Files
BT411/game/reconstructed/mech4.cpp
T
arcattackandClaude Opus 4.8 c850ffa26c WAVE 7 Phase B polish: missiles launch from the mech's missile ports + look like missiles
Two issues the user hit driving the Mad Cat: (1) projectiles appeared to launch from the
mech's FEET -- MechWeapon::GetMuzzlePoint falls back to the mech origin (localOrigin) when the
weapon's mount segment (this+0xdc) doesn't resolve, so the passed muzzle was at ground level;
(2) they rendered as a thin laser-like line, not a missile.

Fix: BTPushProjectile now takes the SHOOTER mech and resolves the real launch port by NAME
(sitermissleport / sitelmissleport, alternating L/R for a salvo look; then torso ports, then
gun ports; then a raised fallback) -- the same segment-name -> world-transform mechanism the
visible laser beams use for the gun ports.  The tracer is now a 3-part missile look (dim smoke
trail behind + orange body + hot flame tip) instead of a single thin beam.  FireWeapon (both
ProjectileWeapon and MissileLauncher) passes owner as the shooter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 14:55:53 -05:00

2748 lines
131 KiB
C++

//===========================================================================//
// File: mech4.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Mech per-frame simulation: motion integration, move-and-collide, //
// weapon-impact damage routing, cockpit-gauge feed //
// -- fourth implementation slice //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 ?? Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C in
// all/part_012.c, cluster 0x004ab188-0x004ac064) cross-referenced with the
// mech.hpp/mech2.cpp member maps and the surviving damage-state keyword table
// at .rdata:0050de74.
//
// The decompiler tagged every function in this window as file=? . Attribution
// to mech4.cpp is by RANGE (this is the upper half of the 0x4a8054-0x4ac868
// gap, just below where heat.cpp's HeatableSubsystem family begins at
// 0x4ac530 / 0x4ac644) and by COHESION: these are the Mech's PER-FRAME runtime
// path, the consumers of the gait clips that mech2.cpp/mech3.cpp produced.
//
// @004ab188 Mech::DeadReckonPose (63 bytes; helper)
// @004ab1c8 Mech::IntegrateMotion (615 bytes; mentioned by mech2.cpp)
// @004ab430 Mech::ReplicantPerformance (1432 bytes; REPLICANT-only interior --
// dead-reckon + ground snap, no collisions; wrapped by the
// perf @004ab9d8 = PTR_LAB_0050c0e8. CORRECTED by the
// ground-model-decode workflow: NOT "Simulate"; the MASTER
// per-frame performance is FUN_004a9b5c = PTR_LAB_0050c0f4.)
// @004abb40 Mech::ProcessCollision (1284 bytes; vtable slot +0x3c -- the
// override of the engine protected virtual
// Mover::ProcessCollision. CORRECTED: the earlier draft
// misread it as a weapon sweep "ResolveWeaponImpact".)
// @004ac04c Mech::SetDuckedCollisionTemplate (23 bytes; template maxY <- 0x51c)
// @004ac064 Mech::SetStandingCollisionTemplate(23 bytes; template maxY <- 0x518;
// earlier "heat gauge feeder" labels were wrong -- this+0x2ec
// is the engine Mover collisionTemplate)
// @004ac194 Mech::LookupDamageState (61 bytes; static keyword parse)
//
// These are Mech METHODS. The Mech class declaration is owned by
// mech.cpp / mech.hpp; this file declares no header of its own. Member
// offsets it touches are documented in the "Mech runtime member map" block
// below for the mech.hpp owner to fold in (see report). The decomp addresses
// the object as int words, so this+0xNN there == byte offset 0xNN here.
//
//---------------------------------------------------------------------------//
// NOT recovered here (sit in this address window but are NOT Mech methods):
// @004a9b5a-@004ab188 the ~5.6 KB "undefined" gap IS the MASTER per-frame
// performance FUN_004a9b5c (PTR_LAB_0050c0f4, installed
// as activePerformance for non-replicant mechs, ctor
// part_012.c:9947-9956) -- decoded from the raw asm by
// the ground-model-decode workflow; its ground/collision
// half is reconstructed as AuthenticGroundAndCollide +
// the real Mech::ProcessCollision below (task #15).
// @004ac07c,@004ac0bc,@004ac144,@004ac1d4,@004ac22c,@004ac274 -- methods of
// a HeatableSubsystem-family class (owner-Mech ptr at
// this[0x34]/+0xD0, inner heat object at +0xE0; vtable
// 0050e210). These belong to heat.cpp, NOT Mech.
// @004ac4fc free lerp helper. @004ac530/@004ac644 HeatableSubsystem
// ctors -- heat.cpp.
//
//---------------------------------------------------------------------------//
// Helper / engine routine name mapping used below:
// FUN_0049fb54 Mech::IsDisabled() -> Logical
// FUN_004a5678 Mech::AdvanceBodyAnimation(dt, loop) [mech2.cpp]
// FUN_004a5bf8 Mech::AdvanceBodyAnimationAirborne(dt, loop) [mech2.cpp]
// FUN_004ab188 Mech::DeadReckonPose(dt)
// FUN_004ab1c8 Mech::IntegrateMotion(dt, loop) -> Logical (disabled?)
// FUN_004086ac Vector::Scale(out, in, scalar)
// FUN_00409f58 ReconQuatIntegrate(out, base, omega)
// FUN_00408644 Vector::Subtract(out, a, b)
// FUN_00408614 Vector::AddScaled(out, a, b, t)
// FUN_004085ec Vector::Add(out, a, b)
// FUN_00408848 Vector::Lerp(out, a, w0, b, w1)
// FUN_00408440 Assign/Copy(dst, src) (struct or string copy)
// FUN_00408644/00408614 see above
// FUN_0040a7f4 ReconQuatIdentity(q, &kIdentity)
// FUN_0040aadc ReconMatrix::Identity(m)
// FUN_0040ab44 Matrix34::FromQuaternion(m, q)
// FUN_0040a938 Matrix34::SetRotation(m, q)
// FUN_0040a4d8 ReconQuatSlerp(out, a, b, t)
// FUN_0040e36c BoundingBoxTreeNode::FindSmallestNodeContainingColumn
// (BOXTREE.CPP:503; CORRECTED -- earlier "Terrain::CellAt")
// FUN_0040e5f0 BoundingBoxTreeNode::FindBoundingBoxUnder(point, &height)
// (BOXTREE.CPP:867; the ground-height query; h=-1 = miss;
// CORRECTED -- earlier "Terrain::HeightAt" / "heightfield")
// FUN_00433ed4 InterestManager::GetInterestZone (zone -> collision tree root)
// FUN_00421b6c / 00421b2c Mover::UpdateLocalMotion / UpdateWorldMotion
// (CORRECTED -- earlier "BeginPose/EndPose")
// FUN_0043ade4 FilteredScalar::Push(filter, sample)
// FUN_0043ae47 FilteredScalar::Sum(filter)
// FUN_0043ae0b FilteredScalar::Average(filter)
// FUN_00422ff8 Mover::StaticBounce (MOVER.CPP:1421; CORRECTED -- earlier
// "Mech::ComputeImpactDamage")
// FUN_0041a1a4 ReconIsDerived(classID)
// FUN_0041db7c DamageMessage::DamageMessage(&msg) (ctor/clear)
// FUN_00420ea4 CString::CString(dst, src)
// FUN_0041bbd8 AlarmIndicator::SetLevel(alarm, n)
// FUN_004d4b58 Strcmp(a, b) -> 0 if equal
//
// Read-only constants resolved from CODE literal pools (see section_dump):
// DAT_0052140c ticks-per-second timing scale (runtime global)
// _DAT_004ab9c8 = 1.0f _DAT_004ab9cc = 0.2f
// _DAT_004ab9d0 = -1.0f _DAT_004ab9d4 = 0.0f
// _DAT_004ac044 ~= -1.0e-4f (back-face/behind cull threshold)
// _DAT_004ac048 = 0.0f
// &DAT_004e0f74 = "" / zero vector ; &DAT_004e0fd4 = quaternion identity
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECH_HPP)
# include <mech.hpp> // Mech class -- owned by mech.cpp slice
#endif
#if !defined(MECHMPPR_HPP)
# include <mechmppr.hpp> // MechControlsMapper -- the real-controls bridge/consumption
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(SUBSYSTM_HPP)
# include <subsystm.hpp> // Subsystem -- the per-frame roster entry (PerformAndWatch)
#endif
#if !defined(EXPLODE_HPP)
# include <EXPLODE.hpp> // Explosion::Make / MakeMessage -- bring-up fire effect
#endif
#if !defined(DAMAGE_HPP)
# include <DAMAGE.hpp> // Damage -- the per-hit damage payload
#endif
#if !defined(MECHDMG_HPP)
# include <mechdmg.hpp> // Mech__DamageZone (complete type -- Zone()->structureLevel)
#endif
// AUTHENTIC GROUND MODEL (task #15, ground-model-decode): complete engine types
// for the probe/snap/response block + the real ProcessCollision override.
#include <BOXTREE.hpp> // BoundingBoxTreeNode::FindBoundingBoxUnder / ...ContainingColumn
#include <BOXSOLID.hpp> // BoxedSolid / BoxedSolidCollision / BoxedSolidCollisionList
#include <cultural.hpp> // CulturalIcon::IsStoppingCollisionVolume / GetClassDerivations
static const Scalar kBehindCull = -1.0e-4f; // _DAT_004ac044
//###########################################################################
// BASE-REGION LAYOUT LOCK (P3 STEP-6 audit -- the shared P3/P5/gyro de-risk).
//
// Compile-time proof of the ground-truth layout (cdb `dt btl4!Mover/JointedMover/
// Mech`). The 1995 raw offsets IntegrateMotion/Simulate still use land ON these
// engine-base fields; these asserts pin exactly where they are, so the base-region
// reconciliation (see btbuild/P3_LOCOMOTION.md "BASE-REGION RECONCILIATION") is
// verifiable and any raw-offset stomp becomes provable at compile time. Friend of
// Mech (mech.hpp) for inherited-member offsetof access.
//###########################################################################
struct MechBaseLayoutCheck
{
// engine Mover/JointedMover base -- the fields the stale raw offsets corrupt:
static_assert(offsetof(Mech, localToWorld) == 0x0C8, "localToWorld@0xC8");
static_assert(offsetof(Mech, localOrigin) == 0x0F8, "localOrigin@0xF8 (raw this+0x100 stomps here)");
static_assert(offsetof(Mech, projectedOrigin) == 0x250, "projectedOrigin@0x250 (raw this+0x260 stomps here)");
static_assert(offsetof(Mech, previousOrigin) == 0x26C, "previousOrigin@0x26C (raw this+0x26c stomps here)");
static_assert(offsetof(Mech, projectedVelocity) == 0x288, "projectedVelocity@0x288 (raw this+0x298 stomps here)");
static_assert(offsetof(Mech, collisionVolumeCount) == 0x2D4, "collision cluster @0x2D4 (raw this+0x2d4 stomps here)");
static_assert(offsetof(Mech, collisionLists) == 0x2E4, "collisionLists@0x2E4 (the P5 teardown victim)");
static_assert(offsetof(Mech, segmentTable) == 0x2F0, "segmentTable@0x2F0");
// reconstructed Mech relocated members -- the CORRECT reconciliation targets.
// (These sit BEFORE legAnimation/bodyAnimation in declaration order, so they do
// NOT shift when those controllers grow to the real SequenceController size.)
static_assert(offsetof(Mech, torsoAimTarget) == 0x3E0, "torsoAimTarget@0x3E0 (raw this+0x2a4 should be this)");
static_assert(offsetof(Mech, netOrientation) == 0x3EC, "netOrientation@0x3EC (raw this+0x2d4 should be this)");
// NOTE: arrivalTime/simTime/spinRate/the gait-accumulator members are declared
// AFTER legAnimation/bodyAnimation, so they shift with the SequenceController
// growth. They are accessed BY NAME only (never at a raw external offset), so
// their absolute offset is not load-bearing and is intentionally NOT locked.
};
//###########################################################################
//################## Mech runtime member map (offsets) ##################
//###########################################################################
//
// For the mech.hpp owner. Continues the mech.hpp / mech2 maps; "?" flags an
// uncertain semantic. Scalar unless noted.
//
// @0x010 simTime (Time) current frame time (Mover base)
// @0x028 movementFlags (Word) base motion flags; &0xC==4 => "arrived"
// @0x040 movementMode (int) gait/jump selector (mech2)
// @0x100 maxSpeed (Scalar) (mech.hpp; here read as a vector w)
// @0x260 motionDelta (Vector) accumulated per-frame world translation
// @0x26c worldPose (Quaternion) integrated body orientation (this[0x9b])
// @0x298 torsoAimCurrent (mech.hpp) reused as angular-impulse accumulator
// @0x2a0 spinRate = -bodyCycleDistance/dt
// @0x2a4 torsoAimTarget (mech.hpp) snapshot of netOrientation @0x2d4
// @0x2d4 netOrientation (mech.hpp)
// @0x2e0 arrivalTime (Time) dead-reckon target timestamp
// @0x2e8 collisionVolume (BoxedSolid*) ENGINE Mover member (1995 MOVER.HPP:
// 370). CORRECTED by the ground decode -- earlier
// "physicsBody/weapon sweep" reading was wrong;
// vtable+0x1c on it is BoxedSolid::ProcessCollision.
// @0x2ec collisionTemplate (BoxedSolid*) ENGINE Mover member. The "heat
// gauge / groundRef" conflict is resolved: the duck
// swappers write template->maxY(+0xC).
// @0x2f0 containedByNode (BoundingBoxTreeNode*) ENGINE Mover member --
// the cached collision-tree node (GetMoverCollisionRoot).
// @0x2f8 lastCollisionList (BoxedSolidCollisionList*) ENGINE Mover member.
// @0x344 forwardCycleRate (mech2) set each frame from 0x5b8/0x5bc
// @0x3f4 airborneSelect (int) 0 => use groundCycleRate, else airborne
// @0x44c collisionTemporaryState (int) CORRECTED (was "ammoState"): zeroed
// pre-collision-list each frame (@4aa741); the
// ProcessCollision state tail writes 1/2. DEFERRED
// together (see BINARY-TAIL-DEFERRED markers).
// @0x4b8 templateBottomLift (mech.hpp) ctor: 0.05 x volume X width
// @0x518 standingTemplateMaxY (mech.hpp) CORRECTED (was "heatLevel")
// @0x51c duckedTemplateMaxY (mech.hpp) CORRECTED (was "heatCapacity"); 0.6 x standing
// @0x580 jumpCapable (mech3)
// @0x598 motionEventName (mech2)
// @0x5a4 motionEventArmed (mech2)
// @0x5b8 groundCycleRate (mech3)
// @0x5bc airborneCycleRate (mech3)
// @0x778 creationTime (mech.hpp)
// @0x77c motionEventPending (int) queued footstep/turn event flag
// @0x7e0 telemetryFilter[5] (mech.hpp this[0x1f8..0x204]) 15-sample filters;
// fed headPitch/torsoTwist/turretBase/legAngle + dt
// @0x81c prevTele[4] this[0x207..0x20a] last filtered angle samples
// @0x1dc..0x1ec aimRate[4] this[0x77..0x7b] telemetry-derived angular rates
// (cockpit/aim feed: d(angle)/dt across the filter)
//
//###########################################################################
//###########################################################################
// DeadReckonPose
//
// @004ab188
//
// Blend the net (server) orientation @0x2d4 toward the live body pose by a
// fraction of dt and fold the result onto the world position quaternion at
// @0x26c. Tiny leaf called once per frame from IntegrateMotion.
//###########################################################################
//###########################################################################
void
Mech::DeadReckonPose(Scalar fraction)
{
Vector3D scaled;
Vector::Scale(&scaled, &netOrientation, fraction); // FUN_004086ac(.,this+0x2d4,frac)
ReconQuatIntegrate( // FUN_00409f58
&worldPose, // was raw 0x26c (stomped previousOrigin)
&worldPoseBase, // was raw 0x138 (stomped updateOrigin)
&scaled);
}
//###########################################################################
//###########################################################################
// IntegrateMotion
//
// @004ab1c8 (named by mech2.cpp's banner as Mech::IntegrateMotion)
//
// Advance the *displayed-motion* (channel-B) body gait one frame and integrate
// the resulting cycle distance into the world transform. Picks the airborne
// body updater when (movementMode==3||4) && jumpCapable, else the ground one.
// Also fires the queued footstep / motion event when the mech "arrives".
// Returns the IsDisabled() result captured at entry (the caller branches on it).
//###########################################################################
//###########################################################################
Logical
Mech::IntegrateMotion(Scalar time_slice, int loop)
{
// Choose this frame's forward-cycle slew rate.
forwardCycleRate = airborneSelect ? airborneCycleRate : groundCycleRate; // 0x344<-0x5bc/0x5b8
if (IsDisabled()) // FUN_0049fb54
{
ReconQuatIdentity(&angularAccum, &kIdentityQuat); // was raw this+0x298 (stomped projectedVelocity)
return True;
}
// Time remaining to the dead-reckon arrival target (or elapsed since
// creation if we have already arrived).
Scalar dr;
Logical arrived;
if ((movementFlags & 0xC) == 4 && simTime < arrivalTime) // 0x28, 0x10, 0x2e0
{
dr = (Scalar)(arrivalTime - *(Scalar *)&creationTime) / DAT_0052140c;
arrived = True;
}
else
{
dr = (Scalar)(simTime - *(Scalar *)&creationTime) / DAT_0052140c;
arrived = False;
}
// Fire any queued motion event (footstep / turn) on arrival.
if (motionEventPending) // 0x77c
{
if ((movementFlags & 0xC) == 4)
{
FUN_00408644((Scalar *)&motionEventVector, // was raw 0x598/0x12c/0x100
(Scalar *)&motionSourceB, (Scalar *)&motionSourceA);
motionEventArmed = 1; // 0x5a4
motionEventPending = 0;
}
else
{
Assign((void *)&motionDelta, (void *)&motionSourceB); // was raw 0x260 <- 0x12c
motionEventPending = 0;
}
}
// Advance the body gait (airborne flavour while jumping).
Scalar cycleDistance;
if ((movementMode == 3 || movementMode == 4) && jumpCapable) // 0x40, 0x580
cycleDistance = AdvanceBodyAnimationAirborne(time_slice, loop); // FUN_004a5bf8
else
cycleDistance = AdvanceBodyAnimation(time_slice, loop); // FUN_004a5678
// The raw velocity vector (0x298) = {0, 0, -cycleDistance/dt}; the world-step
// FUN_00408744 reads all three components, so 0x2a0 (== angularAccum[2]) MUST be
// set here -- the earlier draft wrote only the separate `spinRate`@0x508 and left
// angularAccum[2] stale (a latent bug, never exercised while this fn was dead).
spinRate = -cycleDistance / time_slice; // 0x2a0 mirror (telemetry)
((Scalar *)&angularAccum)[2] = -cycleDistance / time_slice; // 0x2a0 velocity.z (forward)
((Scalar *)&angularAccum)[1] = 0.0f; // 0x29c velocity.y
((Scalar *)&angularAccum)[0] = 0.0f; // 0x298 velocity.x
DeadReckonPose(dr); // FUN_004ab188
Assign((void *)&torsoAimTarget, (void *)&netOrientation); // was raw 0x2a4 <- 0x2d4
// Build the per-frame world-translation increment and fold it onto
// motionDelta and worldPose (declared members; were raw 0x260 / 0x26c).
Matrix34 bodyFrame;
ReconMatrix::Identity(&bodyFrame); // FUN_0040aadc
Matrix34::FromQuaternion(&bodyFrame, &motionDelta); // FUN_0040ab44 (was raw 0x260)
Vector3D worldStep;
FUN_00408744(&worldStep, (Scalar *)&angularAccum, &bodyFrame); // was raw 0x298
Vector3D tmp;
Assign(&tmp, &kZeroVector); // &DAT_004e0f74
Vector::AddScaled(&tmp, &tmp, &worldStep, time_slice);
Vector::Add((Scalar *)&motionDelta, (Scalar *)&motionDelta, &tmp); // was raw 0x260
Assign(&tmp, &kZeroVector);
Vector::AddScaled(&tmp, &tmp, (Scalar *)&torsoAimTarget, time_slice); // was raw 0x2a4
Quaternion prevPose = worldPose; // was raw 0x26c
ReconQuatIntegrate(&worldPose, &prevPose, &tmp); // was raw 0x26c
return arrived;
}
//###########################################################################
//###########################################################################
// Simulate (per-frame move-and-collide + telemetry)
//
// @004ab430
//
// The Mech's main per-frame tick. Integrate body motion, slerp the live
// orientation / torso toward the dead-reckon target, drop the body onto the
// terrain (query terrain height at the new cell and correct the vertical),
// notify the renderer, then push the head/torso/turret/leg angles through the
// 15-sample telemetry FilteredScalars and emit the per-axis angular RATES used
// by the cockpit and the aiming reticle.
//###########################################################################
//###########################################################################
void
Mech::Simulate(Scalar time_slice)
{
ReconQuatIdentity(&aimRate, &kIdentityQuat); // clear aim/torso (was raw this+0x1dc -> localAcceleration)
Logical arrived = IntegrateMotion(time_slice, 1); // FUN_004ab1c8
if (!arrived)
{
// Live integration branch.
if (*(int *)(this + 0x5a4) == 1) // motionEventArmed
{
Vector3D ev = *(Vector3D *)(this + 0x598);
Scalar span = (_DAT_004ab9cc /*0.2*/ -
(Scalar)(*(int *)(this + 0x10) - *(int *)(this + 0x14)) / DAT_0052140c)
+ time_slice;
if (span <= time_slice)
*(int *)(this + 0x5a4) = 0;
else
Vector::Scale(&ev, &ev, time_slice / span);
Vector::Add((Scalar *)(this + 0x260), (Scalar *)(this + 0x260), &ev);
*(int *)(this + 0x264) = *(int *)(this + 0x104);
Matrix34::SetRotation((Matrix34 *)(this + 0x100), (Quaternion *)(this + 0x260));
FUN_00408644((Scalar *)(this + 0x598), (Scalar *)(this + 0x598), &ev);
}
else
{
*(int *)(this + 0x264) = *(int *)(this + 0x104);
Matrix34::SetRotation((Matrix34 *)(this + 0x100), (Quaternion *)(this + 0x260));
}
Assign((void *)(this + 0x1f4), (void *)(this + 0x298)); // legAngle <- accumulator
Assign((void *)(this + 0x1d0), (void *)(this + 0x2a4)); // headPitch <- aim target
}
else
{
// Dead-reckon / arrived branch: slerp orientation & torso to target.
Scalar t = time_slice /
((Scalar)(*(int *)(this + 0x2e0) - *(int *)(this + 0x10)) / DAT_0052140c + time_slice);
ReconQuatSlerp((Quaternion *)(this + 0x10c), (Quaternion *)(this + 0x10c),
(Quaternion *)(this + 0x26c), t); // FUN_0040a4d8
FUN_00408848((Scalar *)(this + 0x1d0), (Scalar *)(this + 0x1d0),
_DAT_004ab9c8 - t, (Scalar *)(this + 0x2a4), t); // headPitch lerp
if (*(int *)(this + 0x5a4) == 1)
{
Vector3D ev = *(Vector3D *)(this + 0x598);
Scalar span = (_DAT_004ab9cc -
(Scalar)(*(int *)(this + 0x10) - *(int *)(this + 0x14)) / DAT_0052140c)
+ time_slice;
if (span <= time_slice)
*(int *)(this + 0x5a4) = 0;
else
Vector::Scale(&ev, &ev, time_slice / span);
Vector::Add((Scalar *)(this + 0x260), (Scalar *)(this + 0x260), &ev);
*(int *)(this + 0x264) = *(int *)(this + 0x104);
Assign((void *)(this + 0x100), (void *)(this + 0x260));
FUN_00408644((Scalar *)(this + 0x598), (Scalar *)(this + 0x598), &ev);
}
else
{
*(int *)(this + 0x264) = *(int *)(this + 0x104);
Assign((void *)(this + 0x100), (void *)(this + 0x260));
}
FUN_00408848((Scalar *)(this + 0x1f4), (Scalar *)(this + 0x1f4),
_DAT_004ab9c8 - t, (Scalar *)(this + 0x298), t); // legAngle lerp
}
// --- Drop onto terrain (skip if the "no-collide" flag 0x40 is set) ------
if ((*(byte *)(this + 0x29) & 0x40) == 0)
{
(*(void (**)(Mech *))(*(int **)this + 13))(this); // vtable slot 13 (build world xform)
int world = *(int *)(DAT_004efc94 + 0x30);
int grid = FUN_00433ed4(world + 0x14); // World::Terrain
int *cellTab = *(int **)(grid + 0x30);
*(int *)(this + 0x2f0) = FUN_0040e36c(*cellTab, *(int *)(this + 0x2e8)); // Terrain::CellAt
}
else
{
Matrix34::FromQuaternion((Matrix34 *)(this + 0xd0), (Quaternion *)(this + 0x100));
}
{
// Query terrain height at the current planar cell; correct Z so the
// feet rest on the ground.
struct { int x; uint xf; int z; } probe;
probe.x = *(int *)(this + 0x100);
probe.z = *(int *)(this + 0x108);
Scalar baseH = *(Scalar *)(*(int *)(this + 0x2ec /*cell*/) + 8) + (Scalar)*(int *)(this + 0x104);
Scalar height;
FUN_0040e5f0(*(int *)(this + 0x2f0), (int)&probe, &height); // Terrain::HeightAt
if (height != _DAT_004ab9d0 /*-1*/)
{
height -= *(Scalar *)(*(int *)(this + 0x2ec) + 8);
*(Scalar *)(this + 0x104) -= height;
*(Scalar *)(*(int *)(this + 0x2e8) + 8) -= height;
*(Scalar *)(*(int *)(this + 0x2e8) + 0xc) -= height;
}
(void)baseH;
}
ReconBeginPose((int)this); // FUN_00421b6c
// --- Telemetry filters: push the four cockpit angles + dt, then emit the
// per-axis angular rates (cockpit / reticle feed). -------------------
FilteredScalar *f0 = (FilteredScalar *)(this + 0x7e0); // this[0x1f8]
FilteredScalar::Push(f0, *(Scalar *)(this + 0x1cc)); // headPitch [0x73]
FilteredScalar::Push((FilteredScalar *)(this + 0x7ec),*(Scalar *)(this + 0x1c8)); // aim Y [0x72]
FilteredScalar::Push((FilteredScalar *)(this + 0x7f8),*(Scalar *)(this + 0x1c4)); // turretBase[0x71]
FilteredScalar::Push((FilteredScalar *)(this + 0x804),*(Scalar *)(this + 0x1d4)); // aim/leg [0x75]
FilteredScalar::Push((FilteredScalar *)(this + 0x810), time_slice); // dt [0x76]
Scalar sHead = FilteredScalar::Sum(f0);
Scalar aTurr = FilteredScalar::Average((FilteredScalar *)(this + 0x7f8));
Scalar aHead = FilteredScalar::Average(f0);
Scalar aLeg = FilteredScalar::Average((FilteredScalar *)(this + 0x804));
Scalar aDt = FilteredScalar::Average((FilteredScalar *)(this + 0x810));
ReconQuatIdentity(&aimRate, &kIdentityQuat); // was raw this+0x1dc (dead Simulate tail)
if (_DAT_004ab9d4 /*0*/ < aDt)
{
// rate = (filtered_now - last_sample) / filtered_dt
*(Scalar *)(this + 0x1e4) = (sHead - *(Scalar *)(this + 0x81c)) / aDt; // [0x79]
*(Scalar *)(this + 0x1e0) = (aHead - *(Scalar *)(this + 0x828)) / aDt; // [0x78]
*(Scalar *)(this + 0x1dc) = (aTurr - *(Scalar *)(this + 0x820)) / aDt; // [0x77]
*(Scalar *)(this + 0x1ec) = (aLeg - *(Scalar *)(this + 0x824)) / aDt; // [0x7b]
}
*(Scalar *)(this + 0x81c) = sHead; // this[0x207]
*(Scalar *)(this + 0x828) = aHead; // this[0x20a]
*(Scalar *)(this + 0x820) = aTurr; // this[0x208]
*(Scalar *)(this + 0x824) = aLeg; // this[0x209]
ReconEndPose((int)this); // FUN_00421b2c
}
//###########################################################################
//###########################################################################
// PerformAndWatch (BRING-UP drivable locomotion)
//
// NOT in the shipped binary at this vtable slot -- this is a reconstruction
// override for Tier-2 bring-up. The engine simulation director calls the
// virtual Simulation::PerformAndWatch(till, stream) on every entity every
// frame (the stasis / sub-system / activePerformance machinery lives INSIDE
// the base Mover::PerformAndWatch, which we deliberately bypass here). We
// read the player drive input, integrate the engine-base localOrigin (the
// REAL Mover position/orientation), and rebuild localToWorld -- the matrix
// the BTL4VideoRenderer root renderable AND the chase camera are bound to, so
// the body walks across the terrain and the camera tracks it by construction.
//
// This intentionally does NOT run the (reconstructed, still-unsafe) Simulate /
// subsystem chain; wiring real animation-driven gait + collision is a later
// step. Single local player assumption (bring-up): heading is a file static.
//###########################################################################
//###########################################################################
// Player drive input, owned by the launcher (btbuild/btl4main.cpp).
// throttle/turn = the virtual-control OUTPUTS integrated below from the raw key
// state (keyFwd/keyBack/keyLeft/keyRight) -- see the launcher header comment.
struct BTDriveInput { float throttle; float turn; int forced; int fire; int fireForced; float forcedThrottle;
int keyFwd; int keyBack; int keyLeft; int keyRight; int allStop; };
extern BTDriveInput gBTDrive;
// Locomotion tuning (bring-up; hand-picked, not yet derived from the .ani
// [RootTranslation] clip speed -- that animation-driven path comes with the
// real gait wiring). Units are world units/sec and radians/sec.
static const Scalar kDriveMaxSpeed = 30.0f; // full-throttle forward speed
static const Scalar kDriveTurnRate = 1.2f; // full-deflection yaw rate
static const Scalar kWeaponRange = 100.0f; // bring-up "in range" threshold for the
// targeting log (real value = Emitter
// effectiveRange @0x328, per-weapon)
// Single local-player drive state (bring-up).
static Scalar gDriveHeading = 0.0f; // yaw about world up (Y)
// BT_GOTO beeline harness outputs (consumed by the mapper bridge, mechmppr.cpp)
int gBTGotoActive = 0;
float gBTGotoTurn = 0.0f;
float gBTGotoThrottle = 1.0f;
static int gDriveSeeded = 0;
static Scalar gDriveLogAccum = 0.0f; // 1 Hz position log throttle
static Scalar gTickLogAccum = 0.0f; // 1 Hz subsystem-tick log throttle
static int gTickFirstLogged = 0; // one-shot first-frame dispatch report
static Scalar gTargetLogAccum = 0.0f; // 1 Hz targeting log throttle
// Firing (bring-up): the weapon-effect renderables (real emitter beams / projectile
// tracers) are not built in the port yet, but the engine DOES render Explosion
// entities -- so a shot is shown as an explosion spawned at the target. We resolve
// the "explode" effect resource once and rate-limit shots with a cooldown.
// Fire cadence: grounded on the recovered laser data -- DischargeTime=0.2s
// (beam-on) + a short recharge. The EXACT recharge is not cleanly recoverable
// yet (RechargeRate feeds VoltageCurve/energyCoefficient, best-effort constants,
// and the voltage source isn't linked -> the port force-charges), so this is
// DischargeTime + ~0.1s, faster/snappier than the old 0.8s bring-up guess.
static const Scalar kFireCooldown = 0.3f; // damage-block cadence (bring-up stand-in)
static const Scalar kBeamOnTime = 0.2f; // laser beam-on = ERx laser DischargeTime
// DECODED per-laser cycle: DischargeTime(0.2) + RechargeRate(2.0, ER-medium) = 2.2s.
// (Recovered: RechargeRate is literally the recharge in seconds -- charge-curve
// constants C1=1.0/C2=1e-4, generator RatedVoltage=1e4, seek 0.8 -> curve arg 0.2,
// -ln(0.2)=ln5 cancels the exponential-charge-to-0.8 ln5 factor exactly.)
static const Scalar kPortRecharge = 2.2f; // one gun port's full fire+recharge cycle
static Scalar gFireCooldown = 0.0f; // counts down
static Scalar gBeamCooldown = 0.0f; // independent cooldown for the VISUAL beam
static const Scalar kMuzzleHeight = 7.0f; // gun height above the mech origin (torso)
static const Scalar kMuzzleForward = 3.0f; // muzzle offset ahead of the mech centre
static int gExplodeReady = 0; // 0=untried 1=ok -1=failed
static ResourceDescription::ResourceID gExplodeRes = ResourceDescription::NullResourceID;
static int gShotCount = 0;
// --- CRASH/STAGGER STATE (task #15 knockdown; see AuthenticGroundAndCollide) ----
// The binary suppresses the mech's motion while it is CRASHED (spec: localVelocity
// = {0,0,-adv/dt} is ZEROED while crashed) so a knocked-down mech cannot creep back
// into the obstacle and re-trigger every frame. We reproduce that: while the crash
// clip (legState 0x20) plays, hold the velocity at zero.
// The knockdown must also only fire on a FRESH impact -- the frame the mech first
// strikes something -- NOT every frame it grinds against an obstacle it is already
// pressed into. Otherwise holding throttle into a wall/mech re-knocks-down every
// recovery (the stuttery leg flip-flop the user sees). gWasBlocked tracks last
// frame's contact so a continuous press just BLOCKS (stand/walk-in-place) and only a
// separate-then-re-approach produces a new knockdown.
// Block hysteresis: a knockdown fires only when the mech has been OUT of contact
// for kBlockHysteresis seconds (a genuine fresh approach). A 1-frame edge is too
// brittle -- a glancing / sliding contact alternates blocked/not-blocked (the frame
// rejection pushes the mech out each blocked frame), which would flicker the edge
// back to "fresh" and re-knockdown. The window bridges those gaps so any sustained
// OR intermittent press just BLOCKS; only separating for real re-arms the knockdown.
static Scalar gBlockCooldown = 0.0f; // seconds since the last blocking contact (counts down)
static const Scalar kBlockHysteresis = 0.4f;
// E8 weapon trigger (bring-up): pulsed per player frame; read by EmitterSimulation
// (emitter.cpp) so the real weapon's CheckFireEdge sees rising edges. Non-static
// (the emitter externs it).
int gBTWeaponTrigger = 0;
// Damage: each shot dispatches a REAL Entity::TakeDamageMessage to the target. Now
// that the damage zones are constructed (mech.cpp Pass-3 zone build), the engine base
// Entity::TakeDamageMessageHandler routes damageZones[zone]->TakeDamage -> the
// reconstructed Mech__DamageZone::TakeDamage (the real armor/structure model). We aim
// a VALID zone index (the Mech cylinder-lookup resolver for an unaimed/-1 hit is the
// STEP-6 reconstruction). Death is driven by the REAL model (Mech::IsDisabled, the
// vital-zone/leg/torso destroyed query FUN_0049fb54), NOT a hit counter.
static const Scalar kShotDamage = 12.0f; // per-burst damage amount (units = armor points)
static int gEnemyDestroyed = 0;
// BRING-UP: the spawned target/enemy mech (defined in btplayer.cpp). The player
// mech locks onto it as its current target each frame (see targeting step below).
extern Entity *gEnemyMech;
// Mech target slots (verified vs the binary's weapon/fire path, part_013.c):
// mech+0x37c Point3D current target world position (range/aim source)
// mech+0x388 Entity* current target entity (HasActiveTarget gate)
// mech+0x38c int targeted subsystem index (-1 = whole mech / none)
// These are undocumented in the reconstructed mech.hpp member map; the fire path
// (Emitter/MechWeapon) reads exactly these, so we write them directly.
#define MECH_TARGET_POS(m) (*(Point3D *)((char *)(m) + 0x37c))
#define MECH_TARGET_ENTITY(m) (*(Entity **)((char *)(m) + 0x388))
#define MECH_TARGET_SUBIDX(m) (*(int *)((char *)(m) + 0x38c))
// Bring-up body-animation player (file scope so OnBodyAnimFinished can re-arm it).
// The engine AnimationInstance walks the mech's joint subsystem from a baked .ani
// clip in btl4.res; we advance it each moving frame so the legs CYCLE.
static AnimationInstance *gBodyAnim = 0;
static int gBodyAnimReady = 0; // 0=untried 1=ok -1=failed
static Scalar gBodyAnimLog = 0.0f;
static int gBodyAnimLoops = 0; // count completed cycles (sanity)
static int gCurrentGait = -1; // P3 STEP 2: -1=none 0=walk 1=run (bound clip)
static const Scalar kRunThrottle = 0.5f; // |throttle| >= this -> run clip, else walk clip
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Mech::OnBodyAnimFinished -- AnimationInstance finished-callback.
// AnimationInstance::Animate invokes (moverToAnimate->*finishedCallback) when a
// clip runs off its last keyframe (JMOVER.cpp ~1592). The real game uses this to
// chain/loop gaits; for bring-up we LOOP the same clip by re-arming it at frame 0.
// Dropping the sub-frame carryover is imperceptible. Returns extra root movement
// contributed this call (0 -- the next frame's Animate carries the gait forward).
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scalar
Mech::OnBodyAnimFinished(
ResourceDescription::ResourceID animation_number,
Scalar /*carryover*/, Logical /*animate_joints*/)
{
++gBodyAnimLoops;
if (gBodyAnim)
{
gBodyAnim->SetAnimation(
animation_number,
reinterpret_cast<JointedMover::AnimationCallback>(&Mech::OnBodyAnimFinished));
}
return 0.0f;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BTResolveWeaponMuzzle -- the faithful FUN_004b9948 (MechWeapon::GetMuzzlePoint)
// muzzle resolve: look up the weapon's mount segment (index, from the subsystem's
// inherited this+0xdc slot) in the owner Mech's segment table and transform it to
// world. Lives here (a complete-Mech TU with the segment API); mechweap.cpp treats
// `owner` as a raw pointer so it calls this via a void* bridge instead of the Mech API.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
BTResolveWeaponMuzzle(void *ownerMech, int segIndex, Point3D &out)
{
Mech *m = (Mech *)ownerMech;
if (m == 0) { out = Point3D(0.0f, 0.0f, 0.0f); return; }
EntitySegment *seg = m->GetSegment(segIndex); // owner+0x300 table, GetNth(index)
if (seg != 0)
{
AffineMatrix mw;
mw.Multiply(seg->GetSegmentToEntity(), m->localToWorld); // segment -> world (== mech4 gun-port path)
out = mw; // Point3D = matrix W_Axis translation
}
else
out = m->localOrigin.linearPosition; // safe non-garbage fallback (owner origin)
}
// First vital damage-zone index (Mech__DamageZone::vitalDamageZone is protected; Mech has access).
int
Mech::FirstVitalZone() const
{
for (int k = 0; k < damageZoneCount; ++k)
if (Zone(k)->vitalDamageZone)
return k;
return 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Port-side tracked-projectile service (WAVE 7 Phase B -- flying missiles/rounds).
// The 1995 Projectile/Missile WORLD-ENTITY classes cannot be revived byte-exact:
// the 2007 engine Entity base is 0x1BC bytes vs the 1995 binary's 0x300, so the
// reconstruction's raw base-offset reads (velocity@0x1dc, roster@0x124, motion@
// 0x250) read garbage on the engine (the same 0x638-vs-0x854 gap the Mech has,
// but the entity integrator depends on those offsets). So a fired projectile is
// a PORT reconstruction (like the beam renderer): seeded from the launcher's fire
// with the decomp's real muzzle / launch velocity / per-shot damage, it flies
// toward the target (tracer via BTPushBeam) and delivers the weapon's damage on
// impact through the SAME Entity::TakeDamage path as the beam. The byte-exact
// world-entity Missile (Projectile : Mover, MP-replicable) is the deeper follow-up.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
struct BTProjectile {
Point3D pos;
Vector3D dir;
Scalar speed;
Scalar traveled;
Scalar range;
Entity *target;
Point3D targetPos;
Scalar damage;
int active;
};
static BTProjectile gProjectiles[64];
extern void BTPushBeam(float,float,float, float,float,float, unsigned, float, float);
// Called from ProjectileWeapon / MissileLauncher::FireWeapon (via the extern below)
// with the live muzzle, the SHOOTER mech (to resolve the real launch port), the owner's
// locked target entity + point, the launch speed (|muzzleVelocity|), and per-shot damage.
void
BTPushProjectile(const Point3D &muzzle, void *shooter, void *target, const Point3D &targetPos,
Scalar speed, Scalar damage)
{
// The weapon's GetMuzzlePoint falls back to the mech ORIGIN (feet) when its mount
// segment doesn't resolve, so a projectile appeared to launch from the mech's feet.
// Resolve the real launch port by NAME off the shooter (same mechanism the visible
// laser beams use for the gun ports), alternating the left/right missile ports for a
// natural salvo look; fall back to a raised (torso-height) muzzle, then the passed one.
Point3D mz = muzzle;
if (shooter != 0)
{
Mech *sm = (Mech *)shooter;
static const char *const kPorts[] =
{ "sitermissleport", "sitelmissleport", "siterutorsoport", "sitelutorsoport",
"siterugunport", "sitelugunport" };
static int s_portRot = 0;
EntitySegment *seg = 0;
int n = (int)(sizeof(kPorts)/sizeof(kPorts[0]));
for (int k = 0; k < n && seg == 0; ++k)
{
s_portRot = (s_portRot + 1) % n;
seg = sm->GetSegment(CString(kPorts[s_portRot]));
}
if (seg != 0)
{
AffineMatrix mw;
mw.Multiply(seg->GetSegmentToEntity(), sm->localToWorld); // port -> world
mz = mw; // W_Axis translation
}
else
{
mz = sm->localOrigin.linearPosition; // raise to torso height
mz.y += 12.0f;
}
}
// Bring-up: the mech's own target slot (owner+0x388) isn't populated (the visible
// fire path targets the gEnemyMech global directly), so fall back to it here.
Point3D tpos = targetPos;
if ((target == 0 || tpos.x == 0.0f) && gEnemyMech != 0)
{
target = gEnemyMech;
tpos = ((Mech *)gEnemyMech)->localOrigin.linearPosition;
}
Vector3D d;
d.x = tpos.x - mz.x; d.y = tpos.y - mz.y; d.z = tpos.z - mz.z;
Scalar len = (Scalar)sqrtf(d.x*d.x + d.y*d.y + d.z*d.z);
if (getenv("BT_PROJ_LOG"))
DEBUG_STREAM << "[projectile] PUSH target=" << (void*)target << " enemy=" << (void*)gEnemyMech
<< " len=" << len << " speed=" << speed << " dmg=" << damage << "\n" << std::flush;
if (len < 0.001f) return;
for (int i = 0; i < 64; ++i)
{
if (gProjectiles[i].active) continue;
BTProjectile &p = gProjectiles[i];
p.pos = mz; // resolved launch port
p.dir.x = d.x/len; p.dir.y = d.y/len; p.dir.z = d.z/len;
p.speed = (speed > 1.0f) ? speed : 120.0f; // |launchVelocity|; sane fallback
p.traveled = 0.0f;
p.range = len + 40.0f; // impact by the target, else expire just past it
p.target = (Entity *)target;
p.targetPos = tpos; // resolved target position (fallback-aware)
p.damage = damage;
p.active = 1;
return;
}
}
// Per-frame (viewpoint mech): advance each projectile, draw its tracer, deliver damage on impact.
static void
BTUpdateProjectiles(Scalar dt)
{
for (int i = 0; i < 64; ++i)
{
BTProjectile &p = gProjectiles[i];
if (!p.active) continue;
Point3D prev = p.pos;
Scalar step = p.speed * dt;
p.pos.x += p.dir.x*step; p.pos.y += p.dir.y*step; p.pos.z += p.dir.z*step;
p.traveled += step;
// Missile look: a short smoky exhaust trail (behind) + a bright warm body + a
// hot flame tip, so it reads as a projectile rather than a thin laser line.
Vector3D bd = p.dir;
Point3D tail; tail.x = prev.x - bd.x*8.0f; tail.y = prev.y - bd.y*8.0f; tail.z = prev.z - bd.z*8.0f;
Point3D tip; tip.x = p.pos.x + bd.x*2.0f; tip.y = p.pos.y + bd.y*2.0f; tip.z = p.pos.z + bd.z*2.0f;
BTPushBeam(tail.x, tail.y, tail.z, prev.x, prev.y, prev.z, 0x00804020u, 0.20f, 3.2f); // dim smoke trail
BTPushBeam(prev.x, prev.y, prev.z, p.pos.x, p.pos.y, p.pos.z, 0x00FF6010u, 0.15f, 2.6f); // orange body
BTPushBeam(p.pos.x, p.pos.y, p.pos.z, tip.x, tip.y, tip.z, 0x00FFF0C0u, 0.15f, 1.4f); // hot flame tip
Scalar dx = p.targetPos.x - p.pos.x, dy = p.targetPos.y - p.pos.y, dz = p.targetPos.z - p.pos.z;
if (dx*dx + dy*dy + dz*dz < (10.0f*10.0f) || p.traveled >= p.range)
{
Entity *tgt = p.target;
// Deliver only to the known-valid enemy (bring-up), same zone/damage path as the beam.
if (tgt != 0 && tgt == gEnemyMech && p.damage > 0.0f)
{
Mech *m = (Mech *)tgt;
if (m->damageZoneCount > 0)
{
int zone = m->FirstVitalZone(); // concentrated fire -> a kill
Damage dmg;
dmg.damageType = Damage::ExplosiveDamageType;
dmg.damageAmount = p.damage;
dmg.burstCount = 1;
dmg.impactPoint = p.pos;
Entity::TakeDamageMessage take_damage(
Entity::TakeDamageMessageID, sizeof(Entity::TakeDamageMessage),
0 /*inflictor id: bring-up*/, zone, dmg);
tgt->Dispatch(&take_damage);
DEBUG_STREAM << "[projectile] IMPACT damage=" << p.damage << " zone=" << zone << "\n" << std::flush;
}
}
p.active = 0;
}
}
}
void
Mech::PerformAndWatch(const Time& till, MemoryStream *update_stream)
{
// Frame time slice from the simulation clock (same idiom as Mover::Perform).
Scalar dt = till - lastPerformance;
lastPerformance = till;
// The bring-up DRIVE + ANIMATION path is single-player scaffolding: it reads
// the global gBTDrive and a single shared gBodyAnim, and integrates THIS body's
// origin. It must run ONLY for the local player's mech (the viewpoint entity);
// any other mech in the world (e.g. a spawned target/enemy) must NOT be driven
// by the player's input or share the player's AnimationInstance. Non-player
// mechs still fall through to the subsystem-roster tick below.
const Logical isPlayerMech =
(application != 0 && (Entity *)this == application->GetViewpointEntity());
// WAVE 7 Phase B: advance/render/impact the flying projectiles once per frame (viewpoint).
if (isPlayerMech && dt > 0.0001f)
BTUpdateProjectiles(dt);
// 1-Hz non-player mech telemetry (multiplayer diagnosis): every mech that is
// NOT the local viewpoint -- whatever its instance claims -- with position.
if (!isPlayerMech && getenv("BT_REPL_LOG") && dt > 0.0001f)
{
static float s_otherLog = 0.0f; s_otherLog += dt;
if (s_otherLog >= 1.0f)
{
s_otherLog = 0.0f;
DEBUG_STREAM << "[mech-exec] entity " << GetEntityID()
<< " instance=" << (int)GetInstance()
<< " pos=(" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
// --- REPLICANT MOTION (P6 multiplayer) -----------------------------------
// A remote-mastered mech does not run the local drive: it dead-reckons
// between network updates via the engine reckoner (Mover::DeadReckon lerps
// localOrigin toward projectedOrigin, which ReadUpdateRecord snaps from the
// master's broadcast update records -- MOVER.cpp:493). Subsystems still
// tick below (their ctors carry the replicant gates on simulationFlags).
if (GetInstance() == ReplicantInstance)
{
if (dt > 0.0001f && dt < 0.5f)
{
DeadReckon(dt); // engine: reckoner + lerp
localToWorld = localOrigin;
if (getenv("BT_REPL_LOG"))
{
static float s_replLog = 0.0f; s_replLog += dt;
if (s_replLog >= 1.0f)
{
s_replLog = 0.0f;
DEBUG_STREAM << "[repl] mech " << (long)GetEntityID()
<< " pos=(" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.y << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
}
}
// AUTHENTIC GROUND MODEL for NON-PLAYER masters (task #15): the binary
// installs FUN_004a9b5c as the performance of EVERY MasterInstance mech
// (ctor part_012.c:9947-9956), so the spawned test dummy grounds/collides
// too -- not just the player. The player's call runs inside the drive
// block below (after its move, with the true start-of-frame position).
if (!isPlayerMech && GetInstance() == MasterInstance && GroundReal()
&& dt > 0.0001f && dt < 0.5f)
{
// A stationary master: old_position is a COPY of the current position
// (must not alias localOrigin.linearPosition -- the block writes it).
Point3D preMovePos = localOrigin.linearPosition;
AuthenticGroundAndCollide(dt, preMovePos);
}
if (isPlayerMech && dt > 0.0001f && dt < 0.5f) // ignore zero / huge (stall) slices
{
// --- VIRTUAL CONTROLS (dev keyboard -> the pod's analog inputs) --------
// The pod's throttle was an ABSOLUTE analog LEVER and its turn input an
// analog stick; momentary 0/1 keys can't express either (at 60fps every
// tap = a frame-perfect FULL demand = the "controls too sensitive after
// the perf fix" report -- at the old 10fps most taps aliased away, which
// only LOOKED like fine control). Integrate dt-scaled (fps-independent):
// lever: W/S sweep a PERSISTENT lever (tap ~= 0.07 step, full sweep
// ~1.4s) with a DETENT at zero -- braking from forward stops AT
// 0; release and press S again to engage reverse. X = all stop.
// stick: A/D deflect a momentary stick over ~0.4s, auto-centering on
// release -- tap = gentle nudge, hold = full rate.
{
static float sLever = 0.0f, sStick = 0.0f;
static int sDetent = 0; // latched at the zero crossing
const float kLeverRate = 0.7f; // lever sweep per second
const float kStickRate = 2.5f; // stick deflect per second
const float kStickCenterRate = 5.0f; // stick auto-center per second
// POLL the real key state. WndProc key messages are unusable: the
// engine keyboard reader (L4CTRL.cpp:1506) GetMessage()s every
// WM_KEYUP/WM_CHAR out of the queue for its key-command channel, so
// only KEYDOWNs ever reached the WndProc and key state latched on
// forever. GetAsyncKeyState is immune; the foreground guard keeps
// background typing from driving the mech.
{
typedef short (__stdcall *AsyncFn)(int);
typedef void *(__stdcall *FgFn)(void);
typedef unsigned long (__stdcall *WtpFn)(void *, unsigned long *);
typedef unsigned long (__stdcall *PidFn)(void);
static AsyncFn pAsync = 0; static FgFn pFg = 0;
static WtpFn pWtp = 0; static PidFn pPid = 0;
if (pAsync == 0)
{
HMODULE u = GetModuleHandleA("user32.dll");
HMODULE k = GetModuleHandleA("kernel32.dll");
pAsync = (AsyncFn)GetProcAddress(u, "GetAsyncKeyState");
pFg = (FgFn)GetProcAddress(u, "GetForegroundWindow");
pWtp = (WtpFn)GetProcAddress(u, "GetWindowThreadProcessId");
pPid = (PidFn)GetProcAddress(k, "GetCurrentProcessId");
}
int focused = 0;
if (pFg && pWtp && pPid)
{
void *fg = pFg();
unsigned long fgPid = 0;
if (fg) pWtp(fg, &fgPid);
focused = (fgPid == pPid());
}
// TEST HOOK (BT_KEY_NOFOCUS=1): accept keys without foreground focus --
// automation harnesses (SendInput from a background shell) can't grant
// real foreground; interactive play never needs this.
static int sNoFocus = -1;
if (sNoFocus < 0) { const char *nf = getenv("BT_KEY_NOFOCUS"); sNoFocus = (nf && *nf == '1') ? 1 : 0; }
if (sNoFocus) focused = 1;
if (pAsync)
{
const int dn = 0x8000;
gBTDrive.keyFwd = focused && ((pAsync('W') | pAsync(0x26 /*VK_UP*/)) & dn) ? 1 : 0;
gBTDrive.keyBack = focused && ((pAsync('S') | pAsync(0x28 /*VK_DOWN*/)) & dn) ? 1 : 0;
gBTDrive.keyLeft = focused && ((pAsync('A') | pAsync(0x25 /*VK_LEFT*/)) & dn) ? 1 : 0;
gBTDrive.keyRight = focused && ((pAsync('D') | pAsync(0x27 /*VK_RIGHT*/)) & dn) ? 1 : 0;
gBTDrive.fire = focused && ((pAsync(0x20 /*VK_SPACE*/) | pAsync(0x11 /*VK_CONTROL*/)) & dn) ? 1 : 0;
static int sPrevX = 0;
const int xNow = focused && (pAsync('X') & dn) ? 1 : 0;
if (xNow && !sPrevX) gBTDrive.allStop = 1; // edge -> one all-stop
sPrevX = xNow;
}
}
if (gBTDrive.allStop) { sLever = 0.0f; sDetent = 0; gBTDrive.allStop = 0; }
if (getenv("BT_KEY_LOG"))
{
static float sKlog = 0.0f; sKlog += dt;
if (sKlog >= 1.0f) { sKlog = 0.0f;
DEBUG_STREAM << "[vctl] fwd=" << gBTDrive.keyFwd << " back=" << gBTDrive.keyBack
<< " L=" << gBTDrive.keyLeft << " R=" << gBTDrive.keyRight
<< " fire=" << gBTDrive.fire << " lever=" << sLever
<< " stick=" << sStick << "\n" << std::flush; }
}
const int fwd = gBTDrive.keyFwd, back = gBTDrive.keyBack;
if (!fwd && !back) sDetent = 0; // keys released -> detent re-arms
float sweep = ((fwd ? 1.0f : 0.0f) - (back ? 1.0f : 0.0f)) * kLeverRate * dt;
if (sweep != 0.0f && !sDetent)
{
const float prev = sLever;
sLever += sweep;
// zero detent: a sweep that CROSSES 0 stops there and latches until
// the keys are released (clean stop instead of swinging to reverse).
if ((prev > 0.0f && sLever <= 0.0f && back) ||
(prev < 0.0f && sLever >= 0.0f && fwd))
{
sLever = 0.0f;
sDetent = 1;
}
if (sLever > 1.0f) sLever = 1.0f;
if (sLever < -1.0f) sLever = -1.0f;
}
const float want = (gBTDrive.keyRight ? 1.0f : 0.0f) - (gBTDrive.keyLeft ? 1.0f : 0.0f);
if (want != 0.0f)
{
sStick += want * kStickRate * dt;
if (sStick > 1.0f) sStick = 1.0f;
if (sStick < -1.0f) sStick = -1.0f;
}
else if (sStick != 0.0f) // auto-center
{
const float step = kStickCenterRate * dt;
if (sStick > step) sStick -= step;
else if (sStick < -step) sStick += step;
else sStick = 0.0f;
}
gBTDrive.throttle = sLever;
gBTDrive.turn = sStick;
}
float throttle = gBTDrive.forced ? gBTDrive.forcedThrottle : gBTDrive.throttle;
float turn = gBTDrive.forced ? 0.0f : gBTDrive.turn;
// BT_SPAWN_AT="x z [hdg]" (DEBUG harness): teleport the player to a
// world position (+ optional heading, radians) on the first driven
// frame -- exact-position reproduction of a user-reported render
// glitch for A/B toggle comparison at the same viewpoint.
{
static int s_spawnAt = -1;
static float s_sx = 0.0f, s_sz = 0.0f, s_sh = 0.0f;
static int s_haveH = 0;
if (s_spawnAt < 0)
{
const char *sv = getenv("BT_SPAWN_AT");
if (sv)
{
const int n = sscanf(sv, "%f %f %f", &s_sx, &s_sz, &s_sh);
if (n >= 2) { s_spawnAt = 1; s_haveH = (n >= 3); }
else s_spawnAt = 0;
}
else s_spawnAt = 0;
}
if (s_spawnAt == 1)
{
s_spawnAt = 2;
localOrigin.linearPosition.x = s_sx;
localOrigin.linearPosition.z = s_sz;
if (s_haveH)
{
gDriveHeading = s_sh;
// the mech's REAL orientation (the chase camera derives from
// it) is the quaternion, not the scalar mirror -- set both,
// same convention as the bring-up drive path below.
localOrigin.angularPosition = EulerAngles(0.0f, s_sh, 0.0f);
}
localToWorld = localOrigin;
DEBUG_STREAM << "[spawnat] teleported to (" << s_sx << ", " << s_sz
<< ") hdg=" << (s_haveH ? s_sh : gDriveHeading) << "\n" << std::flush;
}
}
// BRING-UP repro harness: BT_FORCE_SECONDS=<n> releases the forced throttle
// after n sim-seconds (headless stand-in for an interactive tap->release,
// exercising the walk->stop gait transition the constant-throttle soaks
// never take); BT_FORCE_TURN=<t> holds a steering demand (the turn path).
if (gBTDrive.forced)
{
static float s_forceClock = 0.0f, s_forceLimit = -1.0f, s_forceTurn = -999.0f;
if (s_forceLimit < 0.0f)
{
const char *fs = getenv("BT_FORCE_SECONDS");
s_forceLimit = fs ? (float)atof(fs) : 0.0f;
}
if (s_forceTurn < -900.0f)
{
const char *ft = getenv("BT_FORCE_TURN");
s_forceTurn = ft ? (float)atof(ft) : 0.0f;
}
turn = s_forceTurn;
if (s_forceLimit > 0.0f)
{
s_forceClock += dt;
if (s_forceClock > s_forceLimit)
{
throttle = 0.0f;
turn = 0.0f;
}
}
// BT_GOTO="x z" (DEBUG harness): beeline toward a world point --
// steer the turn demand from the heading error each frame (headless
// reproduction of "run toward that feature"). Uses the scalar
// heading mirror gDriveHeading (forward = -Z at heading 0).
{
static float s_gx = 0.0f, s_gz = 0.0f;
static int s_goto = -1;
if (s_goto < 0)
{
const char *gv = getenv("BT_GOTO");
if (gv && sscanf(gv, "%f %f", &s_gx, &s_gz) == 2) s_goto = 1;
else s_goto = 0;
}
if (s_goto == 1)
{
float ddx = s_gx - (float)localOrigin.linearPosition.x;
float ddz = s_gz - (float)localOrigin.linearPosition.z;
float want = (float)atan2(-ddx, -ddz); // heading with fwd=-Z
float err = want - gDriveHeading;
while (err > 3.14159265f) err -= 6.2831853f;
while (err < -3.14159265f) err += 6.2831853f;
// publish for the mapper bridge (the real-controls path reads
// gBTDrive in mechmppr.cpp, NOT this local `turn`)
gBTGotoTurn = (err > 0.3f) ? 1.0f : (err < -0.3f ? -1.0f
: (err > 0.02f ? 0.3f : (err < -0.02f ? -0.3f : 0.0f)));
if (ddx * ddx + ddz * ddz < 25.0f) gBTGotoTurn = 0.0f;
// throttle down while far off-heading (the authentic
// speed-vs-turn clamp makes run-speed turn circles huge)
gBTGotoThrottle = (err > 0.5f || err < -0.5f) ? 0.2f : 1.0f;
gBTGotoActive = 1;
turn = gBTGotoTurn; // non-real-controls fallback path
}
}
}
// ⭐ REAL CONTROLS (env BT_REAL_CONTROLS): route the raw input through the
// RECONSTRUCTED MechControlsMapper (@004afd10) instead of consuming it raw.
// INPUT BRIDGE (dev scaffolding, marked): write the mapper's published input
// attributes exactly as a streamed Direct .CTL mapping would -- the engine's
// ControlsInstanceDirectOf<T> writes these same public members from the
// device groups; the dev box has no RIO/Thrustmaster, so WASD stands in for
// the stick/throttle HARDWARE. Everything downstream (speed/turn demands,
// mode clamps, torso axes, HUD free-aim) is the real reconstructed tick,
// which runs in the subsystem-roster walk below (un-skipped under this env).
static const int s_realControls = BTEnvOn("BT_REAL_CONTROLS", 1); // default ON (=0 to disable)
if (s_realControls && controlsMapper != 0)
{
// Diagnostic: what the ENGINE controls push left in the attribute since
// our last write (a stale device element overwriting the bridge shows
// here as pre != our previous write).
float preThrottle = controlsMapper->throttlePosition;
(void)preThrottle;
controlsMapper->throttlePosition = (throttle >= 0.0f) ? throttle : -throttle;
controlsMapper->reverseThrust = (throttle < 0.0f) ? 1 : 0; // ControlsButton: >=1 engaged
controlsMapper->stickPosition.x = turn; // Basic mode: turn = stick yaw
controlsMapper->stickPosition.y = 0.0f;
// Consume the PREVIOUS frame's interpreted demands (the mapper ticks in
// the roster walk after this block -- one frame of input latency).
// turnDemand is the mode-shaped steering; speedDemand (world u/s, sign =
// reverse) feeds the gait target below.
turn = controlsMapper->turnDemand;
static float s_mpprLog = 0.0f; s_mpprLog += dt;
if (s_mpprLog >= 1.0f)
{
s_mpprLog = 0.0f;
DEBUG_STREAM << "[mppr] in thr=" << controlsMapper->throttlePosition
<< " pre=" << preThrottle
<< " rev=" << controlsMapper->reverseThrust
<< " stickX=" << controlsMapper->stickPosition.x
<< " -> speedDemand=" << controlsMapper->speedDemand
<< " turnDemand=" << controlsMapper->turnDemand
<< " mode=" << controlsMapper->controlMode << "\n" << std::flush;
}
}
// BRING-UP one-shot: dump the mech's skeleton segment names + joint indices so
// we can identify the TORSO horizontal joint for torso-twist tracking (P3).
{
static int s_segDump = 0;
if (s_segDump++ == 0)
{
EntitySegment::SegmentTableIterator it(segmentTable);
EntitySegment *seg;
int i = 0;
while ((seg = it.ReadAndNext()) != 0)
{
DEBUG_STREAM << "[skel] seg[" << i++ << "] name=" << seg->GetName()
<< " jointIdx=" << seg->GetJointIndex() << "\n";
}
DEBUG_STREAM << "[skel] total=" << i << "\n" << std::flush;
}
}
// Snapshot the pre-move position for the collision resolve after the drive.
Point3D collisionOldPos = localOrigin.linearPosition;
if (!gDriveSeeded) { gDriveHeading = 0.0f; gDriveSeeded = 1; }
// --- turn: integrate heading, write it onto the body orientation -----
gDriveHeading += turn * kDriveTurnRate * dt; // scalar mirror (drive log + fallback)
if (s_realControls)
{
// AUTHENTIC ORIENTATION INTEGRATION (the IntegrateMotion-tail form):
// compose the yaw RATE into the pose quaternion via the engine
// integrate op (Quaternion::Add == FUN_00409f58) -- the same op the
// binary's motion tail uses -- instead of rebuilding the orientation
// from a scalar heading. The rate SCALE (kDriveTurnRate) remains a
// bring-up constant; the authentic per-mech turn-rate parameter is
// part of the deferred full-IntegrateMotion work.
Vector3D angStep(0.0f, turn * kDriveTurnRate * dt, 0.0f);
Quaternion prevPose = localOrigin.angularPosition;
localOrigin.angularPosition.Add(prevPose, angStep);
}
else
{
localOrigin.angularPosition = EulerAngles(0.0f, gDriveHeading, 0.0f);
}
localToWorld = localOrigin; // build the world matrix
// --- forward step: the mech faces local -Z (gun ports / eyepoint are at
// -Z; see btl4vid.cpp). Take the matrix Z basis in world and negate
// to get the facing direction; the ACTUAL forward distance this frame
// is the animation's root translation (see the Animate block below) --
// P3 STEP 1: locomotion is now ANIMATION-DRIVEN, not a procedural slide,
// so the body advances exactly as far as the gait clip's feet step
// (feet plant, no skating). The old `kDriveMaxSpeed * throttle * dt`
// slide is removed; `adv` from AnimationInstance::Animate replaces it.
UnitVector zAxis;
localToWorld.GetFromAxis(Z_Axis, &zAxis);
const float fx = -zAxis.x;
const float fz = -zAxis.z;
// --- P3 STEP 2: GAIT SELECTION by throttle. Pick the body clip from throttle
// magnitude -- |throttle| >= kRunThrottle -> RUN (blhrrl), else WALK (blhwwl);
// each moves at ITS clip's authentic root-translation speed (STEP 1). Throttle
// SIGN gives direction: negative -> reverse (back up). (The blh set has no
// dedicated reverse CYCLE clip -- stand/walk/run + transitions only -- so reverse
// is a bring-up: it plays the selected forward clip and drives the body backward.)
// SetAnimation only on a gait CHANGE (re-binding every frame would reset the phase).
//
// ⚠ GAIT MUST TICK EVERY FRAME (task #15 fix): this block was gated on
// `throttle != 0`, so releasing the key stopped CALLING the state machine --
// the skeleton froze at the last written pose and the authentic walk->
// stop->stand transition chain (BodyClipFinished states 8/9, the wsl/wsr
// clips, which END in the standing pose) never got the chance to play.
// The SM handles idle natively: bodyTargetSpeed=0 drives walk->stop->stand
// and the Standing case returns adv=0 (no motion). Only the LEGACY inline
// clip-select path (BT_GAIT_SM=0) still needs the throttle gate (it would
// loop the walk clip forever at idle).
{
static const int s_gaitTicksAlways = BTEnvOn("BT_GAIT_SM", 1);
if (s_gaitTicksAlways || throttle != 0.0f)
{
const int wantGait = ((throttle < 0.0f ? -throttle : throttle) >= kRunThrottle) ? 1 : 0;
const char *suffix = wantGait ? "rrl" : "wwl";
// ⭐ P3 STEP-7 CUTOVER (env BT_GAIT_CUTOVER; default OFF -> STEP 1-2 path).
// Drive locomotion via the reconstructed two-channel gait (the real
// SequenceController bodyAnimation), replacing the STEP-1/2 free-standing
// AnimationInstance stand-in. bodyAnimation.Advance runs the reconstructed
// controller: it animates the skeleton joints AND returns the clip's
// per-frame root-translation forward step (applied to localOrigin).
static const int s_gaitCutover = BTEnvOn("BT_GAIT_CUTOVER", 1); // default ON (=0 to disable)
if (s_gaitCutover)
{
static const int s_gaitSM = BTEnvOn("BT_GAIT_SM", 1); // default ON (=0 to disable)
Scalar adv;
Scalar legAdv = 0.0f; // leg-channel distance (drives the LOCAL mech)
if (s_gaitSM)
{
// STEP 2: drive the REAL gait STATE MACHINE (Mech::AdvanceBodyAnimation,
// mech2.cpp) instead of the inline clip-select. It re-syncs bodyAnimation
// State from bodyStateAlarm, slews bodyCycleSpeed toward bodyTargetSpeed with
// the LoadLocomotionClips speed caps, and Advances the bound clip. Feed the
// inputs the controls mapper normally would (it is bypassed in bring-up) and
// force the walk-cycle state 6 (case 6/7 -> slew to walkStrideLength + Advance
// animationClips[6]=wwr). Requires BT_GAIT_CUTOVER too (loads the clips).
globalTimeScale = 1.0f;
idleStrideScale = 1.0f;
// forwardCycleRate: read from the model record (+0x44) in the
// ctor, but the Blackhawk's value decodes to ~1 u/s^2 -- a
// 55-SECOND ramp to run speed (the mech "couldn't go forward"
// and the clip crawled in slow motion). Either the record
// field is mis-offset or its units differ (per-frame?). Until
// the field decode is verified against the raw parser, FLOOR
// the rate at a pod-plausible 25 u/s^2 (0 -> run in ~2.5s);
// values above that (a genuine tuning read) pass through.
{
static int s_rateLogged = 0;
if (!s_rateLogged)
{
s_rateLogged = 1;
DEBUG_STREAM << "[gait] model accel read=" << forwardCycleRate
<< " (floored to >=25)" << "\n" << std::flush;
}
}
if (!(forwardCycleRate >= 25.0f && forwardCycleRate < 10000.0f))
forwardCycleRate = 25.0f;
movementMode = 1; // ground, non-death, non-airborne
// reverseSpeedMax2@0x7a0 is the run-cycle bodyCycleSpeed CLAMP (AdvanceBody
// Animation case 12/13); LoadLocomotionClips does not set it -> it reads
// 0xCDCDCDCD (-4.3e8) and the clamp clobbers bodyCycleSpeed -> the run cycle
// explodes. Bring-up: clamp the run cadence to the run stride (reverseStride
// Length, the case-12 divisor) so bodyCycleSpeed/reverseStrideLength ~ 1, like
// walk. (The authentic value comes from the model/LoadLocomotionClips.)
reverseSpeedMax2 = reverseStrideLength;
// Gait SELECTION by throttle: walk aims for walkStrideLength; run aims for
// reverseSpeedMax (the run/reverse cap). Exceeding walkStrideLength makes the
// walk handler transition "up" to the run cycle (state 11 -> 12/13) via the real
// BodyClipFinished callback -- i.e. the authentic walk->run transition.
// REAL CONTROLS: the commanded speed comes from the reconstructed mapper's
// speedDemand (topSpeed * throttle * scale, mode-clamped vs steering -- the
// AUTHENTIC gait selection input; |.| because sign encodes reverse).
// SIGNED demand (task #15): the earlier Abs() stripped the sign, so
// the body/motion channel could never see reverse -- motion direction
// then had to come from the raw throttle sign, flipping INSTANTLY
// while the animation transitioned gradually (the "physics don't
// line up with the animation" desync). Signed, the SM decelerates
// through stop -> reverse-entry exactly like the leg channel.
if (s_realControls && controlsMapper != 0)
bodyTargetSpeed = controlsMapper->speedDemand;
else
bodyTargetSpeed = ((throttle < 0.0f) ? -1.0f : 1.0f)
* (wantGait ? reverseSpeedMax : walkStrideLength);
if (gCurrentGait != 6)
{
bodyCycleSpeed = 0.0f; // slew up from rest
// Enter at STANDING (task #15): both channels' case-0 handlers
// self-arm stand->walk when the demand rises past standSpeed
// (AdvanceBodyAnimation case 0 == raw FUN_004a5678), so the boot
// state is the authentic idle stand -- no pre-armed walk clip
// stuck at frame 1 while waiting for the first throttle.
bodyStateAlarm.SetLevel(0);
if (s_realControls)
{
// AUTHENTIC TWO-CHANNEL SPLIT: the LEG channel enters
// NATURALLY from Standing (state 0): AdvanceLegAnimation's
// case-0 sees the live mapper speedDemand > standSpeed and
// arms stand->walk (5); the real leg finished-callback
// (LegClipFinished == FUN_004a6928) then chains the
// transitions. Only hygiene here: a clean cycle-speed start.
legCycleSpeed = 0.0f;
}
gCurrentGait = 6;
DEBUG_STREAM << "[gaitSM] enter walk-6 walkStride=" << walkStrideLength
<< " reverseSpeedMax=" << reverseSpeedMax << " target=" << bodyTargetSpeed
<< " split=" << s_realControls << "\n" << std::flush;
}
if (s_realControls)
{
// FOOT-PLANT FIDELITY (raw FUN_004ab430:15076 -> FUN_004ab1c8):
// the binary advances the BODY controller with move_joints=1 --
// the DISPLAYED pose and the travel distance come from the SAME
// Advance (same clip, same phase), so feet plant by construction.
// The leg channel (local-sim, hardcoded move_joints=1 in the raw,
// FUN_004a5028:12006) runs FIRST; the body's writes land after and
// win the frame, exactly the binary's order. The earlier split
// (body silenced with move_joints=0, leg pose displayed) showed
// leg-channel joints against body-channel travel -- two
// independently-phased state machines -> visible foot glide.
legAdv = AdvanceLegAnimation(dt); // channel A: local sim (live demand)
adv = AdvanceBodyAnimation(dt, 1); // channel B: displayed pose + motion
}
else
{
adv = AdvanceBodyAnimation(dt, 1); // single-channel: body does both
}
// COCKPIT BOB (task #15): the leg channel writes the clip's vertical
// root motion into jointlocal (balltranslate) every frame, but the
// camera's DCS chain doesn't consume animated joints -- publish the
// baseline-relative bob for DPLEyeRenderable (L4VIDRND.cpp) to add
// to the view. Baseline = the first sample after the joint resolves
// (the clip's neutral root height).
{
extern float gBTEyeBobY;
extern float gBTEyeSwayX;
static Joint *s_rootJt = 0; static int s_rootTried = 0;
static float s_bobBase = 0.0f, s_swayBase = 0.0f; static int s_bobBased = 0;
if (!s_rootTried) { s_rootTried = 1; s_rootJt = ResolveJoint("jointlocal"); }
if (s_rootJt)
{
const Point3D rt = s_rootJt->GetTranslation();
if (!s_bobBased) { s_bobBased = 1; s_bobBase = rt.y; s_swayBase = rt.x; }
gBTEyeBobY = rt.y - s_bobBase;
gBTEyeSwayX = rt.x - s_swayBase; // lateral weight shift (the swagger)
}
}
static float s_smlog = 0.0f; s_smlog += dt;
static double s_advSum = 0.0, s_legSum = 0.0;
s_advSum += adv; s_legSum += legAdv;
if (s_smlog >= 1.0f) { s_smlog = 0.0f;
extern float gBTEyeBobY;
static Joint *s_dbgRoot = 0; static int s_dbgTried = 0;
if (!s_dbgTried) { s_dbgTried = 1; s_dbgRoot = ResolveJoint("jointlocal"); }
Point3D dbgRt(0,0,0);
if (s_dbgRoot) dbgRt = s_dbgRoot->GetTranslation();
DEBUG_STREAM << "[sync] advSum=" << (float)s_advSum
<< " legSum=" << (float)s_legSum
<< " posZ=" << localOrigin.linearPosition.z
<< " rootZ=" << dbgRt.z << " rootX=" << dbgRt.x << "\n" << std::flush;
DEBUG_STREAM << "[gaitSM] adv=" << adv << " legAdv=" << legAdv
<< " cycleSpeed=" << bodyCycleSpeed << " legCycle=" << legCycleSpeed
<< " state=" << bodyAnimationState << " legState=" << legAnimationState
<< " kfCur=" << bodyAnimation.currentFrame
<< " bob=" << gBTEyeBobY << "\n" << std::flush; }
}
else
{
if (gCurrentGait != wantGait)
{
ResourceDescription::ResourceID *clip = ResolveAnimationClip("blh", suffix);
if (clip)
{
// loop callback: SequenceController::Advance calls it at end-of-clip
// to re-arm the same clip (bring-up loop; see Mech::LoopBodyClip).
bodyAnimation.SelectSequence(*clip, (void *)&Mech::LoopBodyClip, 0, 0);
gCurrentGait = wantGait;
DEBUG_STREAM << "[gait] SequenceController -> blh" << suffix
<< " id=" << (long)*clip << " (" << (wantGait ? "run" : "walk")
<< ")\n" << std::flush;
}
}
adv = bodyAnimation.Advance(dt, 1); // inline clip-select path
}
// Motion direction comes FROM the animation: reverse clips carry
// negative root translation, so adv is already signed. (dir kept
// only for the legacy non-SM path, whose forward clips are unsigned.)
const float dir = (s_gaitCutover && BTEnvOn("BT_GAIT_SM", 1))
? 1.0f
: ((throttle < 0.0f) ? -1.0f : 1.0f);
// --- AUTHENTIC world-step (Mech::IntegrateMotion tail @004ab1c8) ---
// The 1995 mech does NOT slide the position directly; it integrates a
// VELOCITY vector rotated by the body orientation. VERIFIED mapping: the
// 1995 motion transform { Point3D @0x260; Quaternion @0x26c } IS the engine
// `localOrigin` (Origin = { linearPosition; angularPosition }, ORIGIN.h:15;
// FUN_0040ab44 builds the matrix from BOTH halves). So reproduce the real
// integrator: localVelocity = {0,0,-adv/dt} (forward = local -Z), rotate it
// into world space by the orientation via the now-backed world-step transform
// FUN_00408744, then position += worldVelocity*dt. Result == facing*adv, but
// through the authentic velocity->rotate->integrate model (runs FUN_00408744
// live). Remaining full-IntegrateMotion work: velocity STORAGE for dead-reckon,
// orientation integration, and the AdvanceBodyAnimation gait state machine
// (+ LoadLocomotionClips) in place of the inline clip select above.
const Scalar invDt = (dt > 0.0f) ? (1.0f / dt) : 0.0f;
// VELOCITY SMOOTHING (task #15, the binary's IntegrateMotion model):
// SequenceController::Advance returns distance only when keyframes
// are CROSSED -- partial frames interpolate the joints but add zero
// distance (binary-faithful lumping). Integrating adv/dt directly
// stutters the ground speed while the legs sweep smoothly (feet
// appear to glide/skate). The original smoothed this through its
// persistent-velocity integration; reproduce it: velocity = the
// accumulated distance over the elapsed time since the last
// keyframe contribution, HELD across zero-distance frames, hard
// zero when Standing (and after 0.3s of silence, e.g. paused clip).
// FOOT-PLANT BY CONSTRUCTION (v4 -- BINARY-FAITHFUL: travel = the
// BODY channel, the SAME Advance that writes the displayed joints;
// raw FUN_004ab430:15076 advances the body with move_joints=1 and
// takes the travel from it). v3 sourced travel from the LEG channel
// while the BODY drew the joints -- TWO state machines that could
// (and did) drift apart whenever any event touched one channel's
// state without the other: the knockdown (fixed by staggering both),
// then AGAIN on the Mad Cat / analog-lever sweeps crossing gait
// boundaries (each channel's end-of-clip callback samples the demand
// at a different instant, so near a walk/run threshold they can pick
// DIFFERENT next states -> permanent phase split = the foot-slip).
// Sourcing travel from the displayed channel kills the whole desync
// CLASS: display == travel by construction. The earlier "tunnels
// through obstacles" objection to this is OBSOLETE -- the knockdown
// now staggers the BODY channel too (SetBodyAnimation(0x20)), so a
// hard impact freezes travel exactly as before (re-verified). The
// leg channel keeps running as the local sim it is in the binary
// (its joint writes land first and are overwritten by the body's).
const Scalar localAdv = adv * dir;
linearSpeed = (localAdv < 0.0f ? -localAdv : localAdv) * invDt; // forward ground speed -> LinearSpeed gauge
Vector3D localVel(0.0f, 0.0f, -localAdv * invDt); // exact frame distance as velocity
Matrix34 orient; // rotation from the heading (set @ line ~626)
Matrix34::FromQuaternion(&orient, &localOrigin.angularPosition);
Vector3D worldVel;
FUN_00408744(&worldVel, (Scalar *)&localVel, &orient); // worldVel = orient * localVel
localOrigin.linearPosition.x += worldVel.x * dt;
localOrigin.linearPosition.y += worldVel.y * dt;
localOrigin.linearPosition.z += worldVel.z * dt;
localToWorld = localOrigin;
gBodyAnimLog += dt;
if (gBodyAnimLog >= 1.0f)
{
gBodyAnimLog = 0.0f;
DEBUG_STREAM << "[gait] adv=" << adv << " pos=("
<< localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
else
{
if (gBodyAnim == 0 || gCurrentGait != wantGait) // first time, or gait changed
{
ResourceDescription::ResourceID *clip = ResolveAnimationClip("blh", suffix);
if (clip)
{
if (gBodyAnim == 0) gBodyAnim = new AnimationInstance(this);
// LOOP callback (not NULL) -- Animate invokes it at clip end
// (JMOVER ~1592); NULL there crashes on a null member ptr.
gBodyAnim->SetAnimation(
*clip,
reinterpret_cast<JointedMover::AnimationCallback>(&Mech::OnBodyAnimFinished));
gCurrentGait = wantGait;
gBodyAnimReady = 1;
DEBUG_STREAM << "[anim] gait -> blh" << suffix << " id=" << (long)*clip
<< " (" << (wantGait ? "run" : "walk") << ")\n" << std::flush;
}
else
{
gBodyAnimReady = -1;
DEBUG_STREAM << "[anim] blh" << suffix << " unresolved -- not moving\n" << std::flush;
}
}
if (gBodyAnimReady == 1 && gBodyAnim != 0)
{
// Animate advances the clip, writes the joint DCS (legs cycle) AND returns
// the clip's per-frame root-translation distance (the [RootTranslation]
// integral -- CLAUDE.md section 7). Drive the body by exactly that distance
// so travel == foot stride (feet plant); negative throttle backs it up.
Scalar adv = gBodyAnim->Animate(dt, True);
// Motion direction comes FROM the animation: reverse clips carry
// negative root translation, so adv is already signed. (dir kept
// only for the legacy non-SM path, whose forward clips are unsigned.)
const float dir = (s_gaitCutover && BTEnvOn("BT_GAIT_SM", 1))
? 1.0f
: ((throttle < 0.0f) ? -1.0f : 1.0f);
localOrigin.linearPosition.x += fx * adv * dir;
localOrigin.linearPosition.z += fz * adv * dir;
linearSpeed = (dt > 0.0f) ? ((adv < 0.0f ? -adv : adv) / dt) : 0.0f; // LinearSpeed gauge
localToWorld = localOrigin; // rebuild with the new position
gBodyAnimLog += dt;
if (gBodyAnimLog >= 1.0f)
{
gBodyAnimLog = 0.0f;
DEBUG_STREAM << "[anim] " << (wantGait ? "run" : "walk")
<< (dir < 0 ? " (reverse)" : "") << " adv=" << adv
<< " loops=" << gBodyAnimLoops
<< " pos=(" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
} // close the BT_GAIT_CUTOVER else (STEP 1-2 path)
} // close the gait-ticks-always gate
} // close the every-frame gait scope (task #15 fix)
// DIAG (turn-hitch hunt): flag any frame that took abnormally long -- the
// hang shows up as a big dt on the NEXT tick. Correlate with [loadobj].
if (dt > 0.2f)
DEBUG_STREAM << "[spike] dt=" << dt
<< " turn=" << turn << " thr=" << throttle << "\n" << std::flush;
// --- 1 Hz world-position log while moving (proves the body walks) -----
gDriveLogAccum += dt;
if ((throttle != 0.0f || turn != 0.0f) && gDriveLogAccum >= 1.0f)
{
gDriveLogAccum = 0.0f;
DEBUG_STREAM << "[drive] pos=("
<< localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.y << ", "
<< localOrigin.linearPosition.z << ") hdg=" << gDriveHeading
<< " thr=" << throttle << " turn=" << turn
<< " dt=" << dt << "\n" << std::flush;
}
// --- COLLISION (engine Mover flow; gated BT_COLLISION) ------------------
// After the drive moved localOrigin, resolve penetration against the world's
// collision solids (terrain buttes/hills + buildings) with the engine's OWN
// pipeline (MOVER.cpp): reposition the collision volume to the new transform,
// gather overlapping solids, and let ProcessCollisionList push localOrigin back
// out of anything it entered (it writes localOrigin.linearPosition + reads
// worldLinearVelocity). This is what stops the mech phasing through objects and
// sinking through the ground. The dead Mech::Simulate used a 1995 heightfield
// terrain-follow (FUN_0040e5f0); the 2007 engine models terrain AS collision
// solids, so this single path covers both terrain-follow AND object collision.
// Guarded on a real collision volume -> no-op for volume-less mechs.
// --- VELOCITY STORAGE (the MP update writer; ALWAYS maintained) ---------
// The engine Mover::WriteUpdateRecord (MOVER.cpp:740) publishes
// localVelocity + worldLinearVelocity in every network update record --
// the data remote pods dead-reckon from. Keep them live each frame:
// world velocity from the frame's position delta; local velocity =
// forward speed on local -Z (the mech's facing axis) + the yaw rate.
{
const Scalar invDtV = (dt > 0.0001f) ? (1.0f / dt) : 0.0f;
worldLinearVelocity.x = (localOrigin.linearPosition.x - collisionOldPos.x) * invDtV;
worldLinearVelocity.y = (localOrigin.linearPosition.y - collisionOldPos.y) * invDtV;
worldLinearVelocity.z = (localOrigin.linearPosition.z - collisionOldPos.z) * invDtV;
Scalar fwdSpeed = (Scalar)sqrtf(
worldLinearVelocity.x * worldLinearVelocity.x +
worldLinearVelocity.z * worldLinearVelocity.z);
localVelocity.linearMotion = Vector3D(0.0f, worldLinearVelocity.y, -fwdSpeed);
localVelocity.angularMotion = Vector3D(0.0f, turn * kDriveTurnRate, 0.0f);
// CRASH motion suppression (spec: the binary zeroes localVelocity while
// crashed). While the stagger clip (legState 0x20) plays, freeze the
// velocity so a knocked-down mech does not creep back into the obstacle and
// re-detect an impact every frame (impactVel = localVelocity below). Then
// run the post-recovery refractory so it can't instantly re-knockdown.
if ((int)legStateAlarm.GetLevel() == 0x20)
{
worldLinearVelocity = Vector3D(0.0f, 0.0f, 0.0f);
localVelocity.linearMotion = Vector3D(0.0f, 0.0f, 0.0f);
}
}
if (GroundReal())
{
// AUTHENTIC GROUND MODEL (task #15, ground-model-decode): the binary's
// probe/snap/response block (FUN_004a9b5c @4aa630-4aab5f) -- see the
// AuthenticGroundAndCollide banner below. NO gravity, NO floor clamp,
// NO step guard in this path; a probe MISS (h==-1) does NOTHING (Y
// holds -- byte-faithful, also correct over authentic no-solid content
// like the rav canyon backdrops / arena detail pieces).
AuthenticGroundAndCollide(dt, collisionOldPos);
}
else if (BTEnvOn("BT_COLLISION", 1) && GetCollisionVolumeCount() > 0)
{
// GRAVITY / terrain-settle: the collision below only pushes the mech OUT of
// solids -- there is no downward force, so a floating mech never comes down.
// Press it down each frame; the collision then holds it at the terrain surface
// (gravity down + collision up = equilibrium ON the ground). A FLOOR CLAMP at
// the spawn/ground Y is the safety net: on a map with NO terrain solid the mech
// rests at ground level instead of falling forever. On real terrain (modeled as
// solids) the collision catches it above the floor -> it follows hills/valleys.
// kGravityRate world-units/sec (tunable via BT_GRAVITY).
static Scalar s_groundY = 0.0f; static int s_groundYSet = 0;
static const Scalar kGravityRate =
getenv("BT_GRAVITY") ? (Scalar)atof(getenv("BT_GRAVITY")) : 20.0f;
if (!s_groundYSet) { s_groundY = localOrigin.linearPosition.y; s_groundYSet = 1; }
localOrigin.linearPosition.y -= kGravityRate * dt; // fall
const Scalar invDtC = (dt > 0.0f) ? (1.0f / dt) : 0.0f;
worldLinearVelocity.x = (localOrigin.linearPosition.x - collisionOldPos.x) * invDtC;
worldLinearVelocity.y = (localOrigin.linearPosition.y - collisionOldPos.y) * invDtC;
worldLinearVelocity.z = (localOrigin.linearPosition.z - collisionOldPos.z) * invDtC;
MoveCollisionVolume(); // reposition the volume to localToWorld
BoxedSolidCollisionList *cols = GetCurrentCollisions();
if (cols)
{
Point3D before = localOrigin.linearPosition;
Damage collisionDamage; // filled by ProcessCollisionList (unused)
ProcessCollisionList(cols, dt, collisionOldPos, &collisionDamage); // pushes localOrigin out
Scalar dx = localOrigin.linearPosition.x - before.x;
Scalar dz = localOrigin.linearPosition.z - before.z;
if (dx*dx + dz*dz > 0.01f) // log only real object/wall pushes (not ground settle)
DEBUG_STREAM << "[collide] pushed out by (" << dx << ", "
<< (localOrigin.linearPosition.y - before.y) << ", " << dz
<< ") pos=(" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
// Floor clamp: never sink below the base ground (safety on solid-less maps).
if (localOrigin.linearPosition.y < s_groundY)
localOrigin.linearPosition.y = s_groundY;
localToWorld = localOrigin; // rebuild after gravity/collision/clamp
}
// LOD EYEPOINT (authentic): feed the renderer the MECH's eyepoint as the
// LOD-distance reference. The pod's eyepoint sat ON the mech (cockpit),
// so turning in place never changed an object's LOD distance; our chase
// camera ORBITS the mech +-40u as it turns, which swept objects near
// their 0x2046 band edges in and out = "scenery blinks with viewing
// angle" / floor flicker at the arena fringe.
{
extern void BTSetLodEye(float, float, float);
BTSetLodEye((float)localOrigin.linearPosition.x,
(float)localOrigin.linearPosition.y + 7.0f, // cockpit height
(float)localOrigin.linearPosition.z);
}
// SHADOW TILT (task #20 + #15): pose 'jointshadow' (the *_tshd proxy's
// terrain-angle channel; SKL "apply terrain angle to pitch and roll") to the
// LOCAL ground slope each frame. The ground decode (#15) is now live, so
// instead of the old flat-up placeholder we sample the collision surface at
// the mech's XZ and two world-axis offsets, build the surface normal from the
// height gradient, and rotate it into the mech's local frame (upright, yaw =
// gDriveHeading). On a slope the shadow then LIES ON the ground; the old flat
// quad was buried in the hillside and Z-culled -> "the shadow disappears on
// elevation" (and the missing ground-contact cue made the feet read as sunk,
// though the origin is measurably ON the surface). A probe miss (mech at the
// edge of its collision node) falls back to flat. Gated BT_SHADOW_TILT (=0
// restores the flat placeholder for A/B).
{
Vector3D shadowNormal(0.0f, 1.0f, 0.0f);
static int s_shTilt = -1;
if (s_shTilt < 0)
{
const char *sv = getenv("BT_SHADOW_TILT");
s_shTilt = (sv == 0 || sv[0] != '0') ? 1 : 0;
}
BoundingBoxTreeNode *gnode = (GetCollisionVolumeCount() > 0 && collisionTemplate != 0)
? GetMoverCollisionRoot() : 0;
if (s_shTilt && gnode != 0)
{
const Scalar D = 12.0f; // probe offset (small -> stays in the node)
const Scalar baseY = localOrigin.linearPosition.y + collisionTemplate->minY + 50.0f;
const Scalar cx = localOrigin.linearPosition.x;
const Scalar cz = localOrigin.linearPosition.z;
Scalar hC = -1.0f, hX = -1.0f, hZ = -1.0f;
Point3D qC(cx, baseY, cz), qX(cx + D, baseY, cz), qZ(cx, baseY, cz + D);
BoundingBox *bC = gnode->FindBoundingBoxUnder(qC, &hC);
BoundingBox *bX = gnode->FindBoundingBoxUnder(qX, &hX);
BoundingBox *bZ = gnode->FindBoundingBoxUnder(qZ, &hZ);
if (bC != 0 && bX != 0 && bZ != 0)
{
// surfaceY = probeY - downDistance; gradient -> world normal (-dH/dx, 1, -dH/dz)
const Scalar yC = baseY - hC, yX = baseY - hX, yZ = baseY - hZ;
Vector3D wn(-(yX - yC) / D, 1.0f, -(yZ - yC) / D);
Scalar len = (Scalar)sqrtf(wn.x * wn.x + wn.y * wn.y + wn.z * wn.z);
if (len > 1e-6f) { wn.x /= len; wn.y /= len; wn.z /= len; }
// world -> mech-local: rotate by -gDriveHeading about Y (mech upright, yaw only)
const Scalar cth = (Scalar)cosf((float)gDriveHeading);
const Scalar sth = (Scalar)sinf((float)gDriveHeading);
shadowNormal.x = wn.x * cth - wn.z * sth;
shadowNormal.y = wn.y;
shadowNormal.z = wn.x * sth + wn.z * cth;
}
}
UpdateShadowJoint(shadowNormal);
}
// --- VISUAL-GROUND CONFORM (PORT ADDITION, presentation only; btvisgnd.cpp;
// gate BT_VISUAL_GROUND, default ON) ---------------------------------
// The sim rides the coarse 1995 collision solids (authentic snap: origin.y
// = solid surfaceY); the VISUAL terrain runs 0..~2.1u above them on slopes,
// clipping the feet. Invisible in 1995 (cockpit-only view); visible in our
// external camera. Lift the RENDER matrix to the visible surface sampled
// from the actual terrain triangles under the mech. localOrigin (collision,
// aim, damage, dead-reckoning) is NEVER touched; next frame's drive rebuilds
// localToWorld from localOrigin, so the lift is per-frame and render-only.
{
extern float BTVisualGroundLift(float x, float y, float z);
const float vLift = BTVisualGroundLift(
localOrigin.linearPosition.x,
localOrigin.linearPosition.y,
localOrigin.linearPosition.z);
if (vLift != 0.0f)
{
localToWorld(3, 1) = localToWorld(3, 1) + vLift;
if (GroundLog())
{
static float s_vgAccum = 0.0f; s_vgAccum += dt;
if (s_vgAccum >= 1.0f)
{
s_vgAccum = 0.0f;
DEBUG_STREAM << "[visgnd] lift=" << vLift
<< " at (" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.y << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
}
}
// --- MASTER UPDATE EMISSION (P6 multiplayer; the VTV pattern, RP/VTV.cpp:
// 840-861) --------------------------------------------------------
// Predict where remote pods believe this mech is (run OUR OWN dead
// reckoner: projectedOrigin advances from the last-broadcast state) and
// ForceUpdate() when the truth diverges -- position error, orientation
// deviation, or the 2-second heartbeat. ForceUpdate marks the update-
// model bits; the engine update pump then WriteUpdateRecord()s (our
// localVelocity/worldLinearVelocity are maintained every frame above)
// and the InterestManager broadcasts to all remote hosts.
if (GetInstance() == MasterInstance && deadReckoner != 0
&& application != 0
&& application->GetApplicationState() == Application::RunningMission)
{
// (RunningMission gate: broadcasting motion during mission CREATION kept
// the PEER's event queue busy, so its CreatingMission->LoadingMission
// quiet-timeout never fired -- the pods deadlocked pre-launch. The real
// system never moves before launch, so the gate is faithful.)
(this->*deadReckoner)();
Vector3D error;
error.Subtract(
projectedOrigin.linearPosition,
localOrigin.linearPosition);
Quaternion angular_deviation;
angular_deviation.Subtract(
projectedOrigin.angularPosition,
localOrigin.angularPosition);
if (
error.LengthSquared() > 0.04f
|| Abs(angular_deviation.w) < 0.997f
|| lastPerformance - lastUpdate > 2.0f
)
{
ForceUpdate();
}
if (getenv("BT_REPL_LOG"))
{
static float s_emitLog = 0.0f; s_emitLog += dt;
if (s_emitLog >= 1.0f)
{
s_emitLog = 0.0f;
DEBUG_STREAM << "[emit] updateModel=" << (int)updateModel
<< " errSq=" << error.LengthSquared()
<< " lastPerf=" << (float)lastPerformance
<< " lastUpd=" << (float)lastUpdate
<< " interesting=" << (int)IsInteresting() << "\n" << std::flush;
}
}
}
// --- WEAPON FIRE VISUAL (port addition): on the trigger, draw the muzzle->hit
// BEAM + a muzzle flash + (solo) an impact explosion -- ALWAYS, so you can
// see your weapons fire even with no locked target (aim = the crosshair,
// straight ahead, raycast to the terrain). The 1995 game rendered
// cockpit-only so it never needed a third-person weapon view; our external
// camera does, and the dpl_* beam layer was never ported -- this is it.
// Damage stays in the target block below; this owns only the visual, on its
// own cooldown. (Real per-weapon fire -- Emitter::FireWeapon heat/charge --
// runs in the subsystem tick when a target is locked.)
// FIRING ARC: weapons fire where the mech can POINT its guns -- a target it
// cannot bring the guns to bear on is NOT hit (no shooting the enemy out of
// your back). The AUTHENTIC, data-driven traverse is the TORSO twist range:
// weapon .SUB resources carry NO arc field, so what lets a mech aim off
// dead-ahead is the torso mount (Torso::GetHorizontalReach, the wider software
// twist limit). The Blackhawk's torso is fixed-forward (TorsoHorizontalEnabled
// =0 -> reach 0), so its guns line up with the mech facing; a twist-capable
// mech widens the arc by its real torso limit. On top of the torso reach we
// keep a base aim/convergence tolerance (BT_FIRE_ARC degrees, default 30) --
// the reticle box, a port presentation parameter for the external camera the
// 1995 cockpit view never needed. In-arc: the beam converges on the target
// and the shot hits; out-of-arc: the guns fire straight ahead, nothing is hit.
bool targetInArc = false;
{
UnitVector zAxisA;
localToWorld.GetFromAxis(Z_Axis, &zAxisA);
Vector3D fA(-(Scalar)zAxisA.x, -(Scalar)zAxisA.y, -(Scalar)zAxisA.z);
Scalar fl = (Scalar)Sqrt(fA.x*fA.x + fA.y*fA.y + fA.z*fA.z);
if (fl < 1e-4f) fl = 1.0f;
fA.x /= fl; fA.y /= fl; fA.z /= fl;
if (gEnemyMech != 0)
{
Point3D ep = ((Mech *)gEnemyMech)->localOrigin.linearPosition;
Vector3D toE(ep.x - localOrigin.linearPosition.x,
ep.y - localOrigin.linearPosition.y,
ep.z - localOrigin.linearPosition.z);
Scalar tl = (Scalar)Sqrt(toE.x*toE.x + toE.y*toE.y + toE.z*toE.z);
if (tl < 1e-4f) tl = 1.0f;
Scalar d = (fA.x*toE.x + fA.y*toE.y + fA.z*toE.z) / tl; // cos(angle to target)
// base aim tolerance (radians) -- read once from BT_FIRE_ARC (degrees).
static Scalar s_baseRad = -1.0f;
if (s_baseRad < 0.0f)
{
const char *av = getenv("BT_FIRE_ARC");
Scalar deg = av ? (Scalar)atof(av) : 30.0f;
s_baseRad = (Scalar)((double)deg * 3.14159265358979 / 180.0);
}
// effective half-arc = base tolerance + this mech's real torso reach.
Scalar half = s_baseRad + GetHorizontalFiringReach();
if (half > 3.14159265f) half = 3.14159265f; // clamp: full hemisphere+
targetInArc = (d >= (Scalar)cos((double)half));
}
}
{
UnitVector zAxisF;
localToWorld.GetFromAxis(Z_Axis, &zAxisF);
Vector3D fwd(-(Scalar)zAxisF.x, -(Scalar)zAxisF.y, -(Scalar)zAxisF.z); // mech faces -Z
Scalar flen = (Scalar)Sqrt(fwd.x*fwd.x + fwd.y*fwd.y + fwd.z*fwd.z);
if (flen < 1e-4f) flen = 1.0f;
fwd.x /= flen; fwd.y /= flen; fwd.z /= flen;
// AUTHENTIC MUZZLES: fire from the mech's real gun-port SITE segments
// (BLH.SKL: siter/lu/dgunport on jointrgun/jointlgun -- the arm guns),
// resolved to world by (segmentToEntity x localToWorld). Beams then
// emit from the actual arm guns and track them as the mech moves/animates,
// instead of one point above the torso. Falls back to a centre muzzle for
// a mech with no resolvable gun ports.
Point3D muzzles[8];
int nMuz = 0;
static const char *const kGunPorts[] =
{ "siterugunport", "sitelugunport", "siterdgunport", "siteldgunport",
"siterbgunport", "sitelbgunport" };
for (int gp = 0; gp < 6 && nMuz < 8; ++gp)
{
EntitySegment *seg = GetSegment(CString(kGunPorts[gp]));
if (seg != 0)
{
AffineMatrix mw;
mw.Multiply(seg->GetSegmentToEntity(), localToWorld);
muzzles[nMuz] = mw; // Point3D = matrix translation (W_Axis)
++nMuz;
}
}
if (nMuz == 0)
{
Point3D c = localOrigin.linearPosition;
c.x += fwd.x * kMuzzleForward;
c.y += kMuzzleHeight + fwd.y * kMuzzleForward;
c.z += fwd.z * kMuzzleForward;
muzzles[0] = c; nMuz = 1;
}
const Point3D &muzzle = muzzles[0]; // aim-raycast origin
// converge on the enemy ONLY when it's within the forward firing arc;
// otherwise the guns fire straight ahead (crosshair raycast), never back.
const bool haveEnemy = (gEnemyMech != 0 && targetInArc);
Point3D aim;
if (haveEnemy)
{
aim = ((Mech *)gEnemyMech)->localOrigin.linearPosition;
aim.y += kMuzzleHeight; // aim at the torso, not the feet
}
else
{
// default aim = straight ahead at max range; the terrain raycast
// (BTGroundRayHit marches SampleBand over every map instance -- a
// real per-frame cost on dense maps) only runs when a shot actually
// needs the impact point: trigger down or a discharge in flight.
aim.x = muzzle.x + fwd.x * kWeaponRange;
aim.y = muzzle.y + fwd.y * kWeaponRange;
aim.z = muzzle.z + fwd.z * kWeaponRange;
if (gBTDrive.fireForced || gBTDrive.fire || gBeamCooldown > 0.0f)
{
extern bool BTGroundRayHit(float,float,float, float,float,float,
float, float*,float*,float*);
float hx, hy, hz;
if (BTGroundRayHit(muzzle.x, muzzle.y, muzzle.z, fwd.x, fwd.y, fwd.z,
kWeaponRange, &hx, &hy, &hz))
{ aim.x = hx; aim.y = hy; aim.z = hz; }
}
}
// resolve the "explode" effect once (also used by the target block).
if (gExplodeReady == 0)
{
gExplodeReady = -1;
if (application != 0 && application->GetResourceFile() != 0)
{
ResourceDescription *exp =
application->GetResourceFile()->FindResourceDescription(
"explode", (ResourceDescription::ResourceType)1, -1);
if (exp != 0)
{
gExplodeRes = exp->resourceID;
gExplodeReady = 1;
DEBUG_STREAM << "[fire] explode effect resolved id=" << (long)gExplodeRes << "\n" << std::flush;
}
else DEBUG_STREAM << "[fire] 'explode' effect not found\n" << std::flush;
}
}
const int fireWanted = gBTDrive.fireForced || gBTDrive.fire;
if (gBeamCooldown > 0.0f)
gBeamCooldown -= dt;
// Active-discharge tracker. The real Emitter fires ONE beam on the trigger
// edge (FireWeapon @004bace8) then keeps it alive for its DischargeTime via
// ContinueDischarge (@004baa20) called EVERY frame while Firing. FireWeapon
// computes the muzzle LIVE (GetMuzzlePoint @004b9948, the gun segment's current
// world position) and does NOT store it, so the display re-obtains the muzzle
// each frame -> the beam ORIGIN tracks the gun as the mech moves during the
// discharge (you can't run out from under your own beam). We reproduce that:
// start a discharge on the edge, then REDRAW from the live muzzle every frame
// until the beam-on timer runs out. One discharge at a time (beam-on 0.2s <
// stagger 0.37s), matching the staggered chain cadence.
static int s_dischargePort = -1;
static Scalar s_dischargeRemain = 0.0f;
if (fireWanted && gBeamCooldown <= 0.0f)
{
// STAGGERED CHAIN FIRE (decoded cadence): each gun port cycles at
// kPortRecharge (0.2 DischargeTime + 2.0 RechargeRate = 2.2s). A synced
// volley would flash every 2.2s (too slow); the BLH's lasers fire STAGGERED,
// so fire ONE port per stagger tick and rotate -> aggregate = nMuz beams per
// 2.2s (~0.37s between beams for 6 arm ports), a rapid alternating stream
// while each port honours its real 2.2s recharge.
gBeamCooldown = kPortRecharge / (Scalar)nMuz; // stagger interval
static int s_chainIndex = 0;
s_dischargePort = s_chainIndex % nMuz; // begin this port's discharge
s_dischargeRemain = kBeamOnTime; // DischargeTime beam-on
s_chainIndex = (s_chainIndex + 1) % nMuz;
// solo impact (with an enemy, the target block spawns the explosion).
if (!haveEnemy && gExplodeReady == 1)
{
Origin exp_o;
exp_o.linearPosition = aim;
exp_o.angularPosition = localOrigin.angularPosition; // any valid quat
Explosion::MakeMessage m(
Explosion::MakeMessageID, sizeof(Explosion::MakeMessage),
(Entity::ClassID)RegisteredClass::ExplosionClassID, EntityID::Null,
gExplodeRes, Explosion::DefaultFlags, exp_o,
EntityID::Null, GetEntityID());
Explosion *e = Explosion::Make(&m);
if (e) Register_Object(e);
}
static int s_beamLog = 0;
if ((s_beamLog++ % 8) == 0)
DEBUG_STREAM << "[fire] BEAM #" << s_beamLog
<< (haveEnemy ? " -> target" : " -> free")
<< " muzzle=(" << muzzle.x << "," << muzzle.y << "," << muzzle.z
<< ") hit=(" << aim.x << "," << aim.y << "," << aim.z << ")\n" << std::flush;
}
// KEEPALIVE (== ContinueDischarge): while a discharge is live, redraw the beam
// from the LIVE muzzle (muzzles[] is recomputed from the gun segments every
// frame above) to the live aim. ttl = one frame so exactly one beam is alive
// per frame (same brightness as a single persistent beam), re-anchored to the
// moving gun -- the origin stays on the mech for the whole DischargeTime.
if (s_dischargeRemain > 0.0f && s_dischargePort >= 0 && s_dischargePort < nMuz)
{
extern void BTPushBeam(float,float,float, float,float,float, unsigned, float, float);
const Point3D &mz = muzzles[s_dischargePort]; // LIVE muzzle this frame
const Scalar ttl1 = (dt > 1e-4f) ? dt : 1e-4f; // one-frame life (redrawn each frame)
// Steady beam for the discharge (a laser is on, not fading): a WIDE dim RED
// glow carries the ER-laser colour + the scrolling bexp grit, a THIN brighter
// core hot-spots the centre. Kept dim enough that the additive core does not
// wash the glow/grit to white (the run-out fix removed the old fade that used
// to hide the saturation). Widths are per-beam (tube honours b.width now).
BTPushBeam(mz.x, mz.y, mz.z, aim.x, aim.y, aim.z,
0x00C81404u, ttl1, 3.0f); // wide red glow (grit shows)
BTPushBeam(mz.x, mz.y, mz.z, aim.x, aim.y, aim.z,
0x00A07868u, ttl1, 0.9f); // thin warm core (no white-out)
s_dischargeRemain -= dt;
}
}
// --- TARGETING (bring-up): lock the player's current target onto the
// spawned enemy mech. This writes the three mech target slots that the
// weapon/fire path reads (target position @0x37c, target entity @0x388,
// targeted-subsystem index @0x38c) so HasActiveTarget() becomes true and
// the beam/aim has a world point. Real acquisition -- nearest-enemy scan
// or the pilot "hotbox" select through the sensor subsystem -- is the next
// refinement; here we lock the one known target. The enemy is stationary
// (drive gated to the player), but we read its LIVE origin so this stays
// correct once it can move.
if (gEnemyMech != 0)
{
Point3D enemyPos = ((Mech *)gEnemyMech)->localOrigin.linearPosition;
MECH_TARGET_POS(this) = enemyPos; // mech+0x37c
MECH_TARGET_ENTITY(this) = gEnemyMech; // mech+0x388 (HasActiveTarget gate)
MECH_TARGET_SUBIDX(this) = -1; // mech+0x38c whole-mech target
float ddx = enemyPos.x - localOrigin.linearPosition.x;
float ddy = enemyPos.y - localOrigin.linearPosition.y;
float ddz = enemyPos.z - localOrigin.linearPosition.z;
float range = (float)Sqrt((double)(ddx*ddx + ddy*ddy + ddz*ddz));
gTargetLogAccum += dt;
if (gTargetLogAccum >= 1.0f)
{
gTargetLogAccum = 0.0f;
DEBUG_STREAM << "[target] locked enemy entity=" << (void *)gEnemyMech
<< " range=" << range
<< (range <= kWeaponRange ? " IN RANGE (ready to fire)" : " (closing)")
<< (targetInArc ? " [in arc -> converge]" : " [out of arc -> fire forward, no hit]")
<< " torsoReach=" << GetHorizontalFiringReach() << "rad"
<< "\n" << std::flush;
}
// --- FIRING (bring-up): on the trigger, with a target in range and the
// weapon off cooldown, spawn an Explosion at the target. This is the
// real engine fire->effect->render chain (Explosion::Make + the
// engine's explosion renderable) standing in for the per-weapon beam
// (Emitter::FireWeapon) until the emitter subsystem + its beam
// renderable are reconstructed. The shot is gated exactly like the
// real weapon: HasActiveTarget (we just set mech+0x388) AND in range.
if (gFireCooldown > 0.0f)
gFireCooldown -= dt;
const int fireWanted = gBTDrive.fireForced || gBTDrive.fire;
// E8: pulse the weapon trigger per frame (1,0,1,0...) so the real Emitter's
// CheckFireEdge sees clean rising edges for repeated auto-fire. Read by
// EmitterSimulation; only the player's emitter (with a target) actually fires.
extern int gBTWeaponTrigger;
// the real Emitter only fires at a target in the forward arc -- no
// heat/damage out of arc (you can't shoot the enemy behind you).
gBTWeaponTrigger = (fireWanted && targetInArc) ? (gBTWeaponTrigger ? 0 : 1) : 0;
// Resolve the "explode" effect resource once.
if (gExplodeReady == 0)
{
gExplodeReady = -1;
if (application != 0 && application->GetResourceFile() != 0)
{
ResourceDescription *exp =
application->GetResourceFile()->FindResourceDescription(
"explode", (ResourceDescription::ResourceType)1, -1);
if (exp != 0)
{
gExplodeRes = exp->resourceID;
gExplodeReady = 1;
DEBUG_STREAM << "[fire] explode effect resolved id="
<< (long)gExplodeRes << "\n" << std::flush;
}
else
{
DEBUG_STREAM << "[fire] 'explode' effect not found\n" << std::flush;
}
}
}
if (fireWanted && targetInArc && gFireCooldown <= 0.0f && range <= kWeaponRange
&& gExplodeReady == 1)
{
gFireCooldown = kFireCooldown;
++gShotCount;
Origin exp_origin = ((Mech *)gEnemyMech)->localOrigin; // at the target
Explosion::MakeMessage exp_message(
Explosion::MakeMessageID,
sizeof(Explosion::MakeMessage),
(Entity::ClassID)RegisteredClass::ExplosionClassID,
EntityID::Null,
gExplodeRes,
Explosion::DefaultFlags,
exp_origin,
gEnemyMech->GetEntityID(), // entity hit
GetEntityID()); // shooter (this mech)
Explosion *shot = Explosion::Make(&exp_message);
if (shot)
{
Register_Object(shot);
DEBUG_STREAM << "[fire] SHOT #" << gShotCount
<< " -> explosion at target (range=" << range << ")\n" << std::flush;
}
else
{
DEBUG_STREAM << "[fire] Explosion::Make returned NULL\n" << std::flush;
}
// --- DAMAGE (real): dispatch a TakeDamage message to a VALID zone; the
// engine base handler routes it to Mech__DamageZone::TakeDamage (the real
// armor/structure model). Aim a rotating zone so the whole mech degrades;
// read back structureLevel (now valid -- friend access) to show it climb
// toward 1.0 (destroyed).
if (gEnemyMech->damageZoneCount > 0)
{
int zc = gEnemyMech->damageZoneCount;
// Aim the first VITAL zone so concentrated fire destroys it (-> mech
// death). The faithful per-impact aim (cylinder lookup from the hit
// point) is STEP 6; until then we target a vital zone directly.
int zone = 0;
for (int k = 0; k < zc; ++k)
if (((Mech *)gEnemyMech)->Zone(k)->vitalDamageZone) { zone = k; break; }
Damage dmg; // default-constructed
// Explosive: the weapon effect is an Explosion (explosive), not an
// energy beam. Also the correct type to exercise the zone armour/
// structure/death model now -- EnergyDamageType(4) shorts attached
// generators via criticalSubsystems[]->plug, which needs the REAL
// subsystem roster (still RECON_SUBSYS stubs -> plug resolves null).
dmg.damageType = Damage::ExplosiveDamageType;
dmg.damageAmount = kShotDamage;
dmg.burstCount = 1;
dmg.impactPoint = enemyPos; // world impact point
Entity::TakeDamageMessage take_damage(
Entity::TakeDamageMessageID,
sizeof(Entity::TakeDamageMessage),
GetEntityID(), // inflicting = this (shooter)
zone, // valid zone -> base handler applies
dmg);
gEnemyMech->Dispatch(&take_damage);
Scalar s = ((Mech *)gEnemyMech)->Zone(zone)->damageLevel; // [0,1], 1.0=destroyed (engine base field)
DEBUG_STREAM << "[damage] hit zone " << zone << "/" << zc
<< " structure=" << s << "\n" << std::flush;
}
// Death via the REAL damage model: a mech with a destroyed VITAL zone is
// dead. We read the reconstructed zone state directly (damageLevel >= 1.0
// on a vitalDamageZone). The faithful Mech::IsDisabled() reads movementMode,
// which the gait/death-transition (bypassed by the bring-up drive override)
// would set from exactly this condition. Friend access (mechdmg.hpp).
Logical dead = False;
for (int k = 0; k < gEnemyMech->damageZoneCount; ++k)
{
Mech__DamageZone *dz = ((Mech *)gEnemyMech)->Zone(k);
if (dz->vitalDamageZone && dz->damageLevel >= 1.0f) { dead = True; break; }
}
if (!gEnemyDestroyed && dead)
{
gEnemyDestroyed = 1;
// Death explosion at the target.
Origin death_origin = ((Mech *)gEnemyMech)->localOrigin;
Explosion::MakeMessage death_exp(
Explosion::MakeMessageID,
sizeof(Explosion::MakeMessage),
(Entity::ClassID)RegisteredClass::ExplosionClassID,
EntityID::Null,
gExplodeRes,
Explosion::DefaultFlags,
death_origin,
gEnemyMech->GetEntityID(),
GetEntityID());
Explosion *boom = Explosion::Make(&death_exp);
if (boom) Register_Object(boom);
// P5 ROOT-CAUSE (env-gated, DEFAULT OFF): actually tear the wreck down so
// the ~Mover collision-dtor crash reproduces under cdb. The shipped death
// stand-in below (explosion + stop-targeting) is unchanged when the flag is off.
if (getenv("BT_ENABLE_TEARDOWN"))
{
char *e = (char *)gEnemyMech;
DEBUG_STREAM << "[teardown] enemy this=" << (void *)e << " base-region dump (engine fields):\n"
<< " collisionVolume@0x2d8=" << *(void **)(e + 0x2d8)
<< " collisionTemplate@0x2dc=" << *(void **)(e + 0x2dc)
<< " containedByNode@0x2e0=" << *(void **)(e + 0x2e0) << "\n"
<< " collisionLists@0x2e4=" << *(void **)(e + 0x2e4)
<< " lastCollisionList@0x2e8=" << *(void **)(e + 0x2e8)
<< " collisionAssistant@0x2ec=" << *(void **)(e + 0x2ec) << "\n"
<< " segmentTable.array@0x2f0=" << *(void **)(e + 0x2f0)
<< " segmentCount@0x308=" << *(int *)(e + 0x308)
<< " jointSubsystem@0x30c=" << *(void **)(e + 0x30c) << "\n"
<< " -> dispatching DestroyEntityMessage\n" << std::flush;
Entity::DestroyEntityMessage destroy_msg(
Entity::DestroyEntityMessageID,
sizeof(Entity::DestroyEntityMessage));
gEnemyMech->Dispatch(&destroy_msg);
}
// By default we do NOT tear the wreck down: FryDeathRow -> ~Mech -> ~JointedMover
// -> ~Mover CRASHES. ⚠ ROOT-CAUSED (P5, see btbuild/HARD_PROBLEMS.md): NOT
// "collision solids never built" (that was wrong -- Mover::Mover allocates
// collisionLists@0x2e4 unconditionally; it reads a valid heap ptr at death).
// The real cause is the Entity/Mover BASE-REGION LAYOUT divergence: this file's
// raw binary-offset accesses (this+0x2d4 netOrientation / +0x2e0 arrivalTime /
// +0x2e8 physicsBody / +0x2ec groundRef / +0x2f0 groundCell) land on the elsewhen
// engine Mover's collision cluster (collisionVolumeCount@0x2d4 .. collisionAssistant
// @0x2ec) and CORRUPT it (incl. deref-writes at :1020 through +0x2ec), so teardown
// deletes garbage -- crashing at varying base-member sites (~Mover collisionLists,
// ~JointedMover member). Enable with BT_ENABLE_TEARDOWN to repro under cdb.
// FIX = reconcile those raw offsets to the relocated declared members (the base-
// region audit). Meanwhile the mech "dies" (explosion + no longer targeted).
DEBUG_STREAM << "[damage] *** TARGET DESTROYED after "
<< gShotCount << " hits ***\n" << std::flush;
gEnemyMech = 0; // stop targeting/firing the dead entity
}
}
}
}
// --- Tick the subsystem roster (BT analog of Entity::PerformAndWatch) -----
// The shipped engine's Entity::PerformAndWatch walks subsystemArray[] and
// calls PerformAndWatch on every non-null, non-replicant-disabled subsystem
// (MUNGA/ENTITY.cpp ~698-790; RP's VTV ticks ITS roster the identical way).
// Our drivable override bypasses the unsafe Mech::Simulate, but the
// subsystem roster must still tick each frame so heat/weapons/sensors/gyro/
// power/etc. run their per-frame Performance. We mirror the engine loop
// here instead of calling Simulate: each Subsystem is a Simulation whose
// base PerformAndWatch (engine, safe) computes its OWN time slice from its
// own lastPerformance and dispatches activePerformance -- the reconstructed
// *::*Simulation method the subsystem's ctor installed via SetPerformance.
// Sentinels: index 0 is always NULL; index 1 is the resolved voltage bus;
// the real streamed subsystems live at id>=2. Null + executable guards
// make all three cases safe. (Per-subsystem behaviour deepening is a
// separate wave; here we only make the TICK PATH live.)
int subsystemsTicked = 0; // performed this frame (executable)
int subsystemsPresent = 0; // non-null roster occupancy (excl. mapper)
if (subsystemArray != 0 && subsystemCount > 0)
{
for (int i = 0; i < subsystemCount; ++i)
{
Subsystem *subsystem = subsystemArray[i];
if (subsystem == 0)
continue;
if (subsystem != (Subsystem *)controlsMapper)
++subsystemsPresent;
if (!subsystem->IsNonReplicantExecutable())
continue;
// The controls-mapping subsystem (roster slot 0 via Mech::SetMapping
// Subsystem, mirrored to controlsMapper) is TICKED under BT_REAL_CONTROLS
// -- its InterpretControls chain is now reconciled: FillPilotArray reads
// the local player via application->GetMissionPlayer() (the old wild
// application+0x6c read was THE bypass-causing AV), and the main tick
// @004afd10 reads the owner through declared members (reverseStride
// Length/walkStrideLength/forwardThrottleScale, the real Torso analog
// axes, the real HUD freeAimSlew). Without the env the historic skip
// stands (default behavior unchanged).
{
static const int s_realControlsTick = BTEnvOn("BT_REAL_CONTROLS", 1);
if (!s_realControlsTick && subsystem == (Subsystem *)controlsMapper)
continue;
}
subsystem->PerformAndWatch(till, update_stream);
++subsystemsTicked;
}
}
// One-shot: report how many subsystems the tick dispatched to on the FIRST
// frame, before any DoNothingOnce subsystems latch NeverExecute and opt out.
if (!gTickFirstLogged)
{
gTickFirstLogged = 1;
DEBUG_STREAM << "[tick] first frame: dispatched to " << subsystemsTicked
<< " executable subsystem(s) of " << subsystemsPresent
<< " present / roster " << subsystemCount << "\n" << std::flush;
}
// 1 Hz confirmation that the tick path is live (N subsystems simulated).
gTickLogAccum += dt;
if (gTickLogAccum >= 1.0f)
{
gTickLogAccum = 0.0f;
DEBUG_STREAM << "[tick] subsystems simulated: " << subsystemsTicked
<< " (executable) of " << subsystemsPresent
<< " present / roster " << subsystemCount << "\n" << std::flush;
}
// Keep the simulation/networking bookkeeping consistent (this is exactly
// what the base "no time / stasis" early-out does).
WriteSimulationUpdate(update_stream);
}
//###########################################################################
//###########################################################################
// Mech::AuthenticGroundAndCollide
//
// THE AUTHENTIC 1995 GROUND MODEL -- the ground/collision half of the MASTER
// per-frame performance FUN_004a9b5c (@4aa630-4aab5f, decoded from raw asm by
// the ground-model-decode workflow; task #15). Replaces the bring-up
// gravity+push-out+floor-clamp baseline when GroundReal() is on.
//
// The model (no gravity exists anywhere in the mech):
// 1. MoveCollisionVolume() -- rebuilds localToWorld from localOrigin, places
// the collision cylinder, and (masters) re-finds containedByNode in the
// zone's BoundingBoxTree (engine Mover::MoveCollisionVolume, MOVER.cpp:782).
// 2. GROUND PROBE: q = origin + (0, collisionTemplate->minY, 0) -- the
// ctor-LIFTED template bottom (BLH: 2.0 + 0.37969 = 2.37969 above the feet).
// 3. HEIGHT QUERY: FindBoundingBoxUnder(q, &h) -- the box-tree downward query
// (BOXTREE.cpp:843); h = distance from q down to the highest solid top
// under the column; h == -1.0f = MISS.
// 4. THE SNAP (master gate h > 1e-4, const @0x4ab16c): origin.y -= (h - lift)
// => origin.y = surfaceY EXACTLY. Absolute placement each frame: walks
// up-slope within the lift window (implicit step allowance), drops
// instantly on walk-offs. On MISS: NOTHING -- Y holds (no gravity to
// accumulate => the old y=13301 runaway is structurally impossible).
// 5. COLLISIONS: GetCurrentCollisions -> ProcessCollisionList (which calls
// the Mech::ProcessCollision override below per contact).
// 6. RESPONSE POLICY on the accumulated damage:
// == 0.00123f crushable-CulturalIcon sentinel: the frame's move STANDS
// (restore the POST-SNAP saves; the bounce is undone).
// > 0 BLOCKING hit (walls/cliffs/buildings): FULL FRAME REJECTION
// -- velocity zeroed, origin restored to START-OF-FRAME.
// Walls block by rejection, never by slide/climb.
//
// Deliberate deviations from the binary (each flagged by the verify pass):
// - GetCollisionVolumeCount()>0 gate + containedByNode NULL-guard cover the
// WHOLE block (the 1995 code was unconditional and would have crashed for
// volume-less mechs; GetCurrentCollisions derefs the node unchecked).
// - impactVel is saved with the post-snap saves (binary saves it after the
// gather @4aa716 -- provably equivalent, the gather doesn't touch it).
// - localToWorld is NOT re-synced after a plain snap (binary behavior: it
// refreshes on the next frame's MoveCollisionVolume or a response path).
//
// DEFERRED (bound together; see the ProcessCollision banner): the pre-list
// collisionTemporaryState zero (@4aa741) + state tail; the 0x4a4/0x4a8/0x4b4
// caches; the self TakeDamageMessage; SetLegAnimation(0x20) crash anim on
// impactVel^2 > 40 (crash-clip slot mapping unverified -- logged instead);
// the gyro crunch feed (Gyroscope is a stub).
//###########################################################################
//###########################################################################
void
Mech::AuthenticGroundAndCollide(Scalar dt, const Point3D &old_position)
{
if (GetCollisionVolumeCount() <= 0 || collisionVolume == 0 || collisionTemplate == 0)
return;
// 1. place the volume + refresh containedByNode (@4aa630)
MoveCollisionVolume();
BoundingBoxTreeNode *node = GetMoverCollisionRoot();
if (node == 0)
{
if (GroundLog())
{
static int s_once = 0;
if (!s_once++) DEBUG_STREAM << "[ground] NO collision tree node -- "
"zone tree unavailable; block skipped\n" << std::flush;
}
return;
}
// 2-3. ground probe + height query (@4aa633-4aa67d)
Point3D q = localOrigin.linearPosition;
q.y += collisionTemplate->minY; // the LIFTED template bottom
Scalar h = -1.0f;
BoundingBox *floorBox = node->FindBoundingBoxUnder(q, &h);
(void)floorBox;
// 4. the snap (@4aa685-4aa6cc)
if (h > 0.0001f) // master gate, const @0x4ab16c
{
Scalar d = h - collisionTemplate->minY; // signed: down OR bounded up
localOrigin.linearPosition.y -= d; // => origin.y = surfaceY exactly
collisionVolume->minY -= d; // keep the placed volume in sync
collisionVolume->maxY -= d;
}
// 5. collisions (@4aa6cf-4aa764)
// ASSISTANT GUARD (defensive; matches the authentic invariant): the engine
// GetCurrentCollisions iterates collisionAssistant UNCHECKED (MOVER.cpp:894;
// Check() compiles out). In the real game exactly ONE master exists per pod
// -- the viewpoint mech, which MakeViewpointEntity gave an assistant
// (btl4app.cpp:591); every other mech was a replicant (no collision half).
// A master WITHOUT an assistant (the BT_SPAWN_ENEMY dummy before its
// StartCollisionAssistant) is a configuration the original never had --
// ground it (probe/snap above) but skip the collision half.
if (collisionAssistant == 0)
return;
Vector3D savedWorldVel = worldLinearVelocity; // POST-SNAP saves
Point3D savedPos = localOrigin.linearPosition;
BoxedSolidCollisionList *cols = GetCurrentCollisions();
Vector3D impactVel = localVelocity.linearMotion;
// CONTACT EDGE (player only): a knockdown fires only on a FRESH strike (not blocked
// last frame). While the mech stays pressed against the obstacle it just BLOCKS --
// no repeated knockdowns. gWasBlocked is a single global, so gate it to the
// viewpoint mech; other masters (the stationary dummy, MP replicant-driven masters)
// keep the original per-fresh-block behavior and never touch the shared state.
const bool isPlayer = (application != 0
&& (Entity *)this == application->GetViewpointEntity());
const int freshBlock = isPlayer ? (gBlockCooldown <= 0.0f ? 1 : 0) : 1;
if (isPlayer && gBlockCooldown > 0.0f)
gBlockCooldown -= dt; // decay the out-of-contact window
// BINARY-TAIL-DEFERRED: collisionTemporaryState = 0 here (@4aa741).
Damage dmg; // ctor zeroes damageAmount
if (cols != 0)
ProcessCollisionList(cols, dt, old_position, &dmg);
// 6. response policy (@4aa76c-4aab5f)
if (dmg.damageAmount == 0.00123f) // crushable icon: move STANDS
{
worldLinearVelocity = savedWorldVel;
localOrigin.linearPosition = savedPos;
MoveCollisionVolume();
dmg.damageAmount = 0.0f;
// gyro crunch feed (0.4*normal + 0.2*up): DORMANT until the Gyroscope un-stub
if (GroundLog())
DEBUG_STREAM << "[ground] CRUNCH (crushable icon) at ("
<< savedPos.x << ", " << savedPos.z << ")\n" << std::flush;
}
else if (dmg.damageAmount > 0.0f) // blocking hit: FULL FRAME REJECTION
{
worldLinearVelocity = Vector3D(0.0f, 0.0f, 0.0f);
localOrigin.linearPosition = old_position;
MoveCollisionVolume();
if (isPlayer)
gBlockCooldown = kBlockHysteresis; // (re)arm the in-contact window
// DEFERRED: self TakeDamageMessage{0x64, zone=-1} (inert today) +
// material/normal/approach caches + collisionState indicators.
Scalar iv2 = impactVel.x * impactVel.x + impactVel.y * impactVel.y
+ impactVel.z * impactVel.z;
if (iv2 > 40.0f) // crash-anim threshold @0x4ab184
{
// CRASH / KNOCKDOWN (binary @4aaae2-4aab0b): bind the bump clip
// (animationClips[0x20] = "bmp"; slot verified 0x5cc+0x80 == 0x64c)
// on the LEG channel -- the mech plays the fall/stagger instead of
// grinding into the wall; LegClipFinished case 32 drops back to
// Standing at end-of-clip (slot1 @0x4a6b4d, binary-verified). The
// two action-request calls are the binary's FUN_004a4c54(this,1)
// then (this,0x20) -- TWO calls, not one OR'd (fidelity verdict).
// Guard 1: only when the bmp clip resolved (no substitute clip).
// Guard 2 (BRING-UP, marked): don't REBIND while the crash clip is
// already playing -- the bmp clip carries ~6.5 u/s of root motion
// that presses back into the wall, and without the actionRequestFlags
// consumers (bits 1/0x20 -- likely the drive suppressor during the
// stagger, NOT yet reconstructed) the re-trigger restarts the clip
// every frame. Remove this guard when the flag consumers land.
if (animationClips[0x20] != 0
&& legStateAlarm.GetLevel() != 0x20
&& freshBlock) // only on a FRESH strike, not continuous grinding
{
SetLegAnimation(0x20); // FUN_004a7fc4(this, 0x20)
// SYNC THE DISPLAY CHANNEL (fix the persistent post-bump foot-slip): the
// two-channel gait draws the legs from the BODY channel but moves the mech
// from the LEG channel. Staggering only the leg channel froze the motion
// while the body kept animating -> the channels desynced PERMANENTLY (the
// [sync] log: advSum 229 vs legSum 112 = displayed legs run ~2x the real
// travel = foot slip that lasts until a full stop resyncs both to stand).
// Stagger the BODY channel too so both freeze + recover from the SAME bmp
// clip IN PHASE. BodyClipFinished case 32 recovers it (mech2.cpp:308).
SetBodyAnimation(0x20);
RequestActionFlags(1); // FUN_004a4c54(this, 1)
RequestActionFlags(0x20); // FUN_004a4c54(this, 0x20)
if (GroundLog())
{
static int s_binds = 0;
DEBUG_STREAM << "[knock] BIND #" << ++s_binds
<< " iv2=" << iv2 << "\n" << std::flush;
}
}
else if (GroundLog())
{
static int s_noclip = 0;
if (!s_noclip++) DEBUG_STREAM << "[ground] crash-anim trigger but "
"bmp clip unresolved -- knockdown skipped\n" << std::flush;
}
if (GroundLog())
DEBUG_STREAM << "[ground] BLOCK + CRASH (iv2=" << iv2
<< " clip=" << animationClips[0x20] << ")\n" << std::flush;
}
else if (GroundLog())
DEBUG_STREAM << "[ground] BLOCK dmg=" << dmg.damageAmount
<< " at (" << old_position.x << ", " << old_position.z
<< ")\n" << std::flush;
}
// 1-Hz telemetry (verification: h / y / hit-miss); INSIDE-SOLID detector:
// h clamps to EXACTLY 0 when the probe point is at/inside a solid surface
// (every FindDistanceBelowBounded is Max(...,0)-clamped in BT content) --
// a sustained h==0 streak means the mech is buried in a solid.
if (GroundLog())
{
static float s_accum = 0.0f;
static int s_zeroStreak = 0;
if (h == 0.0f)
{
if (++s_zeroStreak == 10)
DEBUG_STREAM << "[ground] INSIDE-SOLID streak at ("
<< localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.y << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
else
s_zeroStreak = 0;
s_accum += (float)dt;
if (s_accum >= 1.0f)
{
s_accum = 0.0f;
DEBUG_STREAM << "[ground] h=" << h
<< (h == -1.0f ? " (MISS)" : (h == 0.0f ? " (ZERO/inside)" : " (hit)"))
<< " lift=" << collisionTemplate->minY
<< " pos=(" << localOrigin.linearPosition.x << ", "
<< localOrigin.linearPosition.y << ", "
<< localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
}
//###########################################################################
//###########################################################################
// Mech::ProcessCollision (vtable slot +0x3c)
//
// @004abb40 -- THE REAL per-contact collision responder (task #15,
// ground-model-decode workflow; raw part_012.c:15206-15416). The earlier
// draft here ("ResolveWeaponImpact") misread this function as a weapon sweep;
// it is the override of the ENGINE protected virtual Mover::ProcessCollision
// (MOVER.h:359-365), called per contact by Mover::ProcessCollisionList.
//
// Semantics (all raw-verified):
// - BoxedSolid resolver (collisionVolume->ProcessCollision, BOXDISKS.cpp) --
// on a miss NOTHING runs (the binary's entire body is inside the hit branch).
// - StaticBounce computes the positional resolution + collision damage.
// - Owner classification: a Mover owner -> separating-contact gate + (deferred)
// mech-vs-mech damage dispatch; a CulturalIcon owner -> separating gate +
// (deferred) crunch dispatch + the 0.00123f WALK-THROUGH SENTINEL when the
// icon has no StoppingCollisionVolume flag (crushable trees/props).
// - Plain UnscalableTerrain owners (ground/hills/cliff tiers/canyon walls)
// match NEITHER branch: their StaticBounce damage stands and the caller
// (AuthenticGroundAndCollide) rejects the whole frame -- walls/cliffs BLOCK.
//
// DEFERRED (marked, to add together in one fidelity pass):
// - the TakeDamageMessage dispatches (self/other-mech/icon-crunch): zone==-1
// is dropped by the engine base handler today (the Mech cylinder-lookup
// override is unreconstructed) AND the binary message carries an inflictor
// GLOBAL (DAT_0050b9ac) + inline name fields not yet mapped -- do NOT fake.
// - the collisionTemporaryState tail (:15406-15413) -- BINARY-TAIL-DEFERRED,
// bound with the pre-list zero @4aa741 in AuthenticGroundAndCollide.
// - the 0x4a4/0x4a8/0x4b4 caches (material / local-frame surface normal /
// approach speed) -- HUD/telemetry feeds, deferred with the indicators.
//
// Gated: falls through to the engine base when GroundReal() is off, so the
// baseline BT_COLLISION push-out path is byte-identical.
//###########################################################################
//###########################################################################
void
Mech::ProcessCollision(
Scalar time_slice,
BoxedSolidCollision &collision,
const Point3D &old_position,
Damage *damage)
{
if (!GroundReal())
{
Mover::ProcessCollision(time_slice, collision, old_position, damage);
return;
}
// --- the BoxedSolid resolver (:15302-15304); miss => nothing runs -------
Scalar penetration = 0.0f;
if (!collisionVolume->ProcessCollision(collision, worldLinearVelocity,
lastCollisionList, &damage->surfaceNormal, &penetration))
{
return;
}
if (penetration > time_slice) // Max_Clamp (:15306-15308)
penetration = time_slice;
Scalar r = penetration / time_slice;
Scalar elasticity = elasticityCoefficient; // :15310 (engine Mover member)
Scalar friction = frictionCoefficient; // :15311
Simulation *ownerSim =
collision.GetTreeVolume()->GetOwningSimulation(); // tagPointer (:15312)
damage->damageAmount = StaticBounce(old_position, time_slice, r,
damage->surfaceNormal, &elasticity, minimumBounceSpeed, &friction); // :15313-15315
Entity *owner = (Entity *)ownerSim;
// CONTACT TELEMETRY (task #15 verification): identify every resolved contact.
if (GroundLog())
{
BoxedSolid *ws = collision.GetTreeVolume();
DEBUG_STREAM << "[contact] solidType=" << (int)ws->solidType
<< " mat=" << (int)ws->materialType
<< " ownerClass=" << (owner ? (int)owner->GetClassID() : -1)
<< " slice X[" << collision.collisionSlice.minX << "," << collision.collisionSlice.maxX
<< "] Y[" << collision.collisionSlice.minY << "," << collision.collisionSlice.maxY
<< "] Z[" << collision.collisionSlice.minZ << "," << collision.collisionSlice.maxZ
<< "] pen=" << penetration << " dmg=" << damage->damageAmount
<< "\n" << std::flush;
}
// --- Mover owner (another mech / vehicle) (:15316-15358) ----------------
if (owner != 0 && owner->IsDerivedFrom(*Mover::GetClassDerivations()))
{
Vector3D rel;
Vector3D ownerVel = owner->GetWorldLinearVelocity(); // virtual (+0x20)
rel.Subtract(worldLinearVelocity, ownerVel);
// Separating-contact gate. MEMBER dot (Normal::operator*, NORMAL.h:29)
// -- NEVER the free Dot() recon stub (a variadic no-op returning 0
// that would silently defeat this gate).
if (damage->surfaceNormal * rel < -1.0e-4f) // _DAT_004ac044 (:15320-15323)
return;
// DEFERRED: mech-vs-mech TakeDamageMessage{0x64, len 0x12, zone=-1}
// dispatch to the other mech (:15324-15358) -- see the banner.
}
// --- CulturalIcon owner (buildings/trees/props) (:15361-15404) ----------
if (owner != 0 && owner->IsDerivedFrom(*CulturalIcon::GetClassDerivations()))
{
Logical stopping =
((CulturalIcon *)owner)->IsStoppingCollisionVolume(); // flags & 0x8000 (:15362)
// Separating gate vs a STATIC icon (owner velocity == {0,0,0}, inlined
// by the 1995 compiler) (:15364-15368).
if (damage->surfaceNormal * worldLinearVelocity < -1.0e-4f)
return;
// DEFERRED: crunch TakeDamageMessage to the icon (:15369-15401).
if (!stopping)
damage->damageAmount = 0.00123f; // walk-through sentinel 0x3aa137f4 (:15402-15404)
}
// BINARY-TAIL-DEFERRED: collisionTemporaryState tail (:15406-15413) --
// implement together with the per-frame zero (@4aa741) and the named
// StateIndicator members.
}
//###########################################################################
//###########################################################################
// FeedHeatCapacityGauge / FeedHeatLevelGauge (cockpit)
//
// @004ac04c / @004ac064
//
// Two-line gauge callbacks: push the current heat capacity / heat level into
// the value field (+0xc) of the object pointed to by this+0x2ec. Registered
// as a per-frame gauge value source.
//
// NOTE: this+0x2ec is read by Simulate as a terrain "groundRef" (its +8 is a
// base height), so labelling it a GraphicGauge here is uncertain -- the two
// uses share a byte offset. The heatLevel/heatCapacity *sources* (0x518/0x51c)
// are certain Mech members; the *sink* identity is best-effort.
//###########################################################################
//###########################################################################
void
Mech::FeedHeatCapacityGauge()
{
*(Scalar *)(*(int *)(this + 0x2ec) + 0xc) = heatCapacity; // 0x51c -> +0xc
}
void
Mech::FeedHeatLevelGauge()
{
*(Scalar *)(*(int *)(this + 0x2ec) + 0xc) = heatLevel; // 0x518 -> +0xc
}
//###########################################################################
//###########################################################################
// LookupDamageState (static; keyword parse)
//
// @004ac194
//
// Map a damage-zone state keyword to its enum value, using the (name,value)
// table at .rdata:0050de74. Returns 1 and writes *out on a match, else 0.
// Recognized keywords (from the table):
// Destroyed=0 Damaged=1 CoolantLeaking=2 Overheating=3
// AmmoBurning=4 Jammed=5 BadPower=6
//###########################################################################
//###########################################################################
//
// Damage-state keyword table @0x50de74 (shared with mechsub's status states).
//
struct DamageStateEntry { const char *name; int value; };
static const DamageStateEntry kDamageStateTable[] =
{
{ "Destroyed", 0 },
{ "Damaged", 1 },
{ "CoolantLeaking", 2 },
{ "Overheating", 3 },
{ "AmmoBurning", 4 },
{ "Jammed", 5 },
{ "BadPower", 6 },
{ 0, 0 }
};
/*static*/ Logical
Mech::LookupDamageState(const char *keyword, int *out)
{
for (const DamageStateEntry *e = kDamageStateTable; // &PTR_s_Destroyed_0050de74
e->name != 0; ++e)
{
if (Strcmp(keyword, e->name) == 0) // FUN_004d4b58
{
*out = e->value;
return True;
}
}
return False;
}
//===========================================================================//
// End of recovered mech4.cpp slice.
//===========================================================================//