The button died twice before reaching game logic: no handler (0x19 was
unregistered) and no sender (the pod's panic was a control bit, not a
mappable). Both halves reconstructed from raw disasm -- the handler AND
its permission evaluator sat in export gaps.
@0049f854 EjectPilot: press-only; gated on ejectPermitted (@0x414) and
!IsDisabled; console eject notice (relay wire = tracked tail; the
suppressConsole@0x258 latch that prevents the death double-notify IS
wired); graphicAlarm -> 10, which kills via the >=9 predicate; then a
self TakeDamage {inflicting=SELF, zone -1, Explosive, amount =
ScenarioRole::killBonus}. Role layout byte-settled via the role reader
@00429bec dest offsets + the ctor record copy: +0x1c IS killBonus, +0x20
is the 4.10-only SpecialCaseDeathPenalty, +0x28 returnFromDeath (all
prior citations reconciled). KillBonus authors NOWHERE in shipped
content -> the charge is 0 and the ALARM does the killing: our bench
outcome is the pod outcome.
@0049fa1c EvaluateEjectPermission: eject only from a CRIPPLED mech --
bank coolant fraction < 0.05 | zero live generators | live weapons
below mech+0x448 (no exported writer: zero, clause inert) | leg-gimped
novice. A healthy mech REFUSES the button; no free resets.
Input: binding-engine "Eject" action -- Backspace / pad LeftThumb
(default profile + shipped CONTROLS.MAP). Bridges per the databinding
rule: weapon/generator/bank/player reads land in their complete TUs;
MechSubsystem gains the both-cells destroyed accessors (gotcha #22).
Bench scalpels: BT_EJECT_AT=<frame> (path-identical synthetic press),
BT_KILL_SUBSYS now takes a comma list.
Verified single-node: healthy press REFUSED (x2), four generators
killed, next press PUNCH-OUT -> death, wreck smoke, respawn; the
respawned mech refuses again (permission re-evaluates after Reset).
Death rides the normal damage/death chain, so MP replication is the
proven path. Tails tracked: console relay notice, RIO 0x38 panic
control, alarm-10 eject audio/canopy, SpecialCaseDeathPenalty consumer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
78 lines
3.5 KiB
C++
78 lines
3.5 KiB
C++
//#############################################################################
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// btinput.hpp -- the desktop input binding engine (CONTROLS.MAP + XInput).
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//
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// The pod's controls are a fixed physical device set (stick, throttle lever,
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// pedals, ~44 lamp buttons, keypads) reaching the game through the
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// LBE4ControlsManager push model. On a desktop there is no RIO, so this
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// engine maps PC keys and an XInput gamepad onto the SAME channels:
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//
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// axes -> the virtual-controls integrators in mech4.cpp (lever / turn
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// stick / torso twist), exactly where the BT_KEY_BRIDGE writes
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// the analog values the RIO would have produced
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// buttons -> real buttonGroup[addr] ForceUpdates (aux banks, hotbox,
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// panic, throttle-head...) so the AUTHENTIC handlers fire;
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// the four joystick fire buttons (0x40/45/46/47) drive the
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// bring-up fire channels instead (see btinput.cpp note)
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// keypads -> keyboardGroup[KeyboardPilot/KeyboardExternal] key values
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// pckey -> keyboardGroup[KeyboardPC] (any authentic '+'-style hotkey)
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// actions -> the port-side dev controls (view toggle, all-stop, ...)
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//
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// Bindings load from content/CONTROLS.MAP at first poll; if the file is
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// absent the compiled-in WASD-classic profile (identical text) applies.
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// Keys claimed by a binding are SUPPRESSED from the legacy WM_CHAR/-KEYUP
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// keyboard feed (BTInputSuppressKey), ending the historic double-dispatch
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// (W = drive AND pilot-select, F5 keyup aliasing to 't' = pilot 3, ...).
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//#############################################################################
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#ifndef BTINPUT_HPP
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#define BTINPUT_HPP
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struct BTInputState
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{
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// analog demands (consumed by the mech4 virtual-controls block)
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float leverRate; // throttle lever sweep, per second (+fwd/-back)
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float turnTarget; // turn-stick deflection target [-1,1]
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int turnActive; // any turn input held (else spring-center)
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float twistTarget; // torso-twist deflection target [-1,1]
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int twistActive;
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float elevTarget; // torso-elevation (pitch) target [-1,1]
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int elevActive;
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int turnAbsolute; // pad stick overrides the integrator outright
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int twistAbsolute;
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int elevAbsolute;
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// the four pod joystick fire buttons (levels)
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int fireTrigger; // 0x40 Main
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int firePinky; // 0x45
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int fireThumbLow; // 0x46 Middle
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int fireThumbHigh; // 0x47 Upper
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// port-side actions (levels; consumers keep their own edge detectors)
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int viewToggle;
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int lookBehind;
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int allStop;
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int modeCycle;
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int displayCycle; // Gitea #6: secondary schematic cycle (Damage/Critical/Heat)
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int valve;
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int flush; // Gitea #7: coolant flush HELD (InjectCoolant)
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int configHold;
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int eject; // PANIC/EJECT punch-out (level; mech4 edge-dispatches Mech 0x19)
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int genSel; // 0 = none, 4..7 = Generator A..D, 8 = reconnect
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// Gitea #9: per-MFD preset-page cycle (desktop senders for SetPresetMode;
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// index 0/1/2 = Mfd1 lower-left / Mfd2 upper-center / Mfd3 lower-right)
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int mfdCycle[3];
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};
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extern BTInputState gBTInput;
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// Poll everything (keys + pad), evaluate the binding table, fire button /
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// keypad edges into the controls manager. Call ONCE per sim frame from the
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// player drive block. Handles the foreground-focus guard (BT_KEY_NOFOCUS)
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// internally.
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void BTInputPoll(float dt);
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// The legacy keyboard feed asks before dispatching a typed character /
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// key-up value: nonzero = this key is claimed by a binding, swallow it.
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extern "C" int BTInputSuppressKey(unsigned int key_value, int is_char);
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#endif // BTINPUT_HPP
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