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BT411/game/reconstructed/btl4vid.hpp
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arcattackandClaude Opus 4.8 160b78e38d Respawn: swirl warp, cockpit-not-black on respawn, observer sees peer un-wreck
Three respawn-visual bugs the user saw, each grounded in the engine/decomp:

1. Warp = flat blue BLOB, not the demo's swirly blue/light-blue/white shimmer.
   Ground truth (content/VIDEO/MAT/DAY/BTFX.VMF): tsphere_mtl = a SCROLLING bintA
   texture (tsphere_scr_tex, SPECIAL SCROLL) + EMISSIVE {0.7,0.5,1} + RAMP "sky"
   (dark-blue->white).  The swirl IS the scrolling texture; the colour is the
   emissive/ramp.  Our draw did COLOROP=SELECTARG1/ARG1=TFACTOR, which REPLACES
   every texel with one flat colour -> the blob.  Fix: MODULATE the (bound,
   scrolling) texture by a TFACTOR set to the authentic EMISSIVE hue (0xB380FF)
   so the swirl survives and reads blue-white.  DrawMesh's cached SetTexture
   (L4D3D.cpp:1215) leaves our MODULATE ops standing since textured meshes drew
   first.  Additive glow, all state saved/restored.

2. First-person view BLACK on the dying/respawning mech until V.  SetViewInside's
   body-hide + '_cop' canopy suppression + viewSkeleton update were gated !wrecked,
   and RebuildMechRenderables (respawn un-wreck) restored the full OUTSIDE torso
   with no '_cop' rule -> the cockpit eyepoint ended up wrapped in opaque geometry.
   Fix: factor the per-segment mesh selection into ApplyViewSkeleton(viewpoint,
   inside) shared by SetViewInside AND RebuildMechRenderables, so respawn re-asserts
   the inside skeleton + '_cop' hide; record viewSkeleton even while wrecked.  Only
   the mech the local camera views FROM gets the inside treatment (a replicant is
   always outside).

3. OBSERVER never saw the peer respawn -- the peer's wreck sat forever.  The wreck
   appears incidentally via rising damage-zone replication -> MechDeathHandler::Tick
   -> BTRemakeMechModel (one-way).  The un-wreck+warp ran master-only in Mech::Reset.
   Fix (reuses the existing damage channel, no stream-framing change): Mech::Reset
   also ForceUpdate(DamageZoneUpdateModelFlag) so healed zones cross; Tick handles
   the FALLING edge -- on a ReplicantInstance whose zone heals from destroyed, call
   BTRebuildMechModel + BTStartWarpEffect once (wasWrecked latch).  This is the port
   analog of the binary's type-0 graphic-state -> ResetPose un-wreck hook
   (Mech::ReadUpdateRecord case 0); the full Mech::WriteUpdateRecord death record
   (type 6) is deferred (would touch the netcode framing).

Smoke-verified headless (2-node): victim respawns intact + warp; observer logs
"replicant un-wrecked + warp" at the peer's spawn point; no crash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 08:09:27 -05:00

824 lines
29 KiB
C++

//===========================================================================//
// File: btl4vid.hpp //
// Project: BattleTech Brick: Video Renderer Manager //
// Contents: BTL4VideoRenderer -- the BattleTech L4 out-the-window 3D WORLD //
// renderer manager. Builds the per-entity renderable tree for the //
// main view each time an interesting entity becomes visible: //
// the player mech + its weapons/effects/reticle, terrain, and //
// other movers, walking the jointed-mover segment table and the //
// subsystem roster and submitting renderables to the scene. //
//---------------------------------------------------------------------------//
// 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). NO header survived.
// Class/member/method names are taken from the embedded assert path
// "d:\tesla\bt\bt_l4\BTL4VID.CPP", the embedded class name string
// "BTL4VideoRenderer::Material name ..." (@0051d6f8), and the direct
// Red Planet analogue RP_L4/RPL4VID.cpp (RPL4VideoRenderer) plus the surviving
// MUNGA headers MUNGA_L4/L4VIDEO.HPP and MUNGA_L4/L4VIDRND.HPP. Each method
// cites its originating @ADDR.
//
// PORTING NOTES (reconstruction -> WinTesla engine)
// * BTL4VideoRenderer is the BattleTech analogue of RPL4VideoRenderer; both
// subclass the concrete L4 manager DPLRenderer (L4VIDEO.HPP). Deriving
// from DPLRenderer supplies SetFogStyle/AddDynamicRenderable, the fog
// colour/plane fields, dplMainView/dplMainZone/dplDeathZone and the
// vehicleReticle slot the recovered code touches.
// * The 1996 BattleTech build drove a pre-DPL renderable hierarchy whose
// joint renderables parent on a dpl_DCS* (rather than the WinTesla
// HierarchicalDrawComponent* parent). That hierarchy did NOT survive in
// source, so the BT-specific renderables it constructs are declared here
// (BTRootRenderable / BTHingeRenderable / ... ) with the signatures the
// recovered code actually calls. They are distinct from the modern
// L4VIDRND.HPP renderables of the same role (which is why the targeting
// reticle is BTReticleRenderable, NOT the engine's ReticleRenderable --
// the BT object is 0x358 bytes and carries up to 10 AddWeapon pip markers).
//
#if !defined(BTL4VID_HPP)
# define BTL4VID_HPP
//
// Forward declaration so MUNGA_L4/l4vidrnd.h (which references DPLRenderer in
// HierarchicalDrawComponent before l4video.h defines it) parses cleanly
// regardless of include order.
//
class DPLRenderer;
#if !defined(L4VIDEO_HPP)
# include <l4video.hpp> // DPLRenderer / VideoRenderer / INTERSECT_ALL
#endif
#if !defined(L4VIDRND_HPP)
# include <l4vidrnd.hpp> // VideoComponent / the *Renderable hierarchy
#endif
#if !defined(RETICLE_HPP)
# include <reticle.hpp>
#endif
#if !defined(STATE_HPP)
# include <state.hpp> // StateIndicator
#endif
#if !defined(JMOVER_HPP)
# include <jmover.hpp> // JointedMover
#endif
#if !defined(JOINT_HPP)
# include <joint.hpp> // Joint / JointSubsystem / Hinge
#endif
#if !defined(SEGMENT_HPP)
# include <segment.hpp> // EntitySegment
#endif
#if !defined(SUBSYSTM_HPP)
# include <subsystm.hpp> // Subsystem
#endif
#if !defined(NAMELIST_HPP)
# include <namelist.hpp> // NameList / NameList::Entry
#endif
#include <map> // per-mech render-tree bookkeeping (RemakeEntity)
class Entity;
class Mission;
class ResourceDescription;
class NotationFile;
//
// BT "scene" handle. In the 1996 build the world-view renderables were
// built against an opaque scene root (the analogue of RP's dpl_ZONE pair);
// it is used pointer-only in this module, so a forward declaration suffices.
//
class Scene;
//
//===========================================================================//
// Legacy 2D / material-callback DPL entry points
//===========================================================================//
//
// The dpl2d_ display-list layer and the material-name-substitution callback
// hook were part of libDPL (the IG-board driver) and were NOT carried into the
// WinTesla engine. The recovered reticle builder and material setup call them
// directly; declare them here so the translation unit compiles (resolved at
// link time against the libDPL shim).
//
dpl2d_DISPLAY* dpl2d_NewDisplayList();
void dpl2d_Begin(dpl2d_DISPLAY *list, int mode);
void dpl2d_SetColor(dpl2d_DISPLAY *list, Scalar red, Scalar green, Scalar blue);
void dpl2d_Circle(dpl2d_DISPLAY *list, Scalar x, Scalar y, Scalar radius, int fill);
void dpl2d_PushMatrix(dpl2d_DISPLAY *list);
void dpl2d_PopMatrix(dpl2d_DISPLAY *list);
void dpl2d_MoveTo(dpl2d_DISPLAY *list, Scalar x, Scalar y);
void dpl2d_End(dpl2d_DISPLAY *list);
void dpl2d_Compile(dpl2d_DISPLAY *list);
//
// The FULL recovered API (phase-02: every recorder named by its debug string;
// opcode map in phases/phase-02-dpl2d-reticle.md). The Push/Move/Pop trio
// above is a legacy alias of OpenPolypoint/AddPoint/ClosePolypoint.
//
void dpl2d_OpenPolypoint(dpl2d_DISPLAY *list); // opcode 2
void dpl2d_ClosePolypoint(dpl2d_DISPLAY *list); // opcode 3
void dpl2d_OpenPolyline(dpl2d_DISPLAY *list); // opcode 4 (closed loop)
void dpl2d_ClosePolyline(dpl2d_DISPLAY *list); // opcode 5
void dpl2d_OpenLines(dpl2d_DISPLAY *list); // opcode 6 (open strip)
void dpl2d_CloseLines(dpl2d_DISPLAY *list); // opcode 7
void dpl2d_AddPoint(dpl2d_DISPLAY *list, Scalar x, Scalar y); // opcode 8
void dpl2d_SetLineWidth(dpl2d_DISPLAY *list, Scalar width); // opcode 0x15
void dpl2d_PushState(dpl2d_DISPLAY *list); // opcode 0x12
void dpl2d_PopState(dpl2d_DISPLAY *list); // opcode 0x13
void dpl2d_SetMatrix(dpl2d_DISPLAY *list, const Scalar *six); // opcode 0x10 (2x3)
void dpl2d_ConcatMatrix(dpl2d_DISPLAY *list, const Scalar *six); // opcode 0x11
void dpl2d_CallList(dpl2d_DISPLAY *list, dpl2d_DISPLAY *callee); // nested glyphs
void dpl2d_FullScreenClip(dpl2d_DISPLAY *list);
void dpl_SetMaterialNameCallback(char *(*callback)(char *source));
//
//===========================================================================//
// BattleTech renderable hierarchy (pre-DPL)
//===========================================================================//
//
// Common base: every BT world renderable carries the dpl_DCS / dpl_INSTANCE it
// creates and offers the graphical (Add) / control (Connect) hook-up the world
// container uses. Modelled on VideoComponent so a BTRootRenderable can be
// returned as the VideoComponent* mech root.
//
class BTRenderableBase:
public VideoComponent
{
public:
BTRenderableBase(
Entity *entity,
VideoExecutionType execution_type = DynamicVideoExecutionType)
: VideoComponent(entity, execution_type), myDCS(0), myInstance(0) {}
dpl_DCS* GetDCS() { return myDCS; }
dpl_INSTANCE* GetInstance() { return myInstance; }
//
// Graphical / control hook-up. These hide VideoComponent::Add/Connect
// (which take VideoComponent*) so the world container can accept any
// renderable in the BT hierarchy by its common HierarchicalDrawComponent
// base.
//
void Add(HierarchicalDrawComponent *child) { if (child) addChild(child); }
void Connect(HierarchicalDrawComponent *child) { if (child) addChild(child); }
protected:
dpl_DCS *myDCS;
dpl_INSTANCE *myInstance;
};
//
// World container renderable (FUN_00455de4, alloc 0x60). Holds the death /
// world DCS roots for one entity's tree.
//
class BTWorldContainerRenderable:
public BTRenderableBase
{
public:
BTWorldContainerRenderable(
Entity *entity,
int execution_type,
int in_death_zone,
Scene *scene);
};
//
// Root DCS object renderable (FUN_00453578, alloc 0x64).
//
class BTRootRenderable:
public BTRenderableBase
{
public:
BTRootRenderable(
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int intersect_mode,
uint32 intersect_mask);
};
//
// Static / jointed child DCS renderables.
//
class BTDCSObjectRenderable:
public BTRenderableBase
{
public:
BTDCSObjectRenderable( // FUN_0045848c, alloc 0x50
Entity *entity,
Scene *scene,
d3d_OBJECT *graphical_object,
int execution_type,
uint32 intersect_mask,
LinearMatrix *offset_matrix,
dpl_DCS *parent_DCS);
};
class BTHingeRenderable:
public BTRenderableBase
{
public:
BTHingeRenderable( // FUN_004537e8, alloc 0x78
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int exec2,
uint32 intersect_mask,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix,
const Hinge *my_hinge);
};
class BTBallJointRenderable:
public BTRenderableBase
{
public:
BTBallJointRenderable( // FUN_004539b4, alloc 0x7c
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int exec2,
uint32 intersect_mask,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix,
const EulerAngles *my_euler);
};
class BTBallTranslateJointRenderable:
public BTRenderableBase
{
public:
BTBallTranslateJointRenderable( // FUN_00453ac4, alloc 0x8c
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int exec2,
uint32 intersect_mask,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix,
const EulerAngles *my_euler,
const Point3D *my_translation);
};
//
// Inside-view eyepoint (POV/eye) renderable (FUN_004579a8, alloc 0x5c).
//
class BTEyeRenderable:
public BTRenderableBase
{
public:
BTEyeRenderable(
Entity *entity,
Scene *scene,
LinearMatrix *offset_matrix,
dpl_DCS *parent_DCS,
dpl_VIEW *this_view,
EulerAngles *eyepoint_rotation);
};
//
// Death / explosion effect renderable (FUN_00453f18, alloc 0x48).
//
class BTDeathEffectRenderable:
public BTRenderableBase
{
public:
BTDeathEffectRenderable(
Entity *entity,
int execution_type,
dpl_VIEW *this_view,
Scene *scene,
dpl_DCS *parent_DCS,
StateIndicator *death_state,
int death_control_state);
};
//
// Marker (timestamp/beacon) watcher renderable (FUN_00458c58, alloc 0x120).
//
class BTMarkerWatcherRenderable:
public BTRenderableBase
{
public:
BTMarkerWatcherRenderable(
Entity *entity,
int execution_type,
dpl_VIEW *this_view,
dpl_DCS *parent_DCS);
};
//
// Drop-zone translocation effect renderable (FUN_00458d2c, alloc 0x40).
//
// THE "BLUE WARP" (task #52): the engine analog is POVTranslocateRenderable
// (L4VIDRND.cpp:1749), which loads tsphere.bgf and runs a collapse-on-death /
// expand-on-respawn sphere keyed on the entity's SimulationState dial vs a
// control state. This was a no-op stub; now reconstructed. The sphere
// COLLAPSES (scale 100->1 over 1.3s) when the watched player enters the
// control state (DropZoneAcquired), holds, then EXPANDS (1->150 over 1.0s)
// when it leaves (VehicleTranslocated) -- revealing the reborn mech. Rotates
// throughout. Drawn (direct-draw, like the weapon beams) by
// BTDrawTranslocationSpheres from the render loop.
//
class BTTranslocationRenderable:
public BTRenderableBase
{
public:
BTTranslocationRenderable(
Entity *entity,
int execution_type,
dpl_VIEW *this_view,
StateIndicator *effect_trigger,
Point3D *drop_zone,
int effect_control_state);
~BTTranslocationRenderable();
// Sphere state machine (public so the file-static render walk in
// btl4vid.cpp can step + draw each active effect). Mirrors
// POVTranslocateRenderable's IdleState/InitialCollapse/WaitForReincarnate/
// ExpandReveal.
enum { TLoc_Idle = 0, TLoc_Collapse, TLoc_Wait, TLoc_Expand };
Entity *myWatchedEntity; // the player this sphere belongs to (dedupe key)
StateIndicator *myTrigger; // the SimulationState dial we watch
Point3D *myDropZone; // world position to render the sphere at
unsigned myControlState; // state value that starts the collapse
int mySphereState; // TLoc_*
float myTimer; // seconds elapsed in the current timed phase
float myRotateY; // accumulated spin
bool mySphereVisible;
};
//
// Player POV mission start/end fade renderable (FUN_00454394, alloc 0x50).
// (BT-local twin of the engine's POVStartEndRenderable; the BT ctor takes the
// main-view handle plus the world/death zones explicitly.)
//
class BTPOVStartEndRenderable:
public BTRenderableBase
{
public:
BTPOVStartEndRenderable(
Entity *entity,
int execution_type,
dpl_VIEW *this_view,
dpl_ZONE *main_zone,
dpl_ZONE *death_zone,
StateIndicator *effect_trigger,
float red_fog,
float green_fog,
float blue_fog,
float near_fog,
float far_fog,
int start_mission_state,
int end_mission_state);
};
//
// Coolant / reservoir / tracer reservoir effect renderable (FUN_00456a68,
// alloc 0x138).
//
class BTTracerEffectRenderable:
public BTRenderableBase
{
public:
BTTracerEffectRenderable(
Entity *entity,
int execution_type,
void *state_attr,
int mode,
dpl_ZONE *zone,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix);
};
//
// Emitter beam renderable (FUN_004593c0, alloc 0x80).
//
class BTEmitterBeamRenderable:
public BTRenderableBase
{
public:
BTEmitterBeamRenderable(
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int exec2,
uint32 intersect_mask,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix,
void *sim_state,
int flag,
void *beam_scale,
void *beam_orient);
};
//
// PPC beam renderable (FUN_004590d8, alloc 0x88).
//
class BTPPCBeamRenderable:
public BTRenderableBase
{
public:
BTPPCBeamRenderable(
Entity *entity,
int execution_type,
d3d_OBJECT *graphical_object,
Scene *scene,
int exec2,
uint32 intersect_mask,
dpl_DCS *parent_DCS,
LinearMatrix *offset_matrix,
void *sim_state,
int flag,
void *beam_scale,
void *beam_orient,
float beam_width);
};
//
// Searchlight LightOn -> spotlight connector (FUN_0045612c, alloc 0x2c).
//
class BTLightConnection:
public BTRenderableBase
{
public:
BTLightConnection(
Entity *entity,
int execution_type,
dpl_INSTANCE *spot_instance,
int flag,
int *light_on);
};
//
//#############################################################################
// BTReticleRenderable (BattleTech targeting reticle)
//#############################################################################
//
// File-private to btl4vid.cpp. Parallels the engine ReticleRenderable
// (L4VIDRND.HPP) but the BT object is 0x358 bytes and carries up to 10 weapon
// pip / range markers built by AddWeapon. Constructed @004cc40c for the inside
// view; weapon markers are appended by MakeMechRenderables via AddWeapon.
//
// header layout actually touched (this+...):
// +0x38 weaponCount (cap 10 -- "Tried to display too many weapons")
// ... parallel per-weapon arrays (see members below)
// reticle geometry: minRange@0x230, maxRange@0x22c, rangeScale@0x234,
// originX@0x1fc, originY@0x200, scaleY@0x204, biasX@0x208
//
class BTReticleRenderable:
public VideoRenderable
{
public:
//
// PORT ctor. The binary ctor (@004cc40c, 15 args) received the mech's
// TargetReticle attribute + 8 HUD-subsystem attributes; its CALIBRATION
// however is its own hardcoded constants (0.35/0.25/0.5/0.016/0.008 --
// the pip-row origin/scale and the two tick-ladder frames), which this
// port ctor reproduces directly. The one live input the glyphs consume
// is the target RANGE (drives the range-scale caret); it binds to a
// Scalar the targeting step updates. The 3D marker chain + the
// PNAME1-8.bgf pip meshes (the floating 3D target designator) are a
// separate deferred piece -- see phases/phase-02-dpl2d-reticle.md.
//
BTReticleRenderable( // @004cc40c (port signature)
Entity *entity,
Scalar *range_attr);
~BTReticleRenderable();
//
// Per-frame draw (the binary Execute @004cdcf0 is in an UN-EXPORTED
// gap; the dynamics here are [T3]: draw the master reticle, then each
// weapon's lit pip when its within-range flag is up, else the dark
// ring). Called from the render loop, cockpit view only.
//
void
Draw(struct IDirect3DDevice9 *device);
int WeaponCount() const { return weaponCount; }
//
// Append a weapon range/pip marker to the reticle. @004cdac0
// Parameter order/count is the binary's. The RECOVERED Execute
// (@004cdcf0, task #37) fixed the two state attrs' semantics:
// param_9 = weapon attr 0x1c, the FIRE-CYCLE state: == const2 (2)
// -> LOADED (lit pip A); == const3 (3) -> charging (dark
// ring B). Port source: rechargeLevel (>= 1.0 == loaded).
// param_12 = weapon attr 1, the DAMAGE state: == const1 (1)
// -> Destroyed (the pip is HIDDEN entirely).
// weapon_mode is a GROUP BIT (Front=1/Rear=2/Left=4/Right=8) tested
// against the Reticle element mask's low nibble.
//
void
AddWeapon(
Scalar weapon_range, // param_2
int pip_position, // param_3
int *within_range_value, // param_4 TargetWithinRange
int extended_range, // param_5 PipExtendedRange
Scalar pip_red, // param_6..8 PipColor
Scalar pip_green,
Scalar pip_blue,
Scalar *cycle_ready, // param_9 (port: rechargeLevel)
int const2, // param_10 (2 = loaded)
int const3, // param_11 (3 = charging)
int *sim_state_value, // param_12 weapon attr 1
int const1, // param_13 (1 = destroyed)
int weapon_mode); // param_14 (group bit)
protected:
//
// Per-weapon parallel arrays (cap 10). Slot mapping is the verified
// store order of AddWeapon @004cdac0 (part_014.c:4827-4837) [T1];
// semantics RECOVERED from the disassembled Execute @004cdcf0 (task
// #37 [T1]): the caches are the change-detect state driving the pip
// list rebuild; the constants are the fire-cycle/damage enum values.
//
int weaponCount; // +0x38
int weaponMode[10]; // +0x3c group bit (F/R/L/R)
int stateConst3[10]; // +0x64 3 = charging (dark)
int stateConst2[10]; // +0x8c 2 = loaded (lit)
int stateConst1[10]; // +0xb4 1 = destroyed (hidden)
int alarmCache[10]; // +0xdc port: LOADED flag cache
int simStateCache[10]; // +0x104 port: DESTROYED flag cache
Scalar *cycleReady[10]; // +0x130 port: rechargeLevel source
int *simStateAttr[10]; // +0x158 damage state (attr 1)
int *withinRangePtr[10]; // +0x18c param_4 (stored; Execute
int withinRangeCache[10]; // +0x1b4 never reads it -- T1)
dpl2d_DISPLAY *pipDisplayListB[10]; // +0x288
dpl2d_DISPLAY *pipDisplayListA[10]; // +0x2b0
//
// Calibrated reticle geometry (the ctor's authentic constants).
//
Scalar originX; // +0x1fc [0x7f] = 0.35
Scalar originY; // +0x200 [0x80] = 0.25
Scalar scaleY; // +0x204 [0x81] = 0.5
Scalar biasX; // +0x208 [0x82] = 0.016
Scalar maxRange; // +0x22c [0x8b] = 1200
Scalar minRange; // +0x230 [0x8c] = 0
Scalar rangeScale; // +0x234 [0x8f]
//
// The reticle's own display lists (the ctor's [0x97..0xa1, 0xb6..0xba]
// set, as transcribed) + the live range binding.
//
Scalar *rangeAttr2; // [0x89] the target-range source
dpl2d_DISPLAY *masterList; // [0x98] the composed reticle
dpl2d_DISPLAY *simpleXList; // [0x99] the minimal cross (PrimaryHudOn off)
dpl2d_DISPLAY *aimDotList; // [0x9a] centre aim dot
dpl2d_DISPLAY *rangeCaretR; // [0x9b] right-ladder caret
dpl2d_DISPLAY *rangeCaretB; // [0x9c] bottom-ladder carets
dpl2d_DISPLAY *headingList; // [0x9d] heading sub-list
dpl2d_DISPLAY *bottomAnchor; // [0x9e] bottom-ladder anchor
dpl2d_DISPLAY *leftArrow; // [0x9f] left range arrow
dpl2d_DISPLAY *rightArrow; // [0xa0] right range arrow
dpl2d_DISPLAY *crossList; // [0xa1] the dotted cross
dpl2d_DISPLAY *subB6; // [0xb6] the composed weapon pips
dpl2d_DISPLAY *subB7; // [0xb7] the lock-ring slot
dpl2d_DISPLAY *subB8; // [0xb8] plain ring (simple-X mode)
dpl2d_DISPLAY *subB9; // [0xb9] ring + cross (the LOCK ring)
dpl2d_DISPLAY *subBA; // [0xba] the threat-direction trail
// Recovered-Execute dynamic state (task #37)
int pipsBuilt; // subB6 composed at least once
int lockShown; // subB7 holds the ring (this[0x1dc])
float lockSpinDeg; // the ring spin angle (this[0x240])
};
//
// The live reticle draw hook (called from the engine render loop after the
// 3D scene; draws only in the cockpit view).
//
extern void BTDrawReticle(struct IDirect3DDevice9 *device);
//
//#############################################################################
// BTL4VideoRenderer
//#############################################################################
//
// @ vtable: BattleTech L4 video renderer manager subclass. Base is the MUNGA
// L4 renderer manager (DPLRenderer, l4video.hpp). Parallels RPL4VideoRenderer.
//
class BTL4VideoRenderer:
public DPLRenderer
{
public:
BTL4VideoRenderer(
RendererRate calibration_rate,
RendererComplexity calibration_complexity,
RendererPriority calibration_priority,
InterestType interest_type,
InterestDepth depth_calibration
);
~BTL4VideoRenderer();
Logical
TestInstance() const;
//
// Material substitution (mirrors RPL4VideoRenderer).
//
void
SetupMaterialSubstitutionList(Entity *entity); // @004d0cc0
void
TearDownMaterialSubstitutionList(); // @004d11e8
//
// RemakeEntity (damage-model swap). The 1996 binary drives a per-entity
// render state machine (Make / RemakeEntity / DestroyEntity -- the state
// name strings survive at .rdata 0x4e3f20). Only "Make" was ported (the
// tree is built ONCE at entity creation, with fixed d3d_OBJECTs).
// RemakeEntity is the model REFRESH: when a damage zone's graphic state
// changes (a segment becomes Destroyed/Gone), re-pick each segment's video-
// object variant by its zone graphic state (EntitySegment::GetVideoObjectName
// is keyed by {skeleton, graphic_state}) and swap it onto the already-built
// joint renderable IN PLACE (HierarchicalDrawComponent::Execute re-reads
// graphicalObject each 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
RemakeEntityRenderables(Entity *entity);
// The HEAL direction of RemakeEntity: on respawn (Mech::Reset) drop the
// wreck hulk/debris + restore every body segment to its now-intact mesh
// (the wreck swap, SwapToWreck, is one-way; this reverses it).
void
RebuildMechRenderables(Entity *entity);
// Select/load each body segment's displayed mesh for the given view
// (inside=SkeletonType_A + '_cop' suppression / outside=full skeleton),
// honoring live damage graphic state. Shared by SetViewInside (V-toggle)
// and RebuildMechRenderables (respawn) so the cockpit view stays consistent
// across death/respawn. Returns the count of shown meshes.
int
ApplyViewSkeleton(Entity *viewpoint, int inside);
protected:
//
// Per-mech render-tree bookkeeping so RemakeEntityRenderables can find each
// segment's joint renderable (the dcs_array in MakeMechRenderables is local
// and freed). Keyed by Entity*; one entry per built mech. segRenderable
// maps a segment SLOT (EntitySegment::GetIndex) to its draw component;
// segGState is the graphic state last applied to that slot so a swap only
// reloads geometry on an actual state change.
//
struct MechRenderTree
{
int skeletonType; // EntitySegment::SkeletonType used at build
int viewSkeleton; // the skeleton currently DISPLAYED (view toggle)
HierarchicalDrawComponent *rootRenderable;// the tree root (wreck hulk parent)
int wrecked; // 1 = swapped to the <mech>dbr hulk
DPLStaticChildRenderable *wreckHulk; // the <mech>dbr piece (sinks)
DPLStaticChildRenderable *wreckDebris; // the ldbr scatter (sinks)
float wreckAge; // seconds since the swap
std::map<int, HierarchicalDrawComponent*> segRenderable; // slot -> joint renderable
std::map<int, int> segGState; // slot -> last applied graphic state
};
std::map<Entity*, MechRenderTree> mMechRenderTrees;
public:
//
// The wreck's quadratic SINK (the 1996 script's burial: FUN_00456410
// computes offsetY = rate * t^2; the hulk's authored rate is -0.025 ->
// the ~7-unit hulk is fully buried ~17s after the kill). Ticked per
// frame from the dead mech's UpdateDeathState. Returns 0 once the
// wreck is fully buried (the caller stops the wreck-smoke re-arm),
// 1 while anything is still visible.
//
int
TickWreck(Entity *victim, float dt);
//
// VIEW TOGGLE: the player's mech builds BOTH cameras -- the authentic
// cockpit eyepoint (DPLEyeRenderable at 'siteeyepoint', the pod's only
// view) and the port's external chase camera (a usability addition for
// the windowed build). SetViewInside switches the renderer's live
// camera between them (V key via the BTSetViewInside bridge).
//
void
SetViewInside(int inside);
protected:
DPLEyeRenderable *mEyeCockpit; // the authentic cockpit eyepoint
DPLEyeRenderable *mEyeChase; // the external chase camera
int mViewInside; // the pilot's chosen view (V/state);
// survives renderable REBUILDS (the
// chase-eye build used to stomp
// mCamera back to chase every remake)
public:
//
// The death-wreck swap (ExplosionScripts effect 104, reconstructed): the
// victim's whole visual becomes its burning hulk -- hide every segment
// mesh and hang "<prefix>dbr.bgf" (gendbr.bgf fallback) on the tree root.
// The 1996 script hardcoded thrdbr.bgf (a dev shortcut; every mech ships
// its own *DBR hulk). If the victim's tree isn't built yet, the swap is
// remembered and applied when MakeMechRenderables builds it.
//
void
SwapToWreck(Entity *victim);
protected:
//
// Renderer-manager overrides
//
void
LoadMissionImplementation(Mission *mission);
void
MakeEntityRenderables( // @004d0774
Entity *this_entity,
ResourceDescription *model_resource,
ViewFrom type);
HierarchicalDrawComponent*
MakeMechRenderables( // @004cef28
Entity *entity,
ResourceDescription *model_resource,
ViewFrom type);
//
//--------------------------------------------------------------------
// BT renderer helpers (recovered).
//--------------------------------------------------------------------
//
Scene*
GetScene(); // FUN_0045a724
dpl_VIEW*
GetMainView() { return dplMainView; } // this[0x124]
dpl_ZONE*
GetMainZone() { return dplMainZone; } // this[300]
d3d_OBJECT*
LoadObject(const char *object_name); // FUN_00498448
void
AttachToEyeDCS(dpl_DCS *root_dcs, LinearMatrix &local_to_world); // FUN_00489cec
void
AddDynamicRenderable(VideoComponent *renderable, Entity *entity); // FUN_0045a994
protected:
//
// vtvCount / vtvsExpected analogues (RPL4VideoRenderer).
//
int
mechsExpected,
mechCount;
//
// True once the linked (player) entity exists, so its root DCS is
// hooked onto the eye. ([0xb0] in the recovered layout.)
//
Logical
linkedEntityPresent;
//
// Effect zones touched by the recovered code.
//
dpl_ZONE
*scene_zone, // [0x318] coolant / reservoir effects
*tracer_zone; // [0x2e4] projectile tracers
};
//
// Sim-side bridge to RemakeEntityRenderables. MechDeathHandler (sim TU) calls
// this when a mech's damage graphic state changes; defined in btl4vid.cpp, it
// reaches the live renderer via l4_application->GetVideoRenderer(). A free
// function so the sim TU needs no renderer header (just this extern).
//
extern void BTRemakeMechModel(Entity *entity);
//
// Render bridge for the death-wreck swap (effect 104): called by the engine's
// ExplosionClassID dispatch with the explosion's entityHit (the dead mech).
//
extern void BTSwapMechToWreck(Entity *victim);
//
// Per-frame wreck sink tick (sim -> render bridge; called by the dead mech's
// UpdateDeathState with the frame dt). Returns 0 once the wreck is fully
// buried -- the caller stops re-arming the wreck smoke.
//
extern int BTWreckSinkTick(Entity *victim, float dt);
//
// View-mode bridge (the V key): 1 = the authentic cockpit eyepoint,
// 0 = the external chase camera.
//
extern void BTSetViewInside(int inside);
#endif // BTL4VID_HPP
//===========================================================================//