--- id: gauges-hud title: "Cockpit Gauges / MFD HUD system" status: established source_sections: "docs/GAUGE_COMPOSITE.md (full map); CLAUDE.md §8" related_topics: [reconstruction-gotchas, decomp-reference, subsystems, pod-hardware] key_terms: [gauge, methodDescription, attribute-pointer, GaugeRenderer, MFD, PCC] open_questions: - "MessageBoard LIVE 2026-07-12 (kill ticker); remaining: only strip 0 (kill) is produced -- survey the other btsmsgs.pcx strips for authentic producers" - "HUD binary attr table @005110c0 offsets conflict with the port HUD layout on 3 slots (0x1D8/0x1EC/0x1F8) -- re-dump before publishing" - "Secondary-view cycling (Damage/Critical/Heat) unreachable from the desktop keyboard: the mapper's 0x13d/0x13e cases are dead DOS F3/F4 codes (VK_F3/F4 = 0x72/0x73 collide with 'r'/'s') -- wire a free key to CycleControlMode" - "MP DEATHS resolved 2026-07-12 (observed-death tally + display clamp); remaining: verify multi-death tallies stay in sync across a long session (GAUGE_COMPOSITE.md)" --- # Cockpit Gauges / MFD HUD The pod's cockpit instruments: the secondary MFD (radar/heat/comm), the 5 mono MFDs, and the engineering screens. Full map + per-widget history in **`docs/GAUGE_COMPOSITE.md`**. **The gauge system is COMPLETE** at the registration+binding level: all 50 config attribute bindings resolve (0 NULL) and every config gauge primitive is registered + built (0 parse-skips). [T2] ## Architecture (three layers) 1. **The config** `content/GAUGE/l4gauge.cfg` — a text file the engine `GaugeInterpreter` parses (`BuildConfigurationFile → Initialize → GetProcedureBody → ParsePrimitive`). Each mech's gauge tree is built from the label `GetGameModel()+"Init"` (e.g. `bhk1Init`), which invokes shared blocks (`MechInit`, `Secondary1`) that `configure` the ports and call gauge primitives. [T1] 2. **Widgets** — each `keyword(...)` in the config resolves to a `MethodDescription` in `BTL4MethodDescription[]` (btl4grnd.cpp). An UNREGISTERED keyword is **parse-skipped** (never built). Base primitives (`numeric`/`digitalClock`/`rankAndScore`/`vertBar`-base/`segmentArc`) are ENGINE (L4GAUGE.cpp); BT-specific ones (`vertBar`/`map`/`pilotList`/`GeneratorCluster`/ `sectorDisplay`/`prepEngr`/`messageBoard`/`vehicleSubSystems`/the ColorMapper family) are reconstructed + registered. [T2] 3. **Data binding** — gauges bind to game state by NAME via the engine [[attribute-pointer]] system: the config's `Subsystem/Attribute` (e.g. `HeatSink/CurrentTemperature`) resolves through `ParseAttribute → FindSubsystem (stricmp GetName()) → GetAttributePointer`. A class PUBLISHES an attribute via a `AttributeID` enum + `static AttributePointers[]` (`ATTRIBUTE_ENTRY`) + `GetAttributeIndex()` chained to its parent. ⚠ DENSE-TABLE HAZARD (see [[reconstruction-gotchas]] §11). [T2] ## Reconstructing a widget — the recipe `MethodDescription Class::methodDescription = { "keyword", Class::Make, { ParameterDescription rows } };` + a line in `BTL4MethodDescription[]` before `&BTL4ChainToPrevious`. The static `Make(int port, Vector2DOf pos, Entity*, GaugeRenderer*)` reads `methodDescription.parameterList[]`, allocs (`operator new(binSize)` or plain `new`), placement-news the ctor. Then ctor/dtor/ TestInstance/BecameActive/Execute. **Gotchas that bite EVERY widget:** - Container-Execute must override (§10 gotchas) — else `Gauge::Execute` aborts. - `/FORCE` trap — a prose-only slot AVs on first call. - Databinding trap — never raw-read owner offsets; use a bridge (`BTGetSubsystemAuxScreen`, …). - ReconStream no-op — use `DEBUG_STREAM` for logs, not `DebugStream`. - Lazy build — wait for the gauge window before concluding "not built" (`BT_GAUGE_SKIP_LOG`). [T2] ## The completed widgets (this project's gauge wave) - **Attributes published:** HeatSink table (Degradation/Failure/NormalizedPressure/CoolantMassLeakRate/ ValveSetting/…), PoweredSubsystem (InputVoltage), MechWeapon (OutputVoltage), Mech (LinearSpeed, radar Position/Quaternion), Sensor (RadarPercent), **AggregateHeatSink (AmbientTemperature=300 — the LAST NULL)**. [T2] - **Widgets reconstructed + registered:** ColorMapper family (cmHeat/cmCrit/cmArmor/multiArmor), headingPointer, vertBar (VertTwoPartBar), segmentArcRatio, oneOfSeveralPixInt, map (radar), PlayerStatus, vehicleSubSystems (the engineering cluster panels), LeakGauge, vertNormalSlider, **pilotList** (Comm KILLS/DEATHS), **GeneratorCluster**, **SectorDisplay** (radar SECTOR X/Z read-out — live), **PrepEngrScreen** (12 engineering-screen label overlays), **MessageBoard** (comm ticker — deferred-empty). [T2] - **Condenser valve gauge:** ValveSetting→coolantFlowScale reads the authentic **1/N** (`RecomputeCondenserValves`, FUN_0049f788, was a no-op stub). [T2] ## Dev composite (off-pod) `BT_DEV_GAUGES` renders the 6 pod [[MFD]] surfaces in a separate 960×384 window (bit-plane masks over one shared `SVGA16` pixelBuffer; `SVGA16::DrawDevSurface`). On the POD they come from `SETENV.BAT`/`L4GAUGE` on the real multi-adapter hardware (`FindBestAdapterIndices`/`BuildWindows`, intact). The `overlay` port (SectorDisplay lives there) shares the `sec` physical surface via a different bit-plane (0x00C0). [T2] ## The secondary screen's THREE views (Damage / Critical / Heat) — mode-gated [T0/T1] The `sec` port stacks three mode-gated mech-schematic layers at offset (50,0) over the always-on radar/heading/speed/messageBoard (`Secondary1`): **Damage** (`ModeSecondaryDamage`, `dama.pcc` + `colorMapArmor`/`colorMapperMultiArmor` — 4 silhouettes front/left/right/back, pixel-plane ids 60-63, per-DAMAGE-ZONE `dz_*` tint through the adpal→adpal2 ramp), **Critical** (`ModeSecondaryCritical`, `crit.pcc` + the cmCrit per-SUBSYSTEM list), **Heat** (`ModeSecondaryHeat` + cmHeat). Mode bits (BTL4MODE.HPP, `nextModeBit`=0 [T0]): Mapping=0x8000, NonMapping=0x10000, Intercom=0x20000, **SecondaryDamage=0x40000, SecondaryCritical=0x80000, SecondaryHeat=0x100000** (bits 18-20). `ModeInitial` includes **SecondaryDamage** → the ARMOR view is the default-on layer (our port creates `BTL4ModeManager(ModeInitial)`, btl4app.cpp:303). `L4MechControlsMapper::SetControlMode` @004d1ae4 is the SELECTOR — its mask table {0x40000,0x80000,0x100000} clears bits 18-20 and sets one — despite the "control mode" name it switches the secondary VIEW. ⚠ Desktop gap: the Keypress cases `0x13d`/`0x13e` (CycleControlMode/CycleDisplayMode) are the DOS Tesla extended F3/F4 codes and never fire under the WinTesla VK map (VK_F3=0x72 collides with 'r', VK_F4=0x73 with 's' — the same collision class as the documented 'p'/VK_F1 drop), so the desktop is PINNED on the Damage view. The schematic shows the pilot's OWN mech only — there is no target-damage readout in the cockpit. ## pilotList (Comm KILLS/DEATHS) row semantics + the −1 [T1/T2] One ROW PER PILOT in the mission (2-player MP = 2 rows — not duplicate displays). KILLS = `killCount` (the victim's ScoreMessageHandler credits the shooter cross-player, works for both rows); DEATHS = `Player::deathCount`: engine-inits to **−2** (PLAYER.cpp:759), the LOCAL vehicle-acquire branch zeroes it (btplayer.cpp:1118), then VehicleDead(-1) ++s per death. A REMOTE player's Player object never runs the local acquire → −2 +1 spawn increment = **−1 locked**. **RESOLVED 2026-07-12 [T2]:** deaths now tally per node from LOCALLY OBSERVED events (the same model as the cross-pod KILLS credit) — a replicant's once-per-death transition calls `BTPlayerCountObservedDeath` on its owning player's local copy (replicant-gated: the master's own VehicleDead path counts its node), and `BTPilotDeaths` clamps the −2/−1 pre-acquire seed to 0 for display. Own row counts correctly as before. ## Launcher-panel recharge dial — authentically STATIC [T1, writer census] The weapon panels' SegmentArc270 tick ring reads MechWeapon::rechargeLevel (+0x320). A FULL writer census of the binary (all decomp spellings: `0x320) =`, `+ 800) =`, `[200] =`) finds exactly four writers in the weapon family: the ctor (@004b99a8, 1.0), the stream init (@004b8fec), ResetToInitialState (@004b96ec, 1.0), and the ONE live writer — `Emitter::ComputeOutputVoltage` @004ba738, reached only through the Emitter vtable. Projectile weapons (MissileLauncher/autocannon) never write it: their dial draws full ONCE and never moves on the pod. The launcher panel's live indicators are the AMMO DIGITS (AmmoBin::ammoCount via the complete-type bridges, 2026-07-12 — the old raw bin+0x180/0x18c reads were layout garbage), the jam/fire lamps and the eject wipe. Do NOT "fix" the static ring — it is the authentic look. ## ConfigMapGauge (the weapon panel's regroup lamp column) — authentically DORMANT The per-weapon btjoy.pcc joystick image + 4 cm_* state lamps (off/other/only/both) showing, for each mappable fire button (Pinky/ThumbLow/Trigger/ThumbHigh), whether THIS panel's weapon is bound to it. **The shipped binary never enables it [T1, task #6]:** no caller of SetColor @004c6ee0 exists, so color==0 and Execute early-outs. The state loop is reconstructed (btl4gau2.cpp; table DAT_00518eb4 PE-recovered; sampler = LBE4ControlsManager:: buttonGroup[btn].GetMapState — NOT the ModeManager, the old guard note was wrong) behind the PORT dev enable `BT_CONFIGMAP=1`. The regroup MECHANISM itself (ConfigureMappables/ ChooseButton, task #6) is live regardless of the gauge. ## Authentically-static (do NOT "fix") Degradation/Failure temps are fixed markers; AmbientTemperature 300; CoolantMassLeakRate 0 on a pristine mech (damage-gated); cmArmor/cmCrit all-green (undamaged solo player — BT is PvP-only); RANK 1 solo; MessageBoard empty (no status messages exist in bring-up). **CORRECTION (task #10, 2026-07-11):** the old "Heat MFD is authentically NEAR-STATIC / currentTemperature ~77 rounds to zero" claim was computed at the DEGENERATE bring-up heat scale. At the authentic 1e7-unit economy (tasks #9-#10) the Heat MFD is fully dynamic: weapons run 77→2000 (the authored failure threshold), condensers/generators run 100-1400 under sustained fire, and the bank plateaus ~600 — temperatures, heatLoad and the heat alarms all animate. [T2] ## Remaining = DATA FEEDS, not widgets (deferred systems) **✅ The condenser valve CONTROL is LIVE (task #13, 2026-07-11) [T2]:** `MoveValve` (id 4, the Condenser handler table @0x50E52C — exactly one entry) registered + guarded by the REAL FUN_004ac9c8 = `player+0x274 roleClassIndex == 0` (the ROOKIE-role lockout; task #12's `BTPlayerRoleLocksAdvanced` bridge — the old "game-mode flag / likely off in a basic mission" hedge is superseded: bring-up role = 2 = UNLOCKED, verified live: press → valveState 1→5 → flow redistribution 1/6 → 5/10). Desktop: 'C' cycles the selected condenser (BT_VALVE_SLOT). The **MessageBoard** feed needs **StatusMessagePool** (a NULL stub) + the per-player status queue. `SeekVoltageGraph`'s 4 Seek* attrs are a cluster-child (not config-called). [T2] ## Cockpit HUD reticle (main screen, inside view) — LIVE `BTReticleRenderable` (0x358 bytes, ctor @004cc40c) draws over the finished 3D frame in cockpit view only, via the recovered **dpl2d** 2D display-list API (recorders @0x487f34-0x488630; opcode map + coordinate model in `phases/phase-02-dpl2d-reticle.md`; port: `game/reconstructed/dpl2d.cpp`). Geometry is the ctor's hardcoded calibration (originX 0.35, originY 0.25, scaleY 0.5, right range ladder 0..1200 m, bottom heading tape, center cross + dot; tick ladders via FUN_004cd938). The range caret binds to the live target range (`BTSetHudTargetRange`, fed by mech4's targeting step). **Weapon pips:** the build loop (part_014.c:5386) registers EVERY subsystem `IsDerivedFrom(0x511830 = MechWeapon)` — lasers, PPCs AND missile launchers (BLH = 7 pips) — via `AddWeapon` @004cdac0 (verified store map in btl4vid.hpp). **The per-frame `Execute` @004cdcf0 is RECOVERED (task #37, capstone disasm via `tools/disas2.py` — the full annotated read: the task-37 commit + btl4vid.cpp comments) [T1], and every instrument is now live [T2]:** - **Right ladder** = range 0–1200 m: a YELLOW width-2 BAR from ladder-top to the caret + a **GREEN width-1 caret triangle** (ctor @4550-4551 sets green/1 AFTER the yellow bar call — transcription color bug caught by a period reference screenshot, 2026-07-09; same for the bottom bowtie carets @4569-4570); pegs at 1200 with no target; the DISPLAYED range slides at **500 m/s** toward the true pick range (HudSimulation :5652 [T1]). ⚠ A period pod screenshot (`C:\git\image.webp`, likely a DIFFERENT pod revision — its crosshair is ~2.5× taller with arrowhead arms, NOT our binary's ±0.04..0.16 program) structurally CONFIRMS our layout: yellow bar + green caret + colored pip dots on the right ladder, bottom tape + green bowtie, rotating compass circle bottom-left, and a mid-ladder range reading with no lock (the world-pick terrain range). Our glyph constants remain [T1] from OUR 4.10 binary. **The weapon pips sit on this same ladder at each weapon's authored max-range mark** — caret below a pip = that weapon reaches the target. BLH authored data (live dump): 3× ER-M laser red @**500 m** (two stacked at one column; PipExtendedRange=1), 2× missile amber (0.6,0.4,0) @**800 m**, 2× PPC blue @**900 m** — so the 7 pips read as 3 weapon-SYSTEM groups. (The engineering-panel "RANGE 500M" labels are panel text; the authoritative reach is the streamed WeaponRange.) - **Bottom 21-tick tape = the TORSO-TWIST indicator** (NOT a heading tape): deflection line + carets at `∓(span/2)·(RotationOfTorsoHorizontal / HorizontalTorsoLimit)` (HUD attrs 4/5/6). Fixed-torso BLH: centred (authentic static). - **Circle-with-stem = the COMPASS** (HUD attr 0xD CompassHeading, rad→deg rotation) at `(botX, botY−3·tickMajor−0.03)`; the **THREAT trail** (attr 0xC ThreatVector) draws inside its rotated frame: 0.05-unit attack-direction marks, fresh <2 s red, expiring at 6 s, 1 s blink tick. Port feed: the player's TakeDamage handler pushes the impact direction. - **Pips** (composed into subB6, master-called): hidden when the weapon's DAMAGE state == 1 (destroyed, attr 1); LIT (A) when the FIRE-CYCLE state == 2 (loaded, attr 0x1c; port source rechargeLevel ≥ 1) else dark ring (B, charging); filtered by `weaponMode & elementMask&0xF` (the weapon-GROUP bits Front/Rear/Left/Right). **Range plays NO part** — Execute never reads the stored TargetWithinRange slots. - **Lock ring** = subB9 (ring+cross) at frame centre, **SPINNING 4°/frame** while the Lock attr (0xA) is up. The Lock PRODUCER is the authentic HudSimulation rule (part_013.c:5619-5634 [T1], wired task #38): lock requires a target AND your own HUD's host zone damage < **0.75** (a shot-up targeting computer loses lock) AND the targeted zone's damage < **1.0** (whole-mech target checks zone 0 — so a wreck's dead zone can't re-lock). The hotbox stays visible without lock (box = HotBoxVector, ring = Lock — separate signals). The binary also hangs the PNAMEx.bgf player-name mesh on the 3D marker here (3D chain still deferred). - **Simple-X mode** (PrimaryHudOn off, mask 0x20): the minimal reticle — a small green cross (±0.02..0.08 arms) riding the aim translate (ctor @4689-4705 [T1]) — swapped for the full HUD by Draw's state switch. - **Target HOTBOX** (attr 0xB HotBoxVector) = a rectangle hugging the projected extents — x±4 around the hotbox point, +1/−11.5 vertical (K=2.8145 baked projection; the port uses the live per-axis projection) — switching to the left/right edge ARROW past ±1.6 or behind. - Reticle state Off/On + `PrimaryHudOn` (mask 0x20) picks full HUD vs the "simple X" list; the aim group translates by `reticlePosition` = the TORSO BORESIGHT (SetMatrix; NOT a free cursor — see [[combat-damage]] Targeting: the stick twists the torso, no mouse-aim exists). This recovery also CONFIRMS the HUD attr-table ids 4/5/6/8/0xA/0xB/0xC/0xD name↔use pairings (hud.hpp had flagged them uncertain). Deferred: PNAME1-8.bgf 3D marker chain. (The canopy shell is now authentic and shows by default — see [[cockpit-view]]; `BT_HIDE_COCKPIT=1` hides it.) ## Key Relationships - Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`. - Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state. - Renders on: [[pod-hardware]] MFD surfaces.