The tlink32 campaign after the checkpoint: eleven engine bodies back-dated from BT412 (rotation player team explode dropzone terrain cultural receiver subsystm app l4gauge - the Application core included), the WinTesla-ectomy handled by backdate.py's new unwrap rules (accessor-fn statics -> 1995 static objects, decl rewrites, pointer->reference Derivation ctor, 2007 windowed- gauge/console-marshal/idle-pump excisions), staged statics TUs opened for the game classes (MECH/BTPLAYER/BTDIRECT/PROJTILE/MISSILE/BTL4MPPR .CPP + L4APP/ NETWORK engine statics). State: every compiled symbol short of the shallow graph RESOLVED (the 52- and 17-symbol ledgers burned to zero); with 32stub.exe in place the linker reaches full vtable closure and emits the deep ledger (~210 symbols, UNRESOLVED- LEDGER.txt): remaining engine bodies (objstrm cstr gauge/gaugrend graphics pixelmap palette resfile ray scnrole explosion-table), the DOS driver extern layer (_SVGA*/_PCSerial*/_PCSPAK*/joystick/netnub/sosMIDI), the full L4App body, and the real game-TU frontier (Mech::Make et al.). Recipe proven for every category. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
74 lines
2.5 KiB
C++
74 lines
2.5 KiB
C++
//===========================================================================//
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// File: l4app.cpp //
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// Project: MUNGA Brick: L4Application //
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// Contents: Implementation details for L4Application //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 <mungal4.hpp>
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#pragma hdrstop
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#if !defined(L4APP_HPP)
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# include <l4app.hpp>
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#endif
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//
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//#############################################################################
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//#############################################################################
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//
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const Receiver::HandlerEntry
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L4Application::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(L4Application, LightsOut),
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MESSAGE_ENTRY(L4Application, RunMission),
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MESSAGE_ENTRY(L4Application, StopMission),
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MESSAGE_ENTRY(L4Application, KeyCommand)
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};
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L4Application::MessageHandlerSet
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L4Application::MessageHandlers(
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ELEMENTS(L4Application::MessageHandlerEntries),
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L4Application::MessageHandlerEntries,
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Application::MessageHandlers
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);
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//
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//#############################################################################
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//#############################################################################
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//
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Derivation
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L4Application::ClassDerivations(
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Application::ClassDerivations,
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"L4Application"
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);
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L4Application::SharedData
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L4Application::DefaultData(
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L4Application::ClassDerivations,
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L4Application::MessageHandlers
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);
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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L4Application::seeSolids = False;
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CString
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L4Application::eggNotationFileName;
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unsigned long
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L4Application::networkCommonFlatAddress = 0;
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int
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L4Application::missionReviewMode = 0;
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CString
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L4Application::rioPlaybackFileName;
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CString
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L4Application::rioRecordingFileName;
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