gauges: reconstruct cmArmor -- the per-zone ARMOR DAMAGE schematic [widget recon 3]
Each armor zone on the cockpit schematic is now tinted by that zone's live damage. Render-verified: the schematic shows an all-green Blackhawk (all zones damageLevel=0 at spawn), replacing the static green+red it showed before cmArmor was registered -- i.e. cmArmor now owns those zone colors and shows the real undamaged state; damaged zones shift toward red. Reuses the ColorMapper base (from cmHeat) + two pieces reconstructed from the binary (Ghidra dropped the x87, recovered by disassembly): - ArmorZoneConnection (@004c33a4/@004c3430): resolves one zone from the owner's inherited Entity::damageZones[zone_index]; per-frame feed = zone==NULL ? 100 : Round(zone->damageLevel * 100) (the 0..1 damage ratio -> 0..100 percentage -> the colour index ColorMapper::Execute pushes into the palette slot). - ColorMapperArmor::Make/ctor (@004c3aa4/@004c3b98): Make resolves the CFG zone name (dz_ltorso etc., the 6th param) to an index via Entity::GetDamageZoneIndex (== the binary's FUN_0042076c, scanning damageZones[] by name); the ctor wires the ArmorZoneConnection. Decomp fact (corrects the cmHeat note): the ColorMapper base ctor takes NINE args -- an owner_ID sits between renderer and graphics_port_number. Our 8-arg ColorMapper::ColorMapper folds owner_ID=0 in (gauges have owner 0), so it is equivalent; cmArmor's mapping matches cmHeat plus the zone name. Verified: parses, builds, all dz_* zones resolve (0 "not found"), no /FORCE unresolved, combat un-regressed (TARGET DESTROYED, 0 crashes). The dynamic red-on-damage needs the player to take damage (the passive spawn dummy never hits back). Details: docs/GAUGE_COMPOSITE.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
e869b00181
commit
1d2ddd8399
+26
-1
@@ -282,7 +282,32 @@ the Ghidra pseudo-C for Execute@004c5914 + ctor@004c562c had the x87 endpoint ma
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float computation Ghidra dropped by PE-parsing + capstone-disassembling the fn (`scratchpad/disas_hp.py`) —
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read the `fild/fmul/fadd` stream + the `.data` float pool.**
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**Next increments (priority order from the map):** `cmArmor`/`colorMapperMultiArmor` (armor schematic, needs the
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**✅ Increment 3 — `cmArmor` (ColorMapperArmor) DONE — the ARMOR DAMAGE schematic, per-zone.** Each of the
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mech's armor zones on the cockpit schematic is now tinted by that zone's LIVE damage. Render-verified: the
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schematic shows the Blackhawk silhouette all-green (all zones `damageLevel`=0 at spawn) — which REPLACED the
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static green+red the schematic showed before cmArmor was registered (i.e. cmArmor now owns those zone colors,
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showing the real undamaged state; damaged zones shift toward red via the decomp-verified path). Reuses the
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ColorMapper base (done in incr.1) + adds two pieces reconstructed from the binary + a disassembly of the x87
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Ghidra dropped (`scratchpad/disas_hp.py`):
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- **`ArmorZoneConnection`** (@004c33a4 ctor / @004c3430 Transfer): resolves ONE zone from the owner's
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inherited `Entity::damageZones[zone_index]`; per-frame feed = `zone==NULL ? 100 : Round(zone->damageLevel
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@0x158 * 100)` (the damage ratio 0..1 → 0..100 percentage → the colour index ColorMapper::Execute pushes).
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- **`ColorMapperArmor::Make`/ctor** (@004c3aa4/@004c3b98): `Make` resolves the CFG zone NAME (`dz_ltorso` etc.,
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the 6th param) to an index via `Entity::GetDamageZoneIndex(CString)` — which IS the binary's `FUN_0042076c`
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(scans `damageZones[]` matching each zone's name @0x15c); the ctor wires the ArmorZoneConnection.
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- **DECOMP FACT (corrects the cmHeat note): the ColorMapper base ctor `FUN_004c37dc` takes NINE args** — there
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is an `owner_ID` between `renderer` and `graphics_port_number` (`Gauge(rate,mode,renderer,owner_ID,id)` +
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`colorSlot=param_7`, `graphicsPort=GetGraphicsPort(param_6)`). Our 8-arg `ColorMapper::ColorMapper` folds
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`owner_ID=0` in (gauges have owner 0), so it's equivalent — cmArmor's mapping matches cmHeat (gpn=port,
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colorSlot=p[2], palettes=p[3]/p[4]) plus the zone name (p[5]). Verified: parses, builds, **all `dz_*` zones
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resolve (0 "not found")**, no `/FORCE` unresolved, combat un-regressed (TARGET DESTROYED, 0 crashes). NOTE:
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the dynamic red-on-damage needs the PLAYER to take damage — the passive `BT_SPAWN_ENEMY` dummy never hits
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back, so a live demo of a zone reddening needs a player-damage path (real MP combat, or a test hook).
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⚠ The sibling `colorMapperMultiArmor` (worst-of-8-zones, MultiArmorConnection @004c346c) + `cmCrit`
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(ColorMapperCritical, CriticalConnection @004c3598) are the same shape — easy follow-ups now the pattern
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+ the ColorMapper base facts are pinned.
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**Next increments (priority order from the map):** `colorMapperMultiArmor`/`cmCrit` (same ColorMapper pattern), then the
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`ArmorZoneConnection`/`MultiArmorConnection` classes reconstructed); then the attribute-table wave (`vertBar`/
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`segmentArcRatio` speed/`GeneratorCluster` — need `AttributePointers[]` on Mech/HeatableSubsystem, a separate
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pass); the XL items (`map`/`vehicleSubSystems`/`PlayerStatus`) last. The POD path needs the FULL 23-entry
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+136
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@@ -178,6 +178,46 @@ void
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}
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//
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// ArmorZoneConnection (@004c33a4 ctor / @004c3430 Transfer) -- drives a
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// ColorMapper's colour index from ONE damage zone's live damage ratio. The ctor
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// resolves the zone from the owner's inherited Entity::damageZones[zone_index]
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// (raw *(entity+0x120)[idx]); Transfer feeds it each frame. Used by ColorMapperArmor.
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//
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class ArmorZoneConnection : public GaugeConnection
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{
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public:
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ArmorZoneConnection(int *destination, Entity *entity, int zone_index)
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: GaugeConnection(0), // FUN_00444124(this,0)
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zone((zone_index < 0) ? NULL : entity->damageZones[zone_index]),
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currentColorIndex(destination)
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{}
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protected:
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//
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// Per-frame feed (@004c3430): no zone -> 100 (fail-safe full tint); else the
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// zone's damage RATIO (damageLevel @0x158, 0..1) scaled to a 0..100 percentage
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// and rounded -- ColorMapper::Execute clamps it + pushes the palette slot,
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// recolouring that zone on the cockpit ARMOR DAMAGE schematic.
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//
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void Update(); // override
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DamageZone *zone; // source@0x10
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int *currentColorIndex; // destination@0x14
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};
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void
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ArmorZoneConnection::Update()
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{
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if (zone == NULL)
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{
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*currentColorIndex = 100;
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return;
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}
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*currentColorIndex = HeatRound(zone->damageLevel * 100.0f); // zone+0x158 * 100
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}
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//###########################################################################
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//###########################################################################
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// File-private GaugeConnection subclasses
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@@ -377,19 +417,105 @@ void
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// ColorMapperArmor @004c3aa4 Make / @004c3b98 ctor
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//###########################################################################
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//
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// @004c3aa4 -- Make: build the damage-zone descriptor (DAT_00514414), look up
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// the zone index on the host subsystem (FUN_0042076c; warns "damage zone ...
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// not found" on failure), allocate (0x70) and construct a ColorMapperArmor
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// wired with an ArmorZoneConnection.
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// Tints ONE damage zone's colour on the cockpit ARMOR DAMAGE schematic by that
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// zone's live damage. CFG shape (L4GAUGE.CFG:4789, inside the colorMapArmor
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// macro): cmArmor( rate, mode, colourSlot, paletteA, paletteB, zoneName )
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// e.g. cmArmor(H, ModeSecondaryDamage, 32, adpal.pcc, adpal2.pcc, dz_ltorso);
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//
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// @004c3b98 -- ctor: ColorMapper base (vtable PTR_FUN_00518dcc), this[0x1B]=0,
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// then AddConnection(new ArmorZoneConnection(¤tColorIndex, subsystem,
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// zone_index)) (connection ctor FUN_004c33a4, 0x18 bytes).
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MethodDescription
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ColorMapperArmor::methodDescription =
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{
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"cmArmor",
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ColorMapperArmor::Make,
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{
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{ ParameterDescription::typeRate, NULL }, // rate ID
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{ ParameterDescription::typeModeMask, NULL }, // mode mask
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{ ParameterDescription::typeColor, NULL }, // hardware colour slot
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{ ParameterDescription::typeString, NULL }, // palette name A
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{ ParameterDescription::typeString, NULL }, // palette name B
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{ ParameterDescription::typeString, NULL }, // damage-zone name (e.g. "dz_ltorso")
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PARAMETER_DESCRIPTION_END
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}
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};
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//
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// ArmorZoneConnection::Transfer @004c3430:
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// if (source == 0) *destination = 100;
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// else *destination = Round(<zone damage %>);
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// @004c3aa4 -- Make. Resolve the named damage zone to an index on the entity,
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// then construct. (The binary built a transient zone-name descriptor and called
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// FUN_0042076c; Entity::GetDamageZoneIndex IS that lookup -- it scans
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// damageZones[] matching each zone's name.)
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//
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Logical
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ColorMapperArmor::Make(
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int display_port_index,
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Vector2DOf<int> /*position*/,
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Entity *entity,
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GaugeRenderer *gauge_renderer
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)
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{
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ParameterDescription *p = methodDescription.parameterList;
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int zone_index = entity->GetDamageZoneIndex(CString(p[5].data.string)); // FUN_0042076c
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if (zone_index < 0)
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{
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DebugStream << "ColorMapperArmor warning: damage zone "
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<< p[5].data.string << " not found\n";
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}
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ColorMapperArmor *gauge = (ColorMapperArmor *)operator new(0x70); // FUN_00402298(0x70)
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if (gauge != NULL)
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{
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new (gauge) ColorMapperArmor( // FUN_004c3b98
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p[0].data.rate, p[1].data.modeMask,
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(L4GaugeRenderer *)gauge_renderer,
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display_port_index, // graphics port number (the runtime port)
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p[2].data.color, // colour slot
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entity,
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p[3].data.string, // palette A
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p[4].data.string, // palette B
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zone_index,
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"ColorMapperArmor");
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}
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return True;
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}
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//
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// @004c3b98 -- ctor: ColorMapper base + wire an ArmorZoneConnection feeding the
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// resolved damage zone's live damage to the colour index.
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//
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ColorMapperArmor::ColorMapperArmor(
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GaugeRate rate,
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ModeMask mode_mask,
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L4GaugeRenderer *renderer,
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int graphics_port_number,
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int color_index,
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Entity *entity,
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const char *palette_a,
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const char *palette_b,
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int damage_zone_index,
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const char *identification_string
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):
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ColorMapper( // FUN_004c37dc (owner_ID 0 folded in, as for cmHeat)
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rate, mode_mask, renderer, graphics_port_number,
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color_index, palette_a, palette_b, identification_string)
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{
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unused = 0; // this[0x1B] @0x6C
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ArmorZoneConnection *connection =
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(ArmorZoneConnection *)operator new(0x18); // FUN_004c33a4 (0x18 bytes)
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if (connection != NULL)
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new (connection) ArmorZoneConnection(¤tColorIndex, entity, damage_zone_index);
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AddConnection(connection); // (*this+0x34)
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}
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//
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// ColorMapperArmor destructor. No extra work: the ArmorZoneConnection is
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// released by the base Gauge teardown, the palettes by ~ColorMapper -- the
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// base-dtor chain runs implicitly at the closing brace.
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//
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ColorMapperArmor::~ColorMapperArmor()
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{
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}
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//###########################################################################
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// ColorMapperMultiArmor @004c3c48 Make / @004c3d60 ctor
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@@ -140,6 +140,9 @@
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public ColorMapper
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{
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public:
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// Registered in BTL4MethodDescription[] (btl4grnd.cpp) as "cmArmor".
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static MethodDescription methodDescription;
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static Logical Make( // @004c3aa4
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int display_port_index, Vector2DOf<int> position,
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Entity *entity, GaugeRenderer *gauge_renderer);
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@@ -131,6 +131,7 @@ MethodDescription
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//
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&ColorMapperHeat::methodDescription, // "cmHeat" -- heat-driven palette tint
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&HeadingPointer::methodDescription, // "headingPointer" -- compass needle + heading
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&ColorMapperArmor::methodDescription, // "cmArmor" -- per-zone armor-damage tint
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&BTL4ChainToPrevious
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};
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