ResourceFile *resource_file,
ClassID class_ID,
SharedData &shared_data
):
L4Application(
resource_file,
BTL4,
class_ID,
shared_data
)
{
DEBUG_STREAM << "BTL4Application::BTL4Application" << endl;
}
//
//#############################################################################
//#############################################################################
//
BTL4Application::~BTL4Application()
{
}
//
//#############################################################################
// MakeRegistry
//#############################################################################
//
Registry*
BTL4Application::MakeRegistry()
{
Check(this);
return new BTRegistry(GetResourceFile());
}
//
//#############################################################################
// MakeVideoRenderer
//#############################################################################
//
VideoRenderer*
BTL4Application::MakeVideoRenderer()
{
Check(this);
//
// Only build a video renderer when there is a division card
//
if (!divisionParameters)
{
return NULL;
}
return
new BTL4VideoRenderer(
DefaultRendererRate,
MaxRendererComplexity,
DefaultRendererPriority,
VisualInterestType,
1
);
}
//
//#############################################################################
// MakeAudioRenderer
//#############################################################################
//
AudioRenderer*
BTL4Application::MakeAudioRenderer()
{
Check(this);
//
// Both sound cards must be present
//
if (!getenv("AWE_FRONT") || !getenv("AWE_REAR"))
{
return NULL;
}
return
new BTL4AudioRenderer(
GetFrameRate(),
GetMissionReviewMode()
);
}
//
//#############################################################################
// MakeModeManager
//#############################################################################
//
ModeManager*
BTL4Application::MakeModeManager()
{
Check(this);
return new BTL4ModeManager(BTL4ModeManager::ModeInitial);
}
//
//#############################################################################
// MakeControlsManager
//#############################################################################
//
ControlsManager*
BTL4Application::MakeControlsManager()
{
Check(this);
LBE4ControlsManager
*controls_manager = new LBE4ControlsManager;
Check_Pointer(controls_manager);
//
// Route the PC keyboard to the application's key-command handler
//
controls_manager->keyboardGroup[LBE4ControlsManager::KeyboardPC].Add(
ModeManager::ModeAlwaysActive,
this,
KeyCommandMessageID,
this
);
return controls_manager;
}
//
//#############################################################################
// MakeGaugeRenderer
//#############################################################################
//
GaugeRenderer*
BTL4Application::MakeGaugeRenderer()
{
Check(this);
//
// Only build the gauge renderer on a machine with gauge hardware
//
if (!getenv("L4GAUGE"))
{
return NULL;
}
return new BTL4GaugeRenderer;
}
//
//#############################################################################
// MakeMission
//#############################################################################
//
Mission*
BTL4Application::MakeMission(
NotationFile *notation_file,
ResourceFile *resources
)
{
Check(this);
return new BTL4Mission(notation_file, resources);
}
//
//#############################################################################
// MakeViewpointEntity
//#############################################################################
//
Entity*
BTL4Application::MakeViewpointEntity(Entity::MakeMessage *message)
{
Check(this);
LBE4ControlsManager
*controls_manager = GetControlsManager();
Entity
*viewing_entity = NULL;
char
*primary_mapping_name = NULL;
switch (message->classToCreate)
{
case CameraShipClassID:
//===============================================================
// Create Camera ship
//===============================================================
{
CameraShip
*viewing_camera =
CameraShip::Make((CameraShip::MakeMessage*)message);
Check(viewing_camera);
viewing_entity = viewing_camera;
//------------------------------------------------------------
// Create the controls mapping subsystem resource
//------------------------------------------------------------
CameraControlsMapper::SubsystemResource
control_subsystem_resource;
Str_Copy(
control_subsystem_resource.subsystemName,
"ControlsMapper",
sizeof(control_subsystem_resource.subsystemName)
);
control_subsystem_resource.classID = TrivialSubsystemClassID;
control_subsystem_resource.subsystemModelSize =
sizeof(control_subsystem_resource);
CameraControlsMapper
*camera_mapper;
switch (controls_manager->primaryControlType)
{
case LBE4ControlsManager::PrimaryThrustMaster:
camera_mapper =
new CameraThrustmasterMapper(
viewing_camera,
0,
&control_subsystem_resource
);
primary_mapping_name = "Thrustmaster";
break;
case LBE4ControlsManager::PrimaryRIO:
camera_mapper =
new CameraRIOMapper(
viewing_camera,
0,
&control_subsystem_resource
);
primary_mapping_name = "L4";
break;
default:
camera_mapper =
new CameraL4Mapper(
viewing_camera,
0,
&control_subsystem_resource
);
break;
}
//------------------------------------------------------------
// Attach the mapping subsystem to the entity
//------------------------------------------------------------
viewing_camera->SetMappingSubsystem(camera_mapper);
}
break;
case MechClassID:
//===============================================================
// Create Mech
//===============================================================
{
Mech
*viewing_mech = Mech::Make((Mech::MakeMessage*)message);
Check(viewing_mech);
viewing_entity = viewing_mech;
//------------------------------------------------------------
// Control deadbanding
//------------------------------------------------------------
controls_manager->SetJoystickDeadBand(0.05f);
controls_manager->SetThrottleDeadBand(0.05f);
controls_manager->SetPedalsDeadBand(0.05f);
MechControlsMapper
*mech_mapper;
switch (controls_manager->primaryControlType)
{
case LBE4ControlsManager::PrimaryThrustMaster:
mech_mapper =
new MechThrustmasterMapper(
viewing_mech,
0,
"ControlsMapper"
);
primary_mapping_name = "Thrustmaster";
break;
case LBE4ControlsManager::PrimaryRIO:
mech_mapper =
new MechRIOMapper(
viewing_mech,
0,
"ControlsMapper"
);
primary_mapping_name = "L4";
break;
default:
DEBUG_STREAM << "*****Mech has no controls mapping!*****";
Fail("BTL4Application::MakeViewpointEntity");
mech_mapper = NULL;
break;
}
//------------------------------------------------------------
// Attach the mapping subsystem to the entity
//------------------------------------------------------------
viewing_mech->SetMappingSubsystem(mech_mapper);
viewing_mech->StartCollisionAssistant();
}
break;
}
//-------------------------------------------------------------------
// Load the control mappings for the entity
//-------------------------------------------------------------------
if (primary_mapping_name)
{
ResourceDescription
*description =
application->GetResourceFile()->SearchList(
viewing_entity->GetResourceID(),
ControlMappingsListResourceType
);
if (description)
{
description =
GetResourceFile()->SearchList(
description->resourceID,
primary_mapping_name
);
if (description)
{
description->Lock();
GetControlsManager()->CreateStreamedMappings(
viewing_entity,
(int*)description->resourceAddress
);
description->Unlock();
}
}
}
//-------------------------------------------------------------------
// Configure the gauges for the entity
//-------------------------------------------------------------------
if (GetGaugeRenderer())
{
GetGaugeRenderer()->ConfigureForModel("Init", viewing_entity);
}
return viewing_entity;
}
//
//#############################################################################
// RunMissionMessageHandler
//#############################################################################
//
void
BTL4Application::RunMissionMessageHandler(RunMissionMessage *message)
{
DEBUG_STREAM << "BTL4Application::RunMissionMessageHandler" << endl;
GetModeManager()->AddModeMask(BTL4ModeManager::ModePlasmaDisplay);
DEBUG_STREAM << "Turning Plasma Score Display On" << endl;
L4Application::RunMissionMessageHandler(message);
}
//
//#############################################################################
// StopMissionMessageHandler
//#############################################################################
//
void
BTL4Application::StopMissionMessageHandler(StopMissionMessage *message)
{
GetModeManager()->RemoveModeMask(BTL4ModeManager::ModePlasmaDisplay);
L4Application::StopMissionMessageHandler(message);
DEBUG_STREAM << "Turning Plasma Score Display Off" << endl;
}