//===========================================================================// // File: btl4vid.cpp // // Project: BattleTech Brick: Video Renderer Manager // // Contents: BTL4VideoRenderer -- the BattleTech L4 out-the-window 3D WORLD // // renderer. Builds the main-view scene each time an interesting // // entity becomes visible: the player mech (jointed-mover segment // // hierarchy + per-subsystem weapon/effect renderables + targeting // // reticle), terrain, and other movers. // //---------------------------------------------------------------------------// // Date Who Modification // // -------- --- ---------------------------------------------------------- // // 02/13/95 CPB Initial coding. // //---------------------------------------------------------------------------// // Copyright (C) 1994-1996, Virtual World Entertainment, Inc. // // PROPRIETARY and CONFIDENTIAL // //===========================================================================// // // RECONSTRUCTED from the shipped binary (BTL4OPT.EXE). Behaviour follows the // Ghidra pseudo-C in the bt_l4 cluster (recovered/all/part_014.c, addresses // @004cc40c..@004d2bbc). Class/member/method names come from the embedded // assert path "d:\tesla\bt\bt_l4\BTL4VID.CPP", the embedded class-name string // "BTL4VideoRenderer::Material name ... could not be found" (@0051d6f8), and // the direct Red Planet analogue RP_L4/RPL4VID.cpp. Each method cites its // originating @ADDR. // // The recovered code targets the 1996 (pre-DPL) renderable API: joint // renderables parent on a dpl_DCS*, geometry is loaded as a video object, and // the tree is built against an opaque Scene root. Engine-object accesses have // been translated to the surviving public accessors (EntitySegment::GetParent / // GetParentIndex / GetBaseOffset / GetVideoObjectName, Joint::GetJointType / // GetHinge / GetEulerAngles / GetTranslation, JointedMover::segmentTable / // segmentCount / GetJointSubsystem / GetSegment, Subsystem::GetSegmentIndex). // The BT-specific renderables (declared in btl4vid.hpp) keep the recovered // construction signatures. // #include #pragma hdrstop #if !defined(BTL4VID_HPP) # include #endif #if !defined(MECH_HPP) # include // Mech / JointedMover segment table + subsystems #endif #if !defined(MECHWEAP_HPP) # include // MechWeapon::GetClassDerivations (reticle pip) #endif #if !defined(NOTATION_HPP) # include #endif #if !defined(NAMELIST_HPP) # include #endif #if !defined(APP_HPP) # include #endif #include #include // // Material-name substitution placeholders. Mirrors RPL4VideoRenderer's // color_parameter/badge_parameter, plus BT's patch/serno. // static const char * const colorParameter = "%color%"; // @0051d188 static const char * const badgeParameter = "%badge%"; // @0051d18c static const char * const patchParameter = "%patch%"; // @0051d190 static const char * const sernoParameter = "%serno%"; // @0051d194 // // Radial spacing between adjacent weapon pips along the reticle (_DAT_004cdce8). // static const float PIP_SPACING = 0.01f; // _DAT_004cdce8 // // One-character serial number stamped into %serno% material names; advances // '0'..'9' then 'A' each mech loaded. (DAT @0051d1b5.) // static char gSerno = '0'; // // BattleTech entity / subsystem ClassIDs touched by the dispatch switches that // were not recoverable from the surviving headers (the rest -- MechClassID, // BTPlayerClassID, ReservoirClassID, EmitterClassID, PPCClassID -- resolve via // the BT registration headers). Values from CLASSMAP.md / the recovered enum. // enum { MechMarkerClassID = 0xBBA, // timestamp / beacon marker MechWeaponClassID = 0xBCD, // projectile-weapon tracer SearchLightClassID = 0xBD8 // searchlight subsystem }; extern NameList *materialSubstitutionList; // DAT_004f1aac extern Entity *Entity_Being_Created; // DAT_004f1aa8 // //############################################################################# // MakeEntityRenderables //############################################################################# // // @004d0774 // // The ClassID dispatch (analogue of RPL4VideoRenderer::MakeEntityRenderables). // void BTL4VideoRenderer::MakeEntityRenderables( Entity *entity, ResourceDescription *model_resource, ViewFrom view_type) { Entity_Being_Created = entity; // DAT_004f1aa8 HierarchicalDrawComponent *mech_root = NULL; switch (entity->GetClassID()) // entity[0x04] { case MechClassID: // 0xBB9 { // // Fog for the mech's main view, then load the colour/badge/patch // material substitutions, build the whole mech, and tear the // substitution list back down. // SetFogStyle(updateFogSetting); // FUN_0045d3cc(this,0x68) SetupMaterialSubstitutionList(entity); // FUN_004d0cc0 mech_root = MakeMechRenderables( // FUN_004cef28 entity, model_resource, view_type); TearDownMaterialSubstitutionList(); // FUN_004d11e8 // NB: the RootRenderable built by MakeMechRenderables registers // itself with the renderer (AddRenderable) and hooks to the entity's // localToWorld in its ctor -- no explicit AddDynamicRenderable here // (unlike the 1996 VideoComponent path). (void)mech_root; break; } case MechMarkerClassID: // 0xBBA (timestamp/marker beacon) { d3d_OBJECT *marker = LoadObject("tmst_c"); // FUN_00498448 BTRootRenderable *root = // FUN_00453578, alloc 100 new BTRootRenderable( entity, VideoRenderable::Dynamic, marker, GetScene(), 1, 0); // watcher that keeps the marker oriented (FUN_00458c58, alloc 0x120) new BTMarkerWatcherRenderable( entity, 0, GetMainView() /* this[0x2cc] */, root->GetDCS()); break; } case BTPlayerClassID: // 0xBDA { StateIndicator *sim_state = (StateIndicator *)entity->GetAttributePointer(1 /* SimulationState */); if ((entity->GetInstance() & 0xC) == 4) // ReplicantInstance { // // Third-party view: drop-zone translocation effect. // Point3D *drop_zone = (Point3D *)entity->GetAttributePointer("DropZoneLocation"); // @0051d73a if (sim_state && drop_zone) { new BTTranslocationRenderable( // FUN_00458d2c, alloc 0x40 entity, VideoRenderable::Watcher, GetMainView(), sim_state, drop_zone, 1); } } else if (sim_state) { // // Our own POV start/end (mission fade in/out) using the fog // colour + near/far planes stored on the renderer. // new BTPOVStartEndRenderable( // FUN_00454394, alloc 0x50 entity, VideoRenderable::Watcher, GetMainView(), dplMainZone, dplDeathZone, sim_state, fogRed, fogGreen, fogBlue, fogNear, fogFar, 3 /* MissionStartingState */, 4 /* MissionEndingState */); } break; } default: { // // Unknown / non-mech entities (terrain, cavern world geometry, props, // landmarks, doorframes, eyecandy, ...) route to the DPL per-entity // builder -- exactly as RP's default does (RPL4VID.cpp:1436). That // builder loads each entity's video object(s) (.bgf via // d3d_OBJECT::LoadObject -> LoadObjectBGF) and hangs them on a // Root/Static/DCS-instance renderable, which is how the cavern world // gets onto the screen. (Previously this deferred to the no-op // VideoRenderer grandparent -> world drew nothing.) The uninitialised // `this_instance` in the CulturalIcon/Landmark arm has been fixed in // L4VIDEO.cpp. // DPLRenderer::MakeEntityRenderables( entity, model_resource, view_type); break; } } Entity_Being_Created = NULL; } // //############################################################################# // MakeMechRenderables //############################################################################# // // @004cef28 (6157 bytes -- the main world-view builder) // // Build the renderable tree for one mech and submit it to the scene. This is // the BattleTech analogue of RPL4VideoRenderer::MakeJointedMoverRenderables. // HierarchicalDrawComponent* BTL4VideoRenderer::MakeMechRenderables( Entity *entity, ResourceDescription *model_resource, // (unused; tree built from segment table) ViewFrom type) { // // RECONSTRUCTION NOTE (WinTesla port): // The shipped 1996 BattleTech built this tree from a bespoke pre-DPL // renderable hierarchy (BTRootRenderable / BTHingeRenderable / ...) that // parented on raw dpl_DCS* handles and drove the Division IG board. That // hierarchy was never ported to WinTesla -- the engine here replaced it with // the D3D-backed VideoRenderable family (RootRenderable / HingeRenderable / // BallJointRenderable / BallTranslateJointRenderable / DPLStaticChildRenderable // / DPLEyeRenderable, see MUNGA_L4/L4VIDRND). Those renderables self-register // with the renderer, build their own DCS, and parent on the PARENT RENDERABLE // (a HierarchicalDrawComponent*), not a dpl_DCS*. So this body is rebuilt the // RP way (mirrors RPL4VideoRenderer::MakeJointedMoverRenderables, the // segment-table variant) using the engine renderables, which is what actually // gets mech geometry onto the screen. The BT-specific 2D reticle + weapon/ // effect renderables (BTReticleRenderable, beams, tracers, searchlight) still // depend on the unported dpl2d_ layer and are deferred -- TODO(bring-up). // JointedMover *jointed_mover = (JointedMover *)entity; // //~~~~~~~~~~~~~~~~~~~~~~~ // Inside or Outside view: pick skeleton variant + intersect mode/mask. //~~~~~~~~~~~~~~~~~~~~~~~ // bool inDeathZone; dpl_ISECT_MODE intersect_mode; // stub type (empty); kept for parity uint32 intersect_mask; EntitySegment::SkeletonType skeletonType; // // DEBUG(bring-up): external chase camera. The player POV mech is normally // built with the INSIDE skeleton -- the camera sits AT the cockpit eyepoint // with no world geometry ahead, so the frame is black. To make the mech // BODY visible, treat the player's own mech as an OUTSIDE build (which loads // the full body geometry) and, after the renderable tree is built, install a // fixed external camera a few mech-heights in FRONT looking back at the mech. // Other (already-outside) mechs keep their normal no-camera body build. // TODO(bring-up): replace with a real spectator/chase view-mode toggle wired // through BTL4Application; see RECONCILE.md. // const bool buildDebugChaseCamera = (type == insideEntity); if (buildDebugChaseCamera) type = outsideEntity; if (type == insideEntity) { inDeathZone = true; intersect_mask = 0; skeletonType = EntitySegment::SkeletonType_A; // 4 } else { inDeathZone = false; intersect_mask = INTERSECT_ALL; // 0xffffffff skeletonType = EntitySegment::SkeletonType_N; // 0 } // // Root renderable for this entity. Its ctor calls AddRenderable(this) and // binds to entity->localToWorld, so the whole tree is driven from the entity // position every frame. // RootRenderable *this_root = new RootRenderable( entity, VideoRenderable::Dynamic, NULL, inDeathZone, intersect_mode, intersect_mask); // // Start (or reset) this mech's RemakeEntity bookkeeping: record the skeleton // variant now; the per-segment renderables + initial graphic states are filled // in as the tree is built below (see RemakeEntityRenderables). // MechRenderTree &render_tree = mMechRenderTrees[entity]; render_tree = MechRenderTree(); render_tree.skeletonType = (int)skeletonType; render_tree.rootRenderable = this_root; render_tree.wrecked = 0; if (getenv("BT_DEATH_LOG")) DEBUG_STREAM << "[BTrender] tracking mech tree for entity " << (void*)entity << " classID=" << entity->GetClassID() << " (" << mMechRenderTrees.size() << " tracked)\n" << std::flush; // // Per-segment renderable array (the parent for each segment's children). // int segment_count = jointed_mover->segmentCount; // [0x318] HierarchicalDrawComponent **dcs_array = new HierarchicalDrawComponent*[segment_count]; for (int i = 0; i < segment_count; ++i) dcs_array[i] = NULL; // bring-up diagnostics (counts geometry actually loaded vs. requested) int dbg_obj_requested = 0, dbg_obj_loaded = 0, dbg_eye = 0; DEBUG_STREAM << "[BTrender] MakeMechRenderables: " << segment_count << " segments, view=" << (int)type << "\n" << std::flush; JointSubsystem *joint_subsystem = jointed_mover->GetJointSubsystem(); // [0x31c] // //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Walk the EntitySegment table. For each segment: build its offset matrix, // find its parent renderable, choose its joint renderable, load and hang its // geometry. Site segments (eyepoint, gun ports) are handled specially. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // EntitySegment::SegmentTableIterator segment_iterator(jointed_mover->segmentTable /* [0x300] */); EntitySegment *segment; while ((segment = segment_iterator.ReadAndNext()) != NULL) // vtbl+0x28 { LinearMatrix offset_matrix; offset_matrix = segment->GetBaseOffset(); // [0x74] // // Parent renderable: root if the segment has no parent, else the // renderable already built for its parent segment. // HierarchicalDrawComponent *parent_DCS; if (!segment->GetParent() /* [0xc4] */) { parent_DCS = this_root; } else { parent_DCS = dcs_array[segment->GetParentIndex() /* [0xc8] */]; } // //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Site segment? The eyepoint site builds the camera (DPLEyeRenderable) // for the inside view; other sites carry no body geometry here (their // subsystem effects are deferred -- TODO(bring-up)). //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // if (segment->IsSiteSegment() /* [0x10] */ != 0) { if (type == insideEntity && strcmp((const char *)segment->GetName() /* [0x11c] */, "siteeyepoint") == 0) // @0051d290 { EulerAngles *eye_rot = (EulerAngles *)entity->GetAttributePointer("EyepointRotation"); // @0051d29d // // DPLEyeRenderable installs itself as the renderer's camera // (mCamera) so the main view tracks the cockpit eyepoint. // mCamera = new DPLEyeRenderable( entity, offset_matrix, parent_DCS, eye_rot); dbg_eye = 1; } continue; } // // Load this segment's geometry (skeleton-variant .bgf), if any. // d3d_OBJECT *this_object = NULL; // Select the segment's model VARIANT by its damage zone's graphic state. // The engine keys video-object names by {skeleton, damage_graphic_state} // (SEGMENT.h:172): a Destroyed zone (GetGraphicState()==1) returns the // destroyed/damaged model, so a wrecked segment visibly comes apart. The // recon previously passed ONLY the skeleton type, leaving the state at its // default 0 (Exists) -> always the intact model = no visible damage. Enumeration seg_gstate = 0; // ExistsGraphicState { int zone_index = segment->GetPrimaryDamageZone(); // SEGMENT.h:107 (a zone INDEX) if (zone_index >= 0 && zone_index < entity->damageZoneCount && entity->damageZones[zone_index] != 0) seg_gstate = entity->damageZones[zone_index]->GetGraphicState(); // DAMAGE.h:196 } CString *object_name = segment->GetVideoObjectName(skeletonType, seg_gstate); // FUN_00424084 if (object_name != NULL) { char filename[44]; strcpy(filename, (const char *)*object_name); int len = (int)strlen(filename); if (len >= 4) filename[len - 4] = '\0'; // strip ".bgf" strcat(filename, ".bgf"); // d3d_OBJECT::LoadObject wants the extension this_object = d3d_OBJECT::LoadObject(GetDevice(), filename); ++dbg_obj_requested; if (this_object != NULL) ++dbg_obj_loaded; else DEBUG_STREAM << "[BTrender] no mesh for '" << filename << "' (expects VIDEO\\*.x)\n" << std::flush; // SHADOW PROXY (task #20): the binary's shadow is the flat *_tshd.bgf // silhouette posed by jointshadow/jointtshadow (model-record // ShadowJointName @0xB4, part_012.c:10285). Tag it so d3d_OBJECT // draws it translucent in the blend pass instead of opaque black; // alphaTest=true routes it there (HierarchicalDrawComponent::Execute, // L4VIDRND.cpp:149, schedules the pass per-drawOp on alphaTest). if (this_object != NULL && strstr(filename, "tshd") != NULL) { this_object->SetIsShadow(1); for (int op = 0; op < this_object->GetDrawOpCount(); ++op) this_object->GetDrawOp(op)->alphaTest = true; } } // // Determine joint type: static (-1 -> Static) or look up the joint in // the JointSubsystem's joint table. // int segment_slot = segment->GetIndex() /* [0xcc] */; Joint *this_joint = NULL; Joint::JointType joint_type; if (segment->GetJointIndex() /* [0xc0] */ == -1) { joint_type = Joint::StaticJointType; // 3 } else { this_joint = joint_subsystem->GetJoint(segment->GetJointIndex()); // FUN_0041d3b3 joint_type = this_joint->GetJointType() /* [0x10] */; } // // Build the appropriate engine joint renderable, recording it in the // per-segment array so children can parent to it. // HierarchicalDrawComponent *child; switch (joint_type) { case Joint::BallJointType: // 4 { child = new BallJointRenderable( entity, VideoRenderable::Dynamic, this_object, inDeathZone, intersect_mode, intersect_mask, parent_DCS, &offset_matrix, &this_joint->GetEulerAngles()); break; } case Joint::BallTranslationJointType: // 5 { child = new BallTranslateJointRenderable( entity, VideoRenderable::Dynamic, this_object, inDeathZone, intersect_mode, intersect_mask, parent_DCS, &offset_matrix, &this_joint->GetEulerAngles(), &this_joint->GetTranslation()); break; } case Joint::StaticJointType: // 3 { child = new DPLStaticChildRenderable( entity, inDeathZone, this_object, intersect_mode, intersect_mask, offset_matrix, parent_DCS); break; } default: // 0,1,2 HingeX/Y/Z { child = new HingeRenderable( entity, VideoRenderable::Dynamic, this_object, inDeathZone, intersect_mode, intersect_mask, parent_DCS, &offset_matrix, &this_joint->GetHinge() /* [0xc] */); break; } } dcs_array[segment_slot] = child; // Record this segment's renderable + the graphic state it was built with, // so a later damage-state change can swap its mesh in place (RemakeEntity). render_tree.segRenderable[segment_slot] = child; render_tree.segGState[segment_slot] = (int)seg_gstate; } delete [] dcs_array; DEBUG_STREAM << "[BTrender] mech tree built: meshes " << dbg_obj_loaded << "/" << dbg_obj_requested << " loaded, eye=" << dbg_eye << "\n" << std::flush; // // If this mech DIED before its tree was built (a fast kill during mission // creation), apply the remembered wreck swap now. // { extern int BTTakePendingWreck(Entity *entity); if (BTTakePendingWreck(entity)) SwapToWreck(entity); } // // TODO(bring-up): inside-view targeting reticle (BTReticleRenderable + // AddWeapon pips) and the per-subsystem weapon/effect renderables (PPC/ // emitter beams, projectile tracers, coolant, searchlight) are NOT built // here yet -- they depend on the dpl2d_ 2D display-list layer (stubbed) and // the BT effect renderables (stubbed). Adding them is the HUD / weapons // render bring-up step; they are not required to get the mech body drawn. // // // DEBUG(bring-up): install the fixed external chase camera for the player's // own mech. The eye renderable parents on this_root, so when the render // tree executes (RootRenderable::Execute pushes entity->localToWorld onto the // matrix stack) the camera's offset is composed with the mech's world matrix // -- i.e. the camera tracks the mech. DPLEyeRenderable looks down its local // +Z axis (row 2) with local +Y as up (row 1) from its translation (row 3); // D3DXMatrixLookAtRH re-derives the basis from pos/at/up. // // Mech-local frame (from the .skl): +Y up, the mech FACES -Z (gun ports / // eyepoint are at -Z), and the Avatar is ~10-12 units tall (hip at y~5.3, // eyepoint ~y9). Place the camera in FRONT (-Z) and above, looking back // toward the mech centre. // if (buildDebugChaseCamera) { // CHASE view (task #15 usability): the mech faces -Z, so the original // debug placement (camera at -Z, "in front, looking back at its face") // made W walk the mech TOWARD the viewer -- hopelessly disorienting to // drive. Default is now BEHIND (+Z) and above, looking forward over the // shoulder: press forward, the mech walks away from you; turns read // correctly. env BT_CAM=face restores the old face-on animation view. const char *camMode = getenv("BT_CAM"); const bool faceView = (camMode != 0 && camMode[0] == 'f'); float camPx = 0.0f, camPy = faceView ? 9.0f : 11.0f; float camPz = faceView ? -28.0f : 28.0f; // -Z front / +Z behind const float tgtX = 0.0f, tgtY = 6.0f; const float tgtZ = faceView ? 0.0f : -6.0f; // chase: look ahead of the mech // DEBUG(bring-up): BT_CAM_Y / BT_CAM_Z override the fixed chase-camera offset -- // raising it clears mound-shoulder OCCLUSION, but NOT genuine geometry clipping // where the mech is stopped on a steep slope and the terrain rises through its // legs (that is a collision-vs-visual issue, not a camera one). if (const char *cy = getenv("BT_CAM_Y")) camPy = (float)atof(cy); if (const char *cz = getenv("BT_CAM_Z")) camPz = (float)atof(cz); // look direction (local +Z of the camera) = normalize(target - pos) float zx = tgtX - camPx, zy = tgtY - camPy, zz = tgtZ - camPz; float zl = (float)sqrt(zx*zx + zy*zy + zz*zz); if (zl < 1e-6f) zl = 1.0f; zx /= zl; zy /= zl; zz /= zl; // world up const float ux = 0.0f, uy = 1.0f, uz = 0.0f; // right (local +X) = up x forward float xx = uy*zz - uz*zy, xy = uz*zx - ux*zz, xz = ux*zy - uy*zx; float xl = (float)sqrt(xx*xx + xy*xy + xz*xz); if (xl < 1e-6f) xl = 1.0f; xx /= xl; xy /= xl; xz /= xl; // recomputed up (local +Y) = forward x right float yx = zy*xz - zz*xy, yy = zz*xx - zx*xz, yz = zx*xy - zy*xx; LinearMatrix debugOffset; // identity debugOffset(0,0) = xx; debugOffset(0,1) = xy; debugOffset(0,2) = xz; // X row debugOffset(1,0) = yx; debugOffset(1,1) = yy; debugOffset(1,2) = yz; // Y row (up) debugOffset(2,0) = zx; debugOffset(2,1) = zy; debugOffset(2,2) = zz; // Z row (look) debugOffset(3,0) = camPx; debugOffset(3,1) = camPy; debugOffset(3,2) = camPz; // W row (pos) mCamera = new DPLEyeRenderable(entity, debugOffset, this_root, NULL); DEBUG_STREAM << "[BTrender] external debug chase camera installed at (" << camPx << "," << camPy << "," << camPz << ") looking at (" << tgtX << "," << tgtY << "," << tgtZ << ")\n" << std::flush; } return this_root; } // //############################################################################# // RemakeEntityRenderables (the render "RemakeEntity" state -- damage swap) //############################################################################# // // A damage zone's graphic state changed (a segment became Destroyed or Gone). // Walk this mech's segments and, for any whose graphic state now differs from // what its renderable was built with, re-pick the video-object variant by the // new graphic state and swap it onto the joint renderable IN PLACE. Execute() // re-reads graphicalObject each frame, so the wrecked mesh shows next frame. // No teardown: the component dtor does not cascade to children (L4VIDRND.cpp:104), // so a rebuild would leak -- the authentic behaviour is an in-place mesh swap. // void BTL4VideoRenderer::RemakeEntityRenderables(Entity *entity) { std::map::iterator tree_it = mMechRenderTrees.find(entity); if (tree_it == mMechRenderTrees.end()) { if (getenv("BT_DEATH_LOG")) DEBUG_STREAM << "[BTrender] RemakeEntity: no render tree for entity " << (void*)entity << " (" << mMechRenderTrees.size() << " tracked)\n" << std::flush; return; // tree not built yet -- Make will read the state } MechRenderTree &render_tree = tree_it->second; if (render_tree.wrecked) return; // already the dbr hulk -- nothing left to swap JointedMover *jointed_mover = (JointedMover *)entity; EntitySegment::SkeletonType skeletonType = (EntitySegment::SkeletonType)render_tree.skeletonType; EntitySegment::SegmentTableIterator segment_iterator(jointed_mover->segmentTable); EntitySegment *segment; int swapped = 0, checked = 0, mapped = 0; while ((segment = segment_iterator.ReadAndNext()) != NULL) { if (segment->IsSiteSegment() != 0) continue; ++checked; int segment_slot = segment->GetIndex(); std::map::iterator r = render_tree.segRenderable.find(segment_slot); if (r == render_tree.segRenderable.end() || r->second == NULL) continue; ++mapped; // // Current graphic state for this segment (from its damage zone). // Enumeration seg_gstate = 0; // ExistsGraphicState int zone_index = segment->GetPrimaryDamageZone(); if (zone_index >= 0 && zone_index < entity->damageZoneCount && entity->damageZones[zone_index] != 0) seg_gstate = entity->damageZones[zone_index]->GetGraphicState(); if ((int)seg_gstate == render_tree.segGState[segment_slot]) continue; // unchanged -- nothing to swap render_tree.segGState[segment_slot] = (int)seg_gstate; // // Re-pick + load the segment's video-object variant for the new graphic // state (same construction as the initial build in MakeMechRenderables). // CString *object_name = segment->GetVideoObjectName(skeletonType, seg_gstate); if (getenv("BT_DEATH_LOG")) DEBUG_STREAM << "[BTrender] seg '" << (const char *)segment->GetName() << "' slot " << segment_slot << " -> gstate " << (int)seg_gstate << " variant=" << (object_name ? (const char *)*object_name : "(none)") << "\n" << std::flush; d3d_OBJECT *new_object = NULL; if (object_name != NULL) { char filename[44]; strcpy(filename, (const char *)*object_name); int len = (int)strlen(filename); if (len >= 4) filename[len - 4] = '\0'; // strip ".bgf" strcat(filename, ".bgf"); new_object = d3d_OBJECT::LoadObject(GetDevice(), filename); if (new_object == NULL && getenv("BT_DEATH_LOG")) DEBUG_STREAM << "[BTrender] damaged variant '" << filename << "' FAILED to load (expects VIDEO\\*.x)\n" << std::flush; if (new_object != NULL && strstr(filename, "tshd") != NULL) { new_object->SetIsShadow(1); for (int op = 0; op < new_object->GetDrawOpCount(); ++op) new_object->GetDrawOp(op)->alphaTest = true; } } // // GoneGraphicState (blown off): no mesh -> hide the segment. Destroyed/ // Exists: swap to the variant if it loaded; otherwise keep the current // mesh (don't blank a segment merely because a damaged .bgf is missing). // if (new_object != NULL) r->second->SetDrawObj(new_object); else if ((int)seg_gstate == DamageZone::GoneGraphicState) r->second->SetDrawObj(NULL); ++swapped; } if (swapped != 0 || getenv("BT_DEATH_LOG")) DEBUG_STREAM << "[BTrender] RemakeEntity: " << swapped << " mesh(es) swapped (" << mapped << " body segs mapped of " << checked << " checked)\n" << std::flush; } // //############################################################################# // BTRemakeMechModel (sim-side bridge -- see btl4vid.hpp) //############################################################################# // // Reaches the live renderer and refreshes a mech's visible model after its // damage graphic state changed. Called from MechDeathHandler (sim TU). The // frame loop is single-threaded (sim + render share the main thread; only the // network RX socket runs on its own thread), so loading geometry here is safe. // void BTRemakeMechModel(Entity *entity) { if (entity == NULL || application == NULL) return; BTL4VideoRenderer *renderer = (BTL4VideoRenderer *)application->GetVideoRenderer(); if (renderer != NULL) renderer->RemakeEntityRenderables(entity); } // //############################################################################# // SwapToWreck (ExplosionScripts effect 104, reconstructed) //############################################################################# // // The authentic death chain: the victim's per-mech death ModelList // ('blhdead'/'lokdead'/... resources 22-25) dispatches effect 104, whose 1996 // script (@0045xxxx, part_008.c:2663 case 4) swaps in the burning WRECK: the // destroyed hulk mesh + flame meshes with flicker sweeps and a slow settle. // The 2007 port stubbed the whole script layer. This reconstruction does the // core swap: hide every segment mesh and hang the victim's own "dbr" // hulk on the tree root (the 1996 code hardcoded thrdbr.bgf -- a dev shortcut; // every mech ships its hulk: BLHDBR/MADDBR/LOKDBR/... + GENDBR the generic // fallback). Burning comes from the effect layer (the death list also fires // the 1007 boom + 1001 smoke plume; the wreck re-arms the plume while it // stands). Mesh flames (flamesml/flamebig + sweep flicker) are a noted // follow-up. // static std::map gBTPendingWrecks; int BTTakePendingWreck(Entity *entity) { std::map::iterator it = gBTPendingWrecks.find(entity); if (it == gBTPendingWrecks.end()) return 0; gBTPendingWrecks.erase(it); return 1; } void BTL4VideoRenderer::SwapToWreck(Entity *victim) { std::map::iterator tree_it = mMechRenderTrees.find(victim); if (tree_it == mMechRenderTrees.end()) { gBTPendingWrecks[victim] = 1; // died before the tree was built return; } MechRenderTree &render_tree = tree_it->second; if (render_tree.wrecked) return; // // The victim's model prefix, from any segment's intact video-object name // (e.g. "blh_rfot.bgf" -> "blh" -> "blhdbr.bgf"). // char hulk_name[44]; hulk_name[0] = '\0'; { JointedMover *jm = (JointedMover *)victim; EntitySegment::SegmentTableIterator it(jm->segmentTable); EntitySegment *segment; while ((segment = it.ReadAndNext()) != NULL) { if (segment->IsSiteSegment() != 0) continue; CString *nm = segment->GetVideoObjectName( (EntitySegment::SkeletonType)render_tree.skeletonType, 0); if (nm != NULL && strlen((const char *)*nm) >= 3) { strncpy(hulk_name, (const char *)*nm, 3); hulk_name[3] = '\0'; strcat(hulk_name, "dbr.bgf"); break; } } } d3d_OBJECT *hulk = (hulk_name[0] != '\0') ? d3d_OBJECT::LoadObject(GetDevice(), hulk_name) : NULL; if (hulk == NULL) { DEBUG_STREAM << "[BTrender] wreck: '" << hulk_name << "' missing -> gendbr.bgf fallback\n" << std::flush; hulk = d3d_OBJECT::LoadObject(GetDevice(), "gendbr.bgf"); } // // The strewn-debris field that accompanies the standing hulk (the 1996 // script pairs them: thrdbr + ldbr, parented together, sinking together). // d3d_OBJECT *debris = d3d_OBJECT::LoadObject(GetDevice(), "ldbr.bgf"); // // Hide the body; hang the wreck pieces on the tree root (identity offset -- // the root renderable already pushes the wreck's localToWorld, so they sit // at the mech's ground position with its death yaw). // for (std::map::iterator r = render_tree.segRenderable.begin(); r != render_tree.segRenderable.end(); ++r) { if (r->second != NULL) r->second->SetDrawObj(NULL); } if (render_tree.rootRenderable != NULL) { dpl_ISECT_MODE isect_mode; LinearMatrix identity(True); if (hulk != NULL) render_tree.wreckHulk = new DPLStaticChildRenderable( victim, false /* main zone */, hulk, isect_mode, INTERSECT_ALL, identity, render_tree.rootRenderable); if (debris != NULL) render_tree.wreckDebris = new DPLStaticChildRenderable( victim, false /* main zone */, debris, isect_mode, INTERSECT_ALL, identity, render_tree.rootRenderable); } render_tree.wrecked = 1; render_tree.wreckAge = 0.0f; DEBUG_STREAM << "[BTrender] wreck swap: victim -> '" << (hulk_name[0] ? hulk_name : "gendbr.bgf") << (hulk ? "'" : "' (LOAD FAILED -- body hidden only)") << (debris ? " + ldbr debris" : "") << "\n" << std::flush; } // //############################################################################# // TickWreck -- the wreck's quadratic SINK (the 1996 burial) //############################################################################# // // FUN_00456410 (the 1996 sink renderable): offsetY = rate * t^2, hulk rate // -0.025 (armed 0.25s after the boom by a sweep trigger). The ~7-unit hulk is // fully underground ~17s after the kill -- the wreck visual "fades away" by // burial; the ENTITY (sim/collision) stays, per the wreck-stays rule. Once // buried, the pieces are hidden and the sink stops. // int BTL4VideoRenderer::TickWreck(Entity *victim, float dt) { std::map::iterator tree_it = mMechRenderTrees.find(victim); if (tree_it == mMechRenderTrees.end()) return 1; // no tree yet -- not buried MechRenderTree &render_tree = tree_it->second; if (!render_tree.wrecked) return 1; // not swapped yet if (render_tree.wreckHulk == NULL && render_tree.wreckDebris == NULL) return 0; // already buried render_tree.wreckAge += dt; float sink = -0.025f * render_tree.wreckAge * render_tree.wreckAge; // the authored rate if (sink < -8.0f) { // fully buried -> hide + stop ticking if (render_tree.wreckHulk) render_tree.wreckHulk->SetDrawObj(NULL); if (render_tree.wreckDebris) render_tree.wreckDebris->SetDrawObj(NULL); render_tree.wreckHulk = NULL; render_tree.wreckDebris = NULL; DEBUG_STREAM << "[BTrender] wreck buried (sink complete)\n" << std::flush; return 0; } if (render_tree.wreckHulk) render_tree.wreckHulk->SetOffsetTranslation(0.0f, sink, 0.0f); if (render_tree.wreckDebris) render_tree.wreckDebris->SetOffsetTranslation(0.0f, sink, 0.0f); return 1; } // // Sim-side bridge (UpdateDeathState drives the sink each dead frame). // int BTWreckSinkTick(Entity *victim, float dt) { if (victim == NULL || application == NULL) return 1; BTL4VideoRenderer *renderer = (BTL4VideoRenderer *)application->GetVideoRenderer(); if (renderer == NULL) return 1; return renderer->TickWreck(victim, dt); } // // Engine-side bridge (the ExplosionClassID dispatch calls this on effect 104). // void BTSwapMechToWreck(Entity *victim) { if (victim == NULL || application == NULL) return; BTL4VideoRenderer *renderer = (BTL4VideoRenderer *)application->GetVideoRenderer(); if (renderer != NULL) renderer->SwapToWreck(victim); } // //############################################################################# // BTReticleRenderable::AddWeapon //############################################################################# // // @004cdac0 // // Append one weapon range/pip marker to the reticle (max 10). Stores the // weapon's attribute pointers in parallel arrays indexed by weaponCount, then // pre-builds the two 2D display lists (the pip glyph + its extended-range arc) // at the screen position computed from the (clamped) weapon range. // void BTReticleRenderable::AddWeapon( Scalar weapon_range, int pip_position, StateIndicator *within_range_attr, int extended_range, Scalar pip_red, Scalar pip_green, Scalar pip_blue, StateIndicator *sim_state, int arg9, // constant 2 from caller int arg10, // constant 3 from caller StateIndicator *sim_state2, int arg12, // constant 1 from caller int weapon_mode) // 1 front / 2 rear { if (this->weaponCount /* [0x38] */ >= 10) { Fail("Tried to display too many weapons"); // @0051d24f, line 0x338 } int n = this->weaponCount; // // Record this weapon's control attributes in the parallel arrays. // this->pipColor[n] /* [0x64+n*4] */ = pip_red; this->withinRangeAttr[n] /* [0x8c+n*4] */ = within_range_attr; this->simState[n] /* [0xb4+n*4] */ = sim_state; this->simState2Ptr[n] /* [0x130+n*4] */ = sim_state2; this->simState2Value[n] /* [0xdc+n*4] */ = *(int *)(sim_state2 + 0x14); this->arg12Ptr[n] /* [0x158+n*4] */ = arg12; this->arg12Value[n] /* [0x104+n*4] */ = *(int *)(arg12 + 0x14); this->rangeAttr[n] /* [0x18c+n*4] */ = (Scalar *)within_range_attr; // param_4 this->rangeCache[n] /* [0x1b4+n*4] */ = *(Scalar *)within_range_attr; this->weaponMode[n] /* [0x3c+n*4] */ = weapon_mode; dpl2d_DISPLAY *pip_list = dpl2d_NewDisplayList(); // FUN_00487f34 dpl2d_DISPLAY *arc_list = dpl2d_NewDisplayList(); this->pipDisplayListA[n] /* [0x2b0+n*4] */ = pip_list; this->pipDisplayListB[n] /* [0x288+n*4] */ = arc_list; // // Clamp range into [minRange .. maxRange]. // if (weapon_range >= this->minRange /* [0x230] */) { if (weapon_range > this->maxRange /* [0x22c] */) weapon_range = this->maxRange; } else { weapon_range = this->minRange; } // // Screen position of this pip from the reticle's calibrated geometry. // float x = this->originX /* [0x1fc] */ + this->biasX /* [0x208] */ + (float)pip_position * PIP_SPACING /* _DAT_004cdce8 */; float y = -this->scaleY /* [0x204] */ * ((weapon_range - this->minRange) / this->rangeScale /* [0x234] */) + this->originY /* [0x200] */; // // Pip glyph display list: a coloured ring (+ a small filled marker when // this is an extended-range / "rear" weapon). // dpl2d_Begin(pip_list, 1); // FUN_00487fbc dpl2d_SetColor(pip_list, pip_red, pip_green, pip_blue); // param_6,7,8 dpl2d_Circle(pip_list, x, y, 0.012f /* 0x3c449ba6 */, 1); dpl2d_SetColor(pip_list, 0, 0, 0); dpl2d_Circle(pip_list, x, y, 0.014f /* 0x3c656042 */, 0); if (extended_range != 0) // param_5 { dpl2d_SetColor(pip_list, 0.7f, 0.7f, 0.7f); // 0x3f333333 dpl2d_PushMatrix(pip_list); dpl2d_MoveTo(pip_list, x, y); dpl2d_PopMatrix(pip_list); } dpl2d_End(pip_list); dpl2d_Compile(pip_list); // // Extended-range arc display list (black outline ring). // dpl2d_Begin(arc_list, 1); dpl2d_SetColor(arc_list, 0, 0, 0); dpl2d_Circle(arc_list, x, y, 0.014f, 0); dpl2d_End(arc_list); dpl2d_Compile(arc_list); this->weaponCount = n + 1; } // //############################################################################# // SetupMaterialSubstitutionList //############################################################################# // // @004d0cc0 // // Read the "vehicletable" resource and build the per-mech material-name // substitution list, expanding the %color% / %badge% / %patch% / %serno% // placeholders. Directly parallels RPL4VideoRenderer::SetupMaterialSubstitution- // List (which handles %color%/%badge%); BT adds %patch% and a per-load // incrementing %serno% (serial number, "0".."9","A"...). // void BTL4VideoRenderer::SetupMaterialSubstitutionList(Entity *entity) { // // One-shot cache of the placeholder string lengths. // static int colorLen = -1, badgeLen, patchLen, sernoLen; // guards @0051d19c..d1b4 if (colorLen < 0) { colorLen = strlen(colorParameter); badgeLen = strlen(badgeParameter); patchLen = strlen(patchParameter); sernoLen = strlen(sernoParameter); } // // Fetch + lock the vehicle table resource, copy it out, and parse it as a // NotationFile. // ResourceDescription *res = application->GetResourceFile()->FindResourceDescription( // FUN_00406ff8 "vehicletable" /* @0051d941 */, ResourceDescription::VehicleTableResourceType); if (res == NULL) return; res->Lock(); long len = (long)res->resourceSize; // [0x40] char *copy = new char[len]; memcpy(copy, res->resourceAddress /* [0x3c] */, len); // FUN_004d4918 res->Unlock(); NotationFile *veh_tbl = new NotationFile(); // FUN_00403e84 veh_tbl->ReadText(copy, len); // FUN_00404d00 delete [] copy; // // Look up this mech's colour / badge / patch codes from the table, using // the egg-supplied names carried on the entity (badge=resourceNameA @0x844, // color=resourceNameB @0x848, patch=resourceNameC @0x84c). // // The recovered code read these directly off the BattleTech mech egg // (Mech::vehicleColor / vehicleBadge / vehiclePatch) and Fail()ed on a miss. // TODO(bring-up): the reconstructed Mech carries those names as ref-counted // creation-name objects (resourceNameA/B/C) whose backing string is the // transient MakeMessage buffer -- not safely readable here yet, and the // attribute-index path ("VehicleColor"/...) is not wired, so it returns // garbage that FindNote then deref-crashed on (btl4vid.cpp:808). Follow the // RP analogue (RPL4VID.cpp:1562) which simply tolerates a missing colour/ // badge: a NULL egg name or a table miss leaves veh_* == NULL and the // placeholder substitution below drops to default materials. Re-wire the // real egg names (a named Mech accessor) once the Mech layout is mapped. // const char *egg_color = NULL; // [0x848] resourceNameB (color) const char *egg_badge = NULL; // [0x844] resourceNameA (badge) const char *egg_patch = NULL; // [0x84c] resourceNameC (patch) const char *veh_color = NULL, *veh_badge = NULL, *veh_patch = NULL; if (egg_color && !veh_tbl->GetEntry("color", egg_color, &veh_color)) // @0051d94e { DEBUG_STREAM << " Color value '" << egg_color << "' from egg not found in vehicle table\n"; // @0051d954 veh_color = NULL; } if (egg_badge && !veh_tbl->GetEntry("badge", egg_badge, &veh_badge)) // @0051d9b8 { DEBUG_STREAM << " Badge value '" << egg_badge << "' from egg not found in vehicle table\n"; veh_badge = NULL; } if (egg_patch && !veh_tbl->GetEntry("patch", egg_patch, &veh_patch)) // @0051da22 { DEBUG_STREAM << " Patch value '" << egg_patch << "' from egg not found in vehicle table\n"; veh_patch = NULL; } // // Generic substitution list, then expand placeholders per entry. // materialSubstitutionList = veh_tbl->MakeEntryList("substitute"); // @0051da8c, DAT_004f1aac for (NameList::Entry *entry = materialSubstitutionList->GetFirstEntry(); entry != NULL; entry = entry->GetNextEntry()) { char buffer[80]; char *dst = buffer; const char *src = entry->GetChar(); *dst = '\0'; const char *pc; while ((pc = strchr(src, '%')) != NULL) // FUN_004d49f4 { int n = (int)(pc - src); const char *resume = src; if (n != 0) { memcpy(dst, src, n); dst += n; resume = pc; } if (!strncmp(pc, sernoParameter, sernoLen)) { // // %serno% -> the current one-character serial (gSerno, which // increments '0'->'9'->'A' each mech loaded). // if (gSerno /* @0051d1b5 */ != '\0') *dst++ = gSerno; src = resume + sernoLen; } else if (!strncmp(pc, colorParameter, colorLen)) { if (veh_color) { strcpy(dst, veh_color); dst += strlen(veh_color); } src = resume + colorLen; } else if (!strncmp(pc, badgeParameter, badgeLen)) { if (veh_badge) { strcpy(dst, veh_badge); dst += strlen(veh_badge); } src = resume + badgeLen; } else if (!strncmp(pc, patchParameter, patchLen)) { if (veh_patch) { strcpy(dst, veh_patch); dst += strlen(veh_patch); } src = resume + patchLen; } else { *dst++ = *resume; // stray '%' src = resume + 1; } } strcpy(dst, src); // tail // // Store the expanded copy back into the list entry. // char *result = new char[strlen(buffer) + 1]; strcpy(result, buffer); entry->dataReference = result; } delete veh_tbl; // // Advance the global serial number ('9' wraps to 'A') and install the // per-frame material-name substitution callback. // if (gSerno == '9') gSerno = 'A'; else gSerno = gSerno + 1; dpl_SetMaterialNameCallback(substituteMaterial); // FUN_0049664c(FUN_00459eb8) } // //############################################################################# // TearDownMaterialSubstitutionList //############################################################################# // // @004d11e8 // // Free the expanded substitution strings + the list, and clear the DPL // material-name callback. // void BTL4VideoRenderer::TearDownMaterialSubstitutionList() { if (materialSubstitutionList != NULL) { for (NameList::Entry *entry = materialSubstitutionList->GetFirstEntry(); entry != NULL; entry = entry->GetNextEntry()) { char *p = entry->GetChar(); if (p) { delete [] p; entry->dataReference = NULL; } } delete materialSubstitutionList; materialSubstitutionList = NULL; } // dpl_SetMaterialNameCallback(NULL); } //===========================================================================// // BTL4VideoRenderer ctor/dtor/TestInstance //---------------------------------------------------------------------------// // TODO(bring-up): the shipped BT ctor took the 1995 IG-board calibration tuple // (rate/complexity/priority/interest/depth) and drove the Division renderer. // WinTesla replaced that renderer with the D3D DPLRenderer, whose ctor now needs // (HWND, width, height, fullscreen, interest_type, depth). The old calibration // args have no D3D analogue, so for the first link we forward the interest/depth // and bind the renderer to the active window at the pod main-view size (800x600). // Real window/size wiring belongs in the BTL4Application video bring-up. //===========================================================================// BTL4VideoRenderer::BTL4VideoRenderer( RendererRate /*calibration_rate*/, RendererComplexity /*calibration_complexity*/, RendererPriority /*calibration_priority*/, InterestType interest_type, InterestDepth depth_calibration ) : DPLRenderer(::GetActiveWindow(), 800, 600, false, interest_type, depth_calibration) { Check_Pointer(this); } BTL4VideoRenderer::~BTL4VideoRenderer() { } Logical BTL4VideoRenderer::TestInstance() const { return True; } //===========================================================================//