Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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//===========================================================================//
// File: apptask.cpp //
// Project: MUNGA Brick: Application //
// Contents: Interface specification for Application //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 08/24/94 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "AdeptHeaders.hpp"
#include "ApplicationTask.hpp"
#include "EntityManager.hpp"
#include <gameOS\toolOS.hpp>
#if 1
#define TASK_LOGIC(string) LOGIC("Background Tasks::" string)
#else
#define TASK_LOGIC(string)
#endif
//#############################################################################
//########################### ApplicationTask ###########################
//#############################################################################
ApplicationTask::ClassData*
ApplicationTask::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ApplicationTask::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
ApplicationTaskClassID,
"Adept::ApplicationTask",
BackgroundTasks::DefaultData
);
Check_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ApplicationTask::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ApplicationTask::ApplicationTask(ClassData *class_data):
Plug(class_data)
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ApplicationTask::~ApplicationTask()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
ApplicationTask::Execute()
{
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ApplicationTask::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//#############################################################################
//########################### BackgroundTasks ###########################
//#############################################################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
BackgroundTasks::BackgroundTasks():
Plug(DefaultData),
taskSocket(NULL)
{
taskIterator = new SafeChainIteratorOf<ApplicationTask*>(&taskSocket);
Check_Object(taskIterator);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
BackgroundTasks::~BackgroundTasks()
{
Check_Object(taskIterator);
taskIterator->DeletePlugs();
Check_Object(taskIterator);
delete taskIterator;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
BackgroundTasks::AddTask(ApplicationTask *task)
{
Check_Object(this);
Check_Object(task);
taskSocket.Add(task);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
BackgroundTasks::Execute()
{
Check_Object(this);
ApplicationTask *task;
Check_Object(taskIterator);
taskIterator->First();
while ((task = taskIterator->ReadAndNext()) != NULL)
{
Check_Object(task);
task->Execute();
}
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ProcessEventTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int
ProcessEventTask::ProcessEventCalls = 0;
bool
ProcessEventTask::Execute()
{
TASK_LOGIC("Process Event");
Check_Object(this);
bool result=false;
double stop = gos_GetHiResTime() + 800.0e-6;
Check_Object(EventQueue::Instance);
do {
result = EventQueue::Instance->ProcessOneEvent();
} while (result && gos_GetHiResTime() < stop);
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FryDeathRowTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
bool
FryDeathRowTask::Execute()
{
TASK_LOGIC("Fry Death Row");
Check_Object(this);
Check_Object(EntityManager::GetInstance());
bool ret = EntityManager::GetInstance()->FryDeathRow();
return ret;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketsTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
bool
RoutePacketsTask::Execute()
{
Check_Object(this);
TASK_LOGIC("Route Packets");
if (Network::GetInstance() != NULL)
{
Check_Object(Network::GetInstance());
while( Network::GetInstance()->RoutePacket() ){}
}
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RoutePacketsTask ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
bool
RouteLocalPacketsTask::Execute()
{
Check_Object(this);
TASK_LOGIC("Route Local Packets");
if (Network::GetInstance() != NULL)
{
#ifdef GROUP_ADEPT_NETWORK
LOG_BLOCK("Game Logic::Network::Route Packet");
#endif
Check_Object(Network::GetInstance());
Network::GetInstance()->RouteLocalPacket();
}
return false;
}