Files
BT412/game/reconstructed/btl4vid.cpp
T
arcattackandClaude Fable 5 4e7561714e HUD: per-weapon pip data dump + the real authored ranges recorded
[hud] pip diagnostic logs each registered pip's classID/PipPosition/
WeaponRange/PipExtendedRange/PipColor. The live dump corrects the
"everything is 500m" assumption: BLH lasers red @500 (x3, ext=1),
missiles amber @800 (x2), PPCs blue @900 (x2) -- the pips sit at their
weapons' max-range marks on the range ladder (caret below a pip = that
weapon reaches), so 7 weapons read as 3 weapon-system groups. KB +
comments corrected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:14:18 -05:00

2075 lines
78 KiB
C++

//===========================================================================//
// File: btl4vid.cpp //
// Project: BattleTech Brick: Video Renderer Manager //
// Contents: BTL4VideoRenderer -- the BattleTech L4 out-the-window 3D WORLD //
// renderer. Builds the main-view scene each time an interesting //
// entity becomes visible: the player mech (jointed-mover segment //
// hierarchy + per-subsystem weapon/effect renderables + targeting //
// reticle), terrain, and other movers. //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 02/13/95 CPB Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1996, Virtual World Entertainment, Inc. //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary (BTL4OPT.EXE). Behaviour follows the
// Ghidra pseudo-C in the bt_l4 cluster (recovered/all/part_014.c, addresses
// @004cc40c..@004d2bbc). Class/member/method names come from the embedded
// assert path "d:\tesla\bt\bt_l4\BTL4VID.CPP", the embedded class-name string
// "BTL4VideoRenderer::Material name ... could not be found" (@0051d6f8), and
// the direct Red Planet analogue RP_L4/RPL4VID.cpp. Each method cites its
// originating @ADDR.
//
// The recovered code targets the 1996 (pre-DPL) renderable API: joint
// renderables parent on a dpl_DCS*, geometry is loaded as a video object, and
// the tree is built against an opaque Scene root. Engine-object accesses have
// been translated to the surviving public accessors (EntitySegment::GetParent /
// GetParentIndex / GetBaseOffset / GetVideoObjectName, Joint::GetJointType /
// GetHinge / GetEulerAngles / GetTranslation, JointedMover::segmentTable /
// segmentCount / GetJointSubsystem / GetSegment, Subsystem::GetSegmentIndex).
// The BT-specific renderables (declared in btl4vid.hpp) keep the recovered
// construction signatures.
//
#include <bt.hpp>
#if !defined(EMITTER_HPP)
# include <emitter.hpp> // Emitter/PPC (the reticle's per-weapon pip wiring)
#endif
#pragma hdrstop
#if !defined(BTL4VID_HPP)
# include <btl4vid.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp> // Mech / JointedMover segment table + subsystems
#endif
#if !defined(MECHWEAP_HPP)
# include <mechweap.hpp> // MechWeapon::GetClassDerivations (reticle pip)
#endif
#if !defined(NOTATION_HPP)
# include <notation.hpp>
#endif
#if !defined(NAMELIST_HPP)
# include <namelist.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(TERRAIN_HPP)
# include <terrain.hpp> // Terrain::GetClassDerivations (world-pick target, task #41)
#endif
#include <string.h>
#include <math.h>
#include <time.h> // clock() -- the threat-trail ages (task #37)
// WORLD-PICK TARGET (task #41): a live Terrain entity mech4 cites in
// mech+0x388 when the boresight pick lands on the ground (the binary's target
// slot holds non-mech world entities). Captured in MakeEntityRenderables.
Entity *gBTTerrainEntity = 0;
//
// Material-name substitution placeholders. Mirrors RPL4VideoRenderer's
// color_parameter/badge_parameter, plus BT's patch/serno.
//
static const char * const colorParameter = "%color%"; // @0051d188
static const char * const badgeParameter = "%badge%"; // @0051d18c
static const char * const patchParameter = "%patch%"; // @0051d190
static const char * const sernoParameter = "%serno%"; // @0051d194
//
// Radial spacing between adjacent weapon pips along the reticle (_DAT_004cdce8).
//
static const float PIP_SPACING = 0.01f; // _DAT_004cdce8
//
// One-character serial number stamped into %serno% material names; advances
// '0'..'9' then 'A' each mech loaded. (DAT @0051d1b5.)
//
static char gSerno = '0';
//
// BattleTech entity / subsystem ClassIDs touched by the dispatch switches that
// were not recoverable from the surviving headers (the rest -- MechClassID,
// BTPlayerClassID, ReservoirClassID, EmitterClassID, PPCClassID -- resolve via
// the BT registration headers). Values from CLASSMAP.md / the recovered enum.
//
enum
{
MechMarkerClassID = 0xBBA, // timestamp / beacon marker
MechWeaponClassID = 0xBCD, // projectile-weapon tracer
SearchLightClassID = 0xBD8 // searchlight subsystem
};
extern NameList
*materialSubstitutionList; // DAT_004f1aac
extern Entity
*Entity_Being_Created; // DAT_004f1aa8
//
//#############################################################################
// MakeEntityRenderables
//#############################################################################
//
// @004d0774
//
// The ClassID dispatch (analogue of RPL4VideoRenderer::MakeEntityRenderables).
//
void
BTL4VideoRenderer::MakeEntityRenderables(
Entity *entity,
ResourceDescription *model_resource,
ViewFrom view_type)
{
Entity_Being_Created = entity; // DAT_004f1aa8
HierarchicalDrawComponent *mech_root = NULL;
switch (entity->GetClassID()) // entity[0x04]
{
case MechClassID: // 0xBB9
{
//
// Fog for the mech's main view, then load the colour/badge/patch
// material substitutions, build the whole mech, and tear the
// substitution list back down.
//
SetFogStyle(updateFogSetting); // FUN_0045d3cc(this,0x68)
SetupMaterialSubstitutionList(entity); // FUN_004d0cc0
mech_root = MakeMechRenderables( // FUN_004cef28
entity, model_resource, view_type);
TearDownMaterialSubstitutionList(); // FUN_004d11e8
// NB: the RootRenderable built by MakeMechRenderables registers
// itself with the renderer (AddRenderable) and hooks to the entity's
// localToWorld in its ctor -- no explicit AddDynamicRenderable here
// (unlike the 1996 VideoComponent path).
(void)mech_root;
break;
}
case MechMarkerClassID: // 0xBBA (timestamp/marker beacon)
{
d3d_OBJECT *marker = LoadObject("tmst_c"); // FUN_00498448
BTRootRenderable *root = // FUN_00453578, alloc 100
new BTRootRenderable(
entity, VideoRenderable::Dynamic, marker,
GetScene(), 1, 0);
// watcher that keeps the marker oriented (FUN_00458c58, alloc 0x120)
new BTMarkerWatcherRenderable(
entity, 0, GetMainView() /* this[0x2cc] */, root->GetDCS());
break;
}
case BTPlayerClassID: // 0xBDA
{
StateIndicator *sim_state =
(StateIndicator *)entity->GetAttributePointer(1 /* SimulationState */);
if ((entity->GetInstance() & 0xC) == 4) // ReplicantInstance
{
//
// Third-party view: drop-zone translocation effect.
//
Point3D *drop_zone =
(Point3D *)entity->GetAttributePointer("DropZoneLocation"); // @0051d73a
if (sim_state && drop_zone)
{
new BTTranslocationRenderable( // FUN_00458d2c, alloc 0x40
entity, VideoRenderable::Watcher, GetMainView(),
sim_state, drop_zone, 1);
}
}
else if (sim_state)
{
//
// Our own POV start/end (mission fade in/out) using the fog
// colour + near/far planes stored on the renderer.
//
new BTPOVStartEndRenderable( // FUN_00454394, alloc 0x50
entity, VideoRenderable::Watcher, GetMainView(),
dplMainZone, dplDeathZone, sim_state,
fogRed, fogGreen, fogBlue, fogNear, fogFar,
3 /* MissionStartingState */, 4 /* MissionEndingState */);
}
break;
}
default:
{
//
// Unknown / non-mech entities (terrain, cavern world geometry, props,
// landmarks, doorframes, eyecandy, ...) route to the DPL per-entity
// builder -- exactly as RP's default does (RPL4VID.cpp:1436). That
// builder loads each entity's video object(s) (.bgf via
// d3d_OBJECT::LoadObject -> LoadObjectBGF) and hangs them on a
// Root/Static/DCS-instance renderable, which is how the cavern world
// gets onto the screen. (Previously this deferred to the no-op
// VideoRenderer grandparent -> world drew nothing.) The uninitialised
// `this_instance` in the CulturalIcon/Landmark arm has been fixed in
// L4VIDEO.cpp.
//
// WORLD-PICK TARGET support (task #41): the boresight pick can hit
// TERRAIN (the binary's target slot holds non-mech world entities --
// HudSimulation part_013.c:5620 explicitly handles a target without
// damage zones). Capture a live Terrain entity for mech4's ground
// pick to cite in mech+0x388 (the pick POINT carries the geometry;
// which specific instance matters only to damage, which never routes
// to terrain).
{
extern Entity *gBTTerrainEntity;
if (gBTTerrainEntity == 0
&& entity->IsDerivedFrom(*Terrain::GetClassDerivations()))
gBTTerrainEntity = entity;
}
DPLRenderer::MakeEntityRenderables(
entity, model_resource, view_type);
break;
}
}
Entity_Being_Created = NULL;
}
//
//#############################################################################
// MakeMechRenderables
//#############################################################################
//
// @004cef28 (6157 bytes -- the main world-view builder)
//
// Build the renderable tree for one mech and submit it to the scene. This is
// the BattleTech analogue of RPL4VideoRenderer::MakeJointedMoverRenderables.
//
HierarchicalDrawComponent*
BTL4VideoRenderer::MakeMechRenderables(
Entity *entity,
ResourceDescription *model_resource, // (unused; tree built from segment table)
ViewFrom type)
{
//
// RECONSTRUCTION NOTE (WinTesla port):
// The shipped 1996 BattleTech built this tree from a bespoke pre-DPL
// renderable hierarchy (BTRootRenderable / BTHingeRenderable / ...) that
// parented on raw dpl_DCS* handles and drove the Division IG board. That
// hierarchy was never ported to WinTesla -- the engine here replaced it with
// the D3D-backed VideoRenderable family (RootRenderable / HingeRenderable /
// BallJointRenderable / BallTranslateJointRenderable / DPLStaticChildRenderable
// / DPLEyeRenderable, see MUNGA_L4/L4VIDRND). Those renderables self-register
// with the renderer, build their own DCS, and parent on the PARENT RENDERABLE
// (a HierarchicalDrawComponent*), not a dpl_DCS*. So this body is rebuilt the
// RP way (mirrors RPL4VideoRenderer::MakeJointedMoverRenderables, the
// segment-table variant) using the engine renderables, which is what actually
// gets mech geometry onto the screen. The BT-specific 2D reticle + weapon/
// effect renderables (BTReticleRenderable, beams, tracers, searchlight) still
// depend on the unported dpl2d_ layer and are deferred -- TODO(bring-up).
//
JointedMover *jointed_mover = (JointedMover *)entity;
//
//~~~~~~~~~~~~~~~~~~~~~~~
// Inside or Outside view: pick skeleton variant + intersect mode/mask.
//~~~~~~~~~~~~~~~~~~~~~~~
//
bool inDeathZone;
dpl_ISECT_MODE intersect_mode; // stub type (empty); kept for parity
uint32 intersect_mask;
EntitySegment::SkeletonType skeletonType;
//
// DEBUG(bring-up): external chase camera. The player POV mech is normally
// built with the INSIDE skeleton -- the camera sits AT the cockpit eyepoint
// with no world geometry ahead, so the frame is black. To make the mech
// BODY visible, treat the player's own mech as an OUTSIDE build (which loads
// the full body geometry) and, after the renderable tree is built, install a
// fixed external camera a few mech-heights in FRONT looking back at the mech.
// Other (already-outside) mechs keep their normal no-camera body build.
// TODO(bring-up): replace with a real spectator/chase view-mode toggle wired
// through BTL4Application; see RECONCILE.md.
//
const bool buildDebugChaseCamera = (type == insideEntity);
if (buildDebugChaseCamera)
type = outsideEntity;
if (type == insideEntity)
{
inDeathZone = true;
intersect_mask = 0;
skeletonType = EntitySegment::SkeletonType_A; // 4
}
else
{
inDeathZone = false;
intersect_mask = INTERSECT_ALL; // 0xffffffff
skeletonType = EntitySegment::SkeletonType_N; // 0
}
//
// Root renderable for this entity. Its ctor calls AddRenderable(this) and
// binds to entity->localToWorld, so the whole tree is driven from the entity
// position every frame.
//
RootRenderable *this_root =
new RootRenderable(
entity, VideoRenderable::Dynamic, NULL,
inDeathZone, intersect_mode, intersect_mask);
//
// Start (or reset) this mech's RemakeEntity bookkeeping: record the skeleton
// variant now; the per-segment renderables + initial graphic states are filled
// in as the tree is built below (see RemakeEntityRenderables).
//
MechRenderTree &render_tree = mMechRenderTrees[entity];
render_tree = MechRenderTree();
render_tree.skeletonType = (int)skeletonType;
render_tree.viewSkeleton = (int)skeletonType;
render_tree.rootRenderable = this_root;
render_tree.wrecked = 0;
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] tracking mech tree for entity " << (void*)entity
<< " classID=" << entity->GetClassID() << " ("
<< mMechRenderTrees.size() << " tracked)\n" << std::flush;
//
// Per-segment renderable array (the parent for each segment's children).
//
int segment_count = jointed_mover->segmentCount; // [0x318]
HierarchicalDrawComponent **dcs_array =
new HierarchicalDrawComponent*[segment_count];
for (int i = 0; i < segment_count; ++i)
dcs_array[i] = NULL;
// bring-up diagnostics (counts geometry actually loaded vs. requested)
int dbg_obj_requested = 0, dbg_obj_loaded = 0, dbg_eye = 0;
DEBUG_STREAM << "[BTrender] MakeMechRenderables: " << segment_count
<< " segments, view=" << (int)type << "\n" << std::flush;
JointSubsystem *joint_subsystem = jointed_mover->GetJointSubsystem(); // [0x31c]
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Walk the EntitySegment table. For each segment: build its offset matrix,
// find its parent renderable, choose its joint renderable, load and hang its
// geometry. Site segments (eyepoint, gun ports) are handled specially.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EntitySegment::SegmentTableIterator segment_iterator(jointed_mover->segmentTable /* [0x300] */);
EntitySegment *segment;
while ((segment = segment_iterator.ReadAndNext()) != NULL) // vtbl+0x28
{
LinearMatrix offset_matrix;
offset_matrix = segment->GetBaseOffset(); // [0x74]
//
// Parent renderable: root if the segment has no parent, else the
// renderable already built for its parent segment.
//
HierarchicalDrawComponent *parent_DCS;
if (!segment->GetParent() /* [0xc4] */)
{
parent_DCS = this_root;
}
else
{
parent_DCS = dcs_array[segment->GetParentIndex() /* [0xc8] */];
}
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Site segment? The eyepoint site builds the camera (DPLEyeRenderable)
// for the inside view; other sites carry no body geometry here (their
// subsystem effects are deferred -- TODO(bring-up)).
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
if (segment->IsSiteSegment() /* [0x10] */ != 0)
{
// The authentic COCKPIT EYEPOINT. Built for the true inside view
// AND for the player's chase build (buildDebugChaseCamera), so the
// V-key toggle can switch to it -- the pod's only view was this
// eyepoint; the chase camera is the port's usability addition.
if ((type == insideEntity || buildDebugChaseCamera) &&
strcmp((const char *)segment->GetName() /* [0x11c] */, "siteeyepoint") == 0) // @0051d290
{
EulerAngles *eye_rot =
(EulerAngles *)entity->GetAttributePointer("EyepointRotation"); // @0051d29d
//
// Mount the eye at the eyepoint's REST position but with a clean
// UPRIGHT forward basis, parented on the tree ROOT: riding the
// live joint chain fed the camera the site's authored tilt + the
// torso pose (a permanently canted horizon). The authentic pitch
// /yaw came from the gyro-driven eye-joint chain (deferred); until
// that lands, the cockpit view = eyepoint position + mech yaw.
//
AffineMatrix restToEntity = segment->GetSegmentToEntity();
Point3D eyePos;
eyePos = restToEntity; // rest translation (W row)
LinearMatrix eyeBasis(True);
eyeBasis(0,0) = -1.0f; eyeBasis(0,1) = 0.0f; eyeBasis(0,2) = 0.0f; // X row
eyeBasis(1,0) = 0.0f; eyeBasis(1,1) = 1.0f; eyeBasis(1,2) = 0.0f; // Y row (up)
eyeBasis(2,0) = 0.0f; eyeBasis(2,1) = 0.0f; eyeBasis(2,2) = -1.0f; // Z row (look = mech forward)
eyeBasis(3,0) = (Scalar)eyePos.x;
eyeBasis(3,1) = (Scalar)eyePos.y;
eyeBasis(3,2) = (Scalar)eyePos.z;
mEyeCockpit = new DPLEyeRenderable(
entity, eyeBasis, this_root, eye_rot);
if (type == insideEntity) // true inside build: it IS the camera
mCamera = mEyeCockpit;
dbg_eye = 1;
}
continue;
}
//
// Load this segment's geometry (skeleton-variant .bgf), if any.
//
d3d_OBJECT *this_object = NULL;
// Select the segment's model VARIANT by its damage zone's graphic state.
// The engine keys video-object names by {skeleton, damage_graphic_state}
// (SEGMENT.h:172): a Destroyed zone (GetGraphicState()==1) returns the
// destroyed/damaged model, so a wrecked segment visibly comes apart. The
// recon previously passed ONLY the skeleton type, leaving the state at its
// default 0 (Exists) -> always the intact model = no visible damage.
Enumeration seg_gstate = 0; // ExistsGraphicState
{
int zone_index = segment->GetPrimaryDamageZone(); // SEGMENT.h:107 (a zone INDEX)
if (zone_index >= 0 && zone_index < entity->damageZoneCount
&& entity->damageZones[zone_index] != 0)
seg_gstate = entity->damageZones[zone_index]->GetGraphicState(); // DAMAGE.h:196
}
CString *object_name = segment->GetVideoObjectName(skeletonType, seg_gstate); // FUN_00424084
if (object_name != NULL)
{
char filename[44];
strcpy(filename, (const char *)*object_name);
int len = (int)strlen(filename);
if (len >= 4)
filename[len - 4] = '\0'; // strip ".bgf"
strcat(filename, ".bgf"); // d3d_OBJECT::LoadObject wants the extension
this_object = d3d_OBJECT::LoadObject(GetDevice(), filename);
++dbg_obj_requested;
if (this_object != NULL) ++dbg_obj_loaded;
else DEBUG_STREAM << "[BTrender] no mesh for '" << filename
<< "' (expects VIDEO\\*.x)\n" << std::flush;
// SHADOW PROXY (task #20): the binary's shadow is the flat *_tshd.bgf
// silhouette posed by jointshadow/jointtshadow (model-record
// ShadowJointName @0xB4, part_012.c:10285). Tag it so d3d_OBJECT
// draws it translucent in the blend pass instead of opaque black;
// alphaTest=true routes it there (HierarchicalDrawComponent::Execute,
// L4VIDRND.cpp:149, schedules the pass per-drawOp on alphaTest).
if (this_object != NULL && strstr(filename, "tshd") != NULL)
{
this_object->SetIsShadow(1);
for (int op = 0; op < this_object->GetDrawOpCount(); ++op)
this_object->GetDrawOp(op)->alphaTest = true;
}
}
//
// Determine joint type: static (-1 -> Static) or look up the joint in
// the JointSubsystem's joint table.
//
int segment_slot = segment->GetIndex() /* [0xcc] */;
Joint *this_joint = NULL;
Joint::JointType joint_type;
if (segment->GetJointIndex() /* [0xc0] */ == -1)
{
joint_type = Joint::StaticJointType; // 3
}
else
{
this_joint = joint_subsystem->GetJoint(segment->GetJointIndex()); // FUN_0041d3b3
joint_type = this_joint->GetJointType() /* [0x10] */;
}
//
// Build the appropriate engine joint renderable, recording it in the
// per-segment array so children can parent to it.
//
HierarchicalDrawComponent *child;
switch (joint_type)
{
case Joint::BallJointType: // 4
{
child = new BallJointRenderable(
entity, VideoRenderable::Dynamic, this_object,
inDeathZone, intersect_mode, intersect_mask,
parent_DCS, &offset_matrix, &this_joint->GetEulerAngles());
break;
}
case Joint::BallTranslationJointType: // 5
{
child = new BallTranslateJointRenderable(
entity, VideoRenderable::Dynamic, this_object,
inDeathZone, intersect_mode, intersect_mask,
parent_DCS, &offset_matrix,
&this_joint->GetEulerAngles(), &this_joint->GetTranslation());
break;
}
case Joint::StaticJointType: // 3
{
child = new DPLStaticChildRenderable(
entity, inDeathZone, this_object,
intersect_mode, intersect_mask, offset_matrix, parent_DCS);
break;
}
default: // 0,1,2 HingeX/Y/Z
{
child = new HingeRenderable(
entity, VideoRenderable::Dynamic, this_object,
inDeathZone, intersect_mode, intersect_mask,
parent_DCS, &offset_matrix, &this_joint->GetHinge() /* [0xc] */);
break;
}
}
dcs_array[segment_slot] = child;
// Record this segment's renderable + the graphic state it was built with,
// so a later damage-state change can swap its mesh in place (RemakeEntity).
render_tree.segRenderable[segment_slot] = child;
render_tree.segGState[segment_slot] = (int)seg_gstate;
}
delete [] dcs_array;
DEBUG_STREAM << "[BTrender] mech tree built: meshes " << dbg_obj_loaded
<< "/" << dbg_obj_requested << " loaded, eye=" << dbg_eye << "\n" << std::flush;
//
// If this mech DIED before its tree was built (a fast kill during mission
// creation), apply the remembered wreck swap now.
//
{
extern int BTTakePendingWreck(Entity *entity);
if (BTTakePendingWreck(entity))
SwapToWreck(entity);
}
//
// The TARGETING RETICLE (the main-view HUD): built for the player's mech,
// per the 1996 inside-view path (@part_014.c:5127-5158 constructs the
// 0x358 BTReticleRenderable, then :5390-5436 registers one pip per weapon
// from its TargetWithinRange / WeaponRange / PipPosition / PipColor /
// PipExtendedRange / SimulationState attributes). Drawn by BTDrawReticle
// in the cockpit view only.
//
if (buildDebugChaseCamera)
{
extern BTReticleRenderable *BTBuildReticle(Entity *mech);
BTBuildReticle(entity);
}
// DEV: BT_START_INSIDE=1 begins in the cockpit view (also exercises the
// inside-skeleton swap headlessly).
if (buildDebugChaseCamera && getenv("BT_START_INSIDE"))
SetViewInside(1);
//
// TODO(bring-up): inside-view targeting reticle (BTReticleRenderable +
// AddWeapon pips) and the per-subsystem weapon/effect renderables (PPC/
// emitter beams, projectile tracers, coolant, searchlight) are NOT built
// here yet -- they depend on the dpl2d_ 2D display-list layer (stubbed) and
// the BT effect renderables (stubbed). Adding them is the HUD / weapons
// render bring-up step; they are not required to get the mech body drawn.
//
//
// DEBUG(bring-up): install the fixed external chase camera for the player's
// own mech. The eye renderable parents on this_root, so when the render
// tree executes (RootRenderable::Execute pushes entity->localToWorld onto the
// matrix stack) the camera's offset is composed with the mech's world matrix
// -- i.e. the camera tracks the mech. DPLEyeRenderable looks down its local
// +Z axis (row 2) with local +Y as up (row 1) from its translation (row 3);
// D3DXMatrixLookAtRH re-derives the basis from pos/at/up.
//
// Mech-local frame (from the .skl): +Y up, the mech FACES -Z (gun ports /
// eyepoint are at -Z), and the Avatar is ~10-12 units tall (hip at y~5.3,
// eyepoint ~y9). Place the camera in FRONT (-Z) and above, looking back
// toward the mech centre.
//
if (buildDebugChaseCamera)
{
// CHASE view (task #15 usability): the mech faces -Z, so the original
// debug placement (camera at -Z, "in front, looking back at its face")
// made W walk the mech TOWARD the viewer -- hopelessly disorienting to
// drive. Default is now BEHIND (+Z) and above, looking forward over the
// shoulder: press forward, the mech walks away from you; turns read
// correctly. env BT_CAM=face restores the old face-on animation view.
const char *camMode = getenv("BT_CAM");
const bool faceView = (camMode != 0 && camMode[0] == 'f');
float camPx = 0.0f, camPy = faceView ? 9.0f : 11.0f;
float camPz = faceView ? -28.0f : 28.0f; // -Z front / +Z behind
const float tgtX = 0.0f, tgtY = 6.0f;
const float tgtZ = faceView ? 0.0f : -6.0f; // chase: look ahead of the mech
// DEBUG(bring-up): BT_CAM_Y / BT_CAM_Z override the fixed chase-camera offset --
// raising it clears mound-shoulder OCCLUSION, but NOT genuine geometry clipping
// where the mech is stopped on a steep slope and the terrain rises through its
// legs (that is a collision-vs-visual issue, not a camera one).
if (const char *cy = getenv("BT_CAM_Y")) camPy = (float)atof(cy);
if (const char *cz = getenv("BT_CAM_Z")) camPz = (float)atof(cz);
// look direction (local +Z of the camera) = normalize(target - pos)
float zx = tgtX - camPx, zy = tgtY - camPy, zz = tgtZ - camPz;
float zl = (float)sqrt(zx*zx + zy*zy + zz*zz);
if (zl < 1e-6f) zl = 1.0f;
zx /= zl; zy /= zl; zz /= zl;
// world up
const float ux = 0.0f, uy = 1.0f, uz = 0.0f;
// right (local +X) = up x forward
float xx = uy*zz - uz*zy, xy = uz*zx - ux*zz, xz = ux*zy - uy*zx;
float xl = (float)sqrt(xx*xx + xy*xy + xz*xz);
if (xl < 1e-6f) xl = 1.0f;
xx /= xl; xy /= xl; xz /= xl;
// recomputed up (local +Y) = forward x right
float yx = zy*xz - zz*xy, yy = zz*xx - zx*xz, yz = zx*xy - zy*xx;
LinearMatrix debugOffset; // identity
debugOffset(0,0) = xx; debugOffset(0,1) = xy; debugOffset(0,2) = xz; // X row
debugOffset(1,0) = yx; debugOffset(1,1) = yy; debugOffset(1,2) = yz; // Y row (up)
debugOffset(2,0) = zx; debugOffset(2,1) = zy; debugOffset(2,2) = zz; // Z row (look)
debugOffset(3,0) = camPx; debugOffset(3,1) = camPy; debugOffset(3,2) = camPz; // W row (pos)
mEyeChase = new DPLEyeRenderable(entity, debugOffset, this_root, NULL);
// Respect the pilot's CHOSEN view across renderable rebuilds: this build
// used to stomp mCamera back to chase on every remake (damage swaps,
// start-inside), silently flipping the active eye out from under the V
// toggle (and the aim-ray camera feed with it).
mCamera = (mViewInside && mEyeCockpit != 0) ? mEyeCockpit : mEyeChase;
DEBUG_STREAM << "[BTrender] external debug chase camera installed at ("
<< camPx << "," << camPy << "," << camPz << ") looking at ("
<< tgtX << "," << tgtY << "," << tgtZ << ") -- V toggles the cockpit eyepoint"
<< (mEyeCockpit ? "" : " (COCKPIT EYE MISSING)") << "\n" << std::flush;
}
return this_root;
}
//
//#############################################################################
// RemakeEntityRenderables (the render "RemakeEntity" state -- damage swap)
//#############################################################################
//
// A damage zone's graphic state changed (a segment became Destroyed or Gone).
// Walk this mech's segments and, for any whose graphic state now differs from
// what its renderable was built with, re-pick the video-object variant by the
// new graphic state and swap it onto the joint renderable IN PLACE. Execute()
// re-reads graphicalObject each frame, so the wrecked mesh shows next frame.
// No teardown: the component dtor does not cascade to children (L4VIDRND.cpp:104),
// so a rebuild would leak -- the authentic behaviour is an in-place mesh swap.
//
void
BTL4VideoRenderer::RemakeEntityRenderables(Entity *entity)
{
std::map<Entity*, MechRenderTree>::iterator tree_it =
mMechRenderTrees.find(entity);
if (tree_it == mMechRenderTrees.end())
{
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] RemakeEntity: no render tree for entity "
<< (void*)entity << " (" << mMechRenderTrees.size()
<< " tracked)\n" << std::flush;
return; // tree not built yet -- Make will read the state
}
MechRenderTree &render_tree = tree_it->second;
if (render_tree.wrecked)
return; // already the dbr hulk -- nothing left to swap
JointedMover *jointed_mover = (JointedMover *)entity;
EntitySegment::SkeletonType skeletonType =
(EntitySegment::SkeletonType)render_tree.viewSkeleton; // the DISPLAYED set
EntitySegment::SegmentTableIterator segment_iterator(jointed_mover->segmentTable);
EntitySegment *segment;
int swapped = 0, checked = 0, mapped = 0;
while ((segment = segment_iterator.ReadAndNext()) != NULL)
{
if (segment->IsSiteSegment() != 0)
continue;
++checked;
int segment_slot = segment->GetIndex();
std::map<int, HierarchicalDrawComponent*>::iterator r =
render_tree.segRenderable.find(segment_slot);
if (r == render_tree.segRenderable.end() || r->second == NULL)
continue;
++mapped;
//
// Current graphic state for this segment (from its damage zone).
//
Enumeration seg_gstate = 0; // ExistsGraphicState
int zone_index = segment->GetPrimaryDamageZone();
if (zone_index >= 0 && zone_index < entity->damageZoneCount
&& entity->damageZones[zone_index] != 0)
seg_gstate = entity->damageZones[zone_index]->GetGraphicState();
if ((int)seg_gstate == render_tree.segGState[segment_slot])
continue; // unchanged -- nothing to swap
render_tree.segGState[segment_slot] = (int)seg_gstate;
//
// Re-pick + load the segment's video-object variant for the new graphic
// state (same construction as the initial build in MakeMechRenderables).
//
CString *object_name = segment->GetVideoObjectName(skeletonType, seg_gstate);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] seg '" << (const char *)segment->GetName()
<< "' slot " << segment_slot << " -> gstate " << (int)seg_gstate
<< " variant=" << (object_name ? (const char *)*object_name : "(none)")
<< "\n" << std::flush;
d3d_OBJECT *new_object = NULL;
if (object_name != NULL)
{
char filename[44];
strcpy(filename, (const char *)*object_name);
int len = (int)strlen(filename);
if (len >= 4)
filename[len - 4] = '\0'; // strip ".bgf"
strcat(filename, ".bgf");
new_object = d3d_OBJECT::LoadObject(GetDevice(), filename);
if (new_object == NULL && getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] damaged variant '" << filename
<< "' FAILED to load (expects VIDEO\\*.x)\n" << std::flush;
if (new_object != NULL && strstr(filename, "tshd") != NULL)
{
new_object->SetIsShadow(1);
for (int op = 0; op < new_object->GetDrawOpCount(); ++op)
new_object->GetDrawOp(op)->alphaTest = true;
}
}
//
// GoneGraphicState (blown off): no mesh -> hide the segment. Destroyed/
// Exists: swap to the variant if it loaded; otherwise keep the current
// mesh (don't blank a segment merely because a damaged .bgf is missing).
//
if (new_object != NULL)
r->second->SetDrawObj(new_object);
else if ((int)seg_gstate == DamageZone::GoneGraphicState)
r->second->SetDrawObj(NULL);
++swapped;
}
if (swapped != 0 || getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] RemakeEntity: " << swapped
<< " mesh(es) swapped (" << mapped << " body segs mapped of "
<< checked << " checked)\n" << std::flush;
}
//
//#############################################################################
// BTRemakeMechModel (sim-side bridge -- see btl4vid.hpp)
//#############################################################################
//
// Reaches the live renderer and refreshes a mech's visible model after its
// damage graphic state changed. Called from MechDeathHandler (sim TU). The
// frame loop is single-threaded (sim + render share the main thread; only the
// network RX socket runs on its own thread), so loading geometry here is safe.
//
void BTRemakeMechModel(Entity *entity)
{
if (entity == NULL || application == NULL)
return;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer != NULL)
renderer->RemakeEntityRenderables(entity);
}
//
//#############################################################################
// SwapToWreck (ExplosionScripts effect 104, reconstructed)
//#############################################################################
//
// The authentic death chain: the victim's per-mech death ModelList
// ('blhdead'/'lokdead'/... resources 22-25) dispatches effect 104, whose 1996
// script (@0045xxxx, part_008.c:2663 case 4) swaps in the burning WRECK: the
// destroyed hulk mesh + flame meshes with flicker sweeps and a slow settle.
// The 2007 port stubbed the whole script layer. This reconstruction does the
// core swap: hide every segment mesh and hang the victim's own "<prefix>dbr"
// hulk on the tree root (the 1996 code hardcoded thrdbr.bgf -- a dev shortcut;
// every mech ships its hulk: BLHDBR/MADDBR/LOKDBR/... + GENDBR the generic
// fallback). Burning comes from the effect layer (the death list also fires
// the 1007 boom + 1001 smoke plume; the wreck re-arms the plume while it
// stands). Mesh flames (flamesml/flamebig + sweep flicker) are a noted
// follow-up.
//
static std::map<Entity*, int> gBTPendingWrecks;
int BTTakePendingWreck(Entity *entity)
{
std::map<Entity*, int>::iterator it = gBTPendingWrecks.find(entity);
if (it == gBTPendingWrecks.end())
return 0;
gBTPendingWrecks.erase(it);
return 1;
}
void
BTL4VideoRenderer::SwapToWreck(Entity *victim)
{
std::map<Entity*, MechRenderTree>::iterator tree_it =
mMechRenderTrees.find(victim);
if (tree_it == mMechRenderTrees.end())
{
gBTPendingWrecks[victim] = 1; // died before the tree was built
return;
}
MechRenderTree &render_tree = tree_it->second;
if (render_tree.wrecked)
return;
//
// The victim's model prefix, from any segment's intact video-object name
// (e.g. "blh_rfot.bgf" -> "blh" -> "blhdbr.bgf").
//
char hulk_name[44];
hulk_name[0] = '\0';
{
JointedMover *jm = (JointedMover *)victim;
EntitySegment::SegmentTableIterator it(jm->segmentTable);
EntitySegment *segment;
while ((segment = it.ReadAndNext()) != NULL)
{
if (segment->IsSiteSegment() != 0)
continue;
CString *nm = segment->GetVideoObjectName(
(EntitySegment::SkeletonType)render_tree.skeletonType, 0);
if (nm != NULL && strlen((const char *)*nm) >= 3)
{
strncpy(hulk_name, (const char *)*nm, 3);
hulk_name[3] = '\0';
strcat(hulk_name, "dbr.bgf");
break;
}
}
}
d3d_OBJECT *hulk = (hulk_name[0] != '\0')
? d3d_OBJECT::LoadObject(GetDevice(), hulk_name) : NULL;
if (hulk == NULL)
{
DEBUG_STREAM << "[BTrender] wreck: '" << hulk_name
<< "' missing -> gendbr.bgf fallback\n" << std::flush;
hulk = d3d_OBJECT::LoadObject(GetDevice(), "gendbr.bgf");
}
//
// The strewn-debris field that accompanies the standing hulk (the 1996
// script pairs them: thrdbr + ldbr, parented together, sinking together).
//
d3d_OBJECT *debris = d3d_OBJECT::LoadObject(GetDevice(), "ldbr.bgf");
//
// Hide the body; hang the wreck pieces on the tree root (identity offset --
// the root renderable already pushes the wreck's localToWorld, so they sit
// at the mech's ground position with its death yaw).
//
for (std::map<int, HierarchicalDrawComponent*>::iterator r =
render_tree.segRenderable.begin();
r != render_tree.segRenderable.end(); ++r)
{
if (r->second != NULL)
r->second->SetDrawObj(NULL);
}
if (render_tree.rootRenderable != NULL)
{
dpl_ISECT_MODE isect_mode;
LinearMatrix identity(True);
if (hulk != NULL)
render_tree.wreckHulk = new DPLStaticChildRenderable(
victim, false /* main zone */, hulk,
isect_mode, INTERSECT_ALL, identity, render_tree.rootRenderable);
if (debris != NULL)
render_tree.wreckDebris = new DPLStaticChildRenderable(
victim, false /* main zone */, debris,
isect_mode, INTERSECT_ALL, identity, render_tree.rootRenderable);
}
render_tree.wrecked = 1;
render_tree.wreckAge = 0.0f;
DEBUG_STREAM << "[BTrender] wreck swap: victim -> '"
<< (hulk_name[0] ? hulk_name : "gendbr.bgf")
<< (hulk ? "'" : "' (LOAD FAILED -- body hidden only)")
<< (debris ? " + ldbr debris" : "")
<< "\n" << std::flush;
}
//
//#############################################################################
// TickWreck -- the wreck's quadratic SINK (the 1996 burial)
//#############################################################################
//
// FUN_00456410 (the 1996 sink renderable): offsetY = rate * t^2, hulk rate
// -0.025 (armed 0.25s after the boom by a sweep trigger). The ~7-unit hulk is
// fully underground ~17s after the kill -- the wreck visual "fades away" by
// burial; the ENTITY (sim/collision) stays, per the wreck-stays rule. Once
// buried, the pieces are hidden and the sink stops.
//
int
BTL4VideoRenderer::TickWreck(Entity *victim, float dt)
{
std::map<Entity*, MechRenderTree>::iterator tree_it =
mMechRenderTrees.find(victim);
if (tree_it == mMechRenderTrees.end())
return 1; // no tree yet -- not buried
MechRenderTree &render_tree = tree_it->second;
if (!render_tree.wrecked)
return 1; // not swapped yet
if (render_tree.wreckHulk == NULL && render_tree.wreckDebris == NULL)
return 0; // already buried
render_tree.wreckAge += dt;
float sink = -0.025f * render_tree.wreckAge * render_tree.wreckAge; // the authored rate
if (sink < -8.0f)
{
// fully buried -> hide + stop ticking
if (render_tree.wreckHulk) render_tree.wreckHulk->SetDrawObj(NULL);
if (render_tree.wreckDebris) render_tree.wreckDebris->SetDrawObj(NULL);
render_tree.wreckHulk = NULL;
render_tree.wreckDebris = NULL;
DEBUG_STREAM << "[BTrender] wreck buried (sink complete)\n" << std::flush;
return 0;
}
if (render_tree.wreckHulk)
render_tree.wreckHulk->SetOffsetTranslation(0.0f, sink, 0.0f);
if (render_tree.wreckDebris)
render_tree.wreckDebris->SetOffsetTranslation(0.0f, sink, 0.0f);
return 1;
}
//
// Sim-side bridge (UpdateDeathState drives the sink each dead frame).
//
int BTWreckSinkTick(Entity *victim, float dt)
{
if (victim == NULL || application == NULL)
return 1;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer == NULL)
return 1;
return renderer->TickWreck(victim, dt);
}
//
// Engine-side bridge (the ExplosionClassID dispatch calls this on effect 104).
//
void BTSwapMechToWreck(Entity *victim)
{
if (victim == NULL || application == NULL)
return;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer != NULL)
renderer->SwapToWreck(victim);
}
//
//#############################################################################
// BTReticleRenderable -- ctor (@004cc40c) + Draw (Execute @004cdcf0 is in an
// un-exported gap; the draw dynamics here are [T3], the GLYPHS are [T1])
//#############################################################################
//
// The live reticle instance (the player's; drawn by BTDrawReticle in the
// cockpit view only).
//
static BTReticleRenderable *gBTReticle = 0;
extern Scalar gBTHudRangeStorage; // live target range (defined below)
static int gBTHudInside = 0; // cockpit view live (set by SetViewInside)
// the dpl2d rasteriser (dpl2d.cpp; device type opaque here)
extern void dpl2d_ExecuteList(dpl2d_DISPLAY *list, struct IDirect3DDevice9 *device);
void BTSetHudTargetRange(Scalar range) { gBTHudRangeStorage = range; }
void BTSetHudInside(int inside) { gBTHudInside = inside; }
//
// FUN_004cd938 -- the tick-LADDER builder: `count` ticks stepped along an axis
// (dir 0/1 = +x/-x travel with vertical ticks, 2/3 = +y/-y with horizontal
// ticks), a MAJOR tick (halfMajor) every (majorEvery+1)th, minor otherwise.
//
static void
BTReticleTickLadder(dpl2d_DISPLAY *list, int count, int majorEvery,
float span, float x0, float y0, int dir, float halfMinor, float halfMajor)
{
float step = span / (float)(count - 1);
float tickMinX = 0, tickMinY = 0, tickMajX = 0, tickMajY = 0;
float stepX = 0, stepY = 0;
switch (dir)
{
case 0: stepX = step; tickMajY = halfMajor; tickMinY = halfMinor; break;
case 1: stepX = -step; tickMajY = halfMajor; tickMinY = halfMinor; break;
case 2: stepY = step; tickMajX = halfMajor; tickMinX = halfMinor; break;
case 3: stepY = -step; tickMajX = halfMajor; tickMinX = halfMinor; break;
}
float x = x0, y = y0;
int untilMajor = 0;
dpl2d_OpenLines(list);
for (int i = 0; i < count; ++i)
{
if (untilMajor == 0)
{
dpl2d_AddPoint(list, x + tickMajX, y + tickMajY);
dpl2d_AddPoint(list, x - tickMajX, y - tickMajY);
untilMajor = majorEvery;
}
else
{
dpl2d_AddPoint(list, x + tickMinX, y + tickMinY);
dpl2d_AddPoint(list, x - tickMinX, y - tickMinY);
--untilMajor;
}
x += stepX; y += stepY;
}
dpl2d_CloseLines(list);
}
//
// The authentic calibration constants (the binary ctor's own values).
//
static const float kRetOriginX = 0.35f; // [0x7f] right range-ladder x
static const float kRetOriginY = 0.25f; // [0x80] ladder bottom y
static const float kRetScaleY = 0.5f; // [0x81] ladder span
static const float kRetTickMinor = 0.008f; // [0x83]
static const float kRetTickMajor = 0.016f; // [0x82]
static const float kRetBotX = -0.25f; // [0x84] bottom heading-ladder x0
static const float kRetBotY = 0.35f; // [0x85] heading ladder y
static const float kRetBotSpan = 0.5f; // [0x86]
static const float kRetCaret = 0.02f; // _DAT_004cd7f4 (caret triangle size) [T3]
static const int kRetTicksR = 13; // [9] right ladder tick count
static const int kRetTicksB = 21; // [0xb] bottom ladder tick count
static const float kRetMaxRange = 1200.0f; // ctor param 11 (0x44960000)
BTReticleRenderable::BTReticleRenderable(Entity *entity, Scalar *range_attr)
: VideoRenderable(entity, VideoRenderable::Dynamic)
{
weaponCount = 0;
originX = kRetOriginX; originY = kRetOriginY;
scaleY = kRetScaleY; biasX = kRetTickMajor;
maxRange = kRetMaxRange; minRange = 0.0f;
rangeScale= maxRange - minRange; // [0x8d] -- AddWeapon divides by it
rangeAttr2= range_attr;
pipsBuilt = 0; // recovered-Execute dynamic state
lockShown = 0;
lockSpinDeg= 0.0f;
masterList = dpl2d_NewDisplayList();
simpleXList = dpl2d_NewDisplayList();
aimDotList = dpl2d_NewDisplayList();
rangeCaretR = dpl2d_NewDisplayList();
rangeCaretB = dpl2d_NewDisplayList();
headingList = dpl2d_NewDisplayList();
bottomAnchor = dpl2d_NewDisplayList();
leftArrow = dpl2d_NewDisplayList();
rightArrow = dpl2d_NewDisplayList();
crossList = dpl2d_NewDisplayList();
subB6 = dpl2d_NewDisplayList();
subB7 = dpl2d_NewDisplayList();
subB8 = dpl2d_NewDisplayList();
subB9 = dpl2d_NewDisplayList();
subBA = dpl2d_NewDisplayList();
//
// The MASTER list (@4511-4601, faithfully transcribed). Colours: green
// 0.75 for the frame, yellow for the range caret; widths 1/2/3.
//
dpl2d_DISPLAY *m = masterList;
dpl2d_Begin(m, 1);
dpl2d_SetLineWidth(m, 1.0f);
dpl2d_FullScreenClip(m);
dpl2d_SetColor(m, 0.75f, 0.0f, 0.0f);
dpl2d_CallList(m, crossList); // [0xa1] target-box slot (empty until lock;
// Draw rebuilds it: designator ring at the
// target's screen point / off-screen arrows)
dpl2d_SetColor(m, 0.0f, 0.75f, 0.0f);
// the AIM GROUP (task #36): [0x9a] is the aim TRANSLATE -- CallList state
// persists to the caller (the dpl2d inline-include semantic), so the slew
// translate it carries positions the dot + crosses that follow. The
// PushState/PopState pair contains it so the fixed frame (tick ladders,
// tapes) stays put. [T3 -- the binary Execute is un-exported; mechanism
// per the engine ReticleRenderable's position-list pattern, T0.]
dpl2d_PushState(m);
dpl2d_CallList(m, aimDotList); // [0x9a] the aim translate
dpl2d_OpenPolypoint(m); // centre dot
dpl2d_AddPoint(m, 0.0f, 0.0f);
dpl2d_ClosePolypoint(m);
dpl2d_OpenLines(m); // inner cross (gap at centre)
dpl2d_AddPoint(m, 0.04f, 0.0f); dpl2d_AddPoint(m, 0.10f, 0.0f);
dpl2d_AddPoint(m, -0.04f, 0.0f); dpl2d_AddPoint(m, -0.10f, 0.0f);
dpl2d_AddPoint(m, 0.0f, 0.04f); dpl2d_AddPoint(m, 0.0f, 0.10f);
dpl2d_AddPoint(m, 0.0f, -0.04f); dpl2d_AddPoint(m, 0.0f, -0.10f);
dpl2d_CloseLines(m);
dpl2d_SetLineWidth(m, 3.0f);
dpl2d_OpenLines(m); // heavy outer cross
dpl2d_AddPoint(m, 0.10f, 0.0f); dpl2d_AddPoint(m, 0.16f, 0.0f);
dpl2d_AddPoint(m, -0.10f, 0.0f); dpl2d_AddPoint(m, -0.16f, 0.0f);
dpl2d_AddPoint(m, 0.0f, 0.10f); dpl2d_AddPoint(m, 0.0f, 0.16f);
dpl2d_AddPoint(m, 0.0f, -0.10f); dpl2d_AddPoint(m, 0.0f, -0.16f);
dpl2d_CloseLines(m);
dpl2d_PopState(m); // contain the aim translate
dpl2d_SetLineWidth(m, 1.0f);
// the RIGHT range ladder (13 ticks up the right side, dir 3 = -y travel)
BTReticleTickLadder(m, kRetTicksR, 1, kRetScaleY,
kRetOriginX, kRetOriginY, 3, kRetTickMinor, kRetTickMajor);
// the range CARET (yellow triangle; its called list holds the live
// translate the Draw rebuilds each frame from the target range)
dpl2d_PushState(m);
dpl2d_SetLineWidth(m, 2.0f);
dpl2d_SetColor(m, 0.75f, 0.75f, 0.0f);
dpl2d_CallList(m, rangeCaretR);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, kRetOriginX - kRetTickMajor, kRetOriginY);
dpl2d_AddPoint(m, kRetOriginX - kRetCaret - kRetTickMajor, kRetOriginY + kRetCaret);
dpl2d_AddPoint(m, kRetOriginX - kRetCaret - kRetTickMajor, kRetOriginY - kRetCaret);
dpl2d_ClosePolyline(m);
dpl2d_PopState(m);
// the BOTTOM heading ladder (21 ticks across, dir 0 = +x travel)
BTReticleTickLadder(m, kRetTicksB, 1, kRetBotSpan,
kRetBotX, kRetBotY, 0, kRetTickMinor, kRetTickMajor);
// the heading carets (over/under triangles at the ladder centre, shifted
// by the called heading translate)
{
float cx = kRetBotX + kRetBotSpan * 0.5f; // _DAT_004cd7f8 = 0.5 [T1]
dpl2d_PushState(m);
dpl2d_SetLineWidth(m, 2.0f);
dpl2d_SetColor(m, 0.75f, 0.75f, 0.0f);
dpl2d_CallList(m, rangeCaretB);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, cx, kRetBotY - kRetTickMajor);
dpl2d_AddPoint(m, cx + kRetCaret, kRetBotY - kRetCaret - kRetTickMajor);
dpl2d_AddPoint(m, cx - kRetCaret, kRetBotY - kRetCaret - kRetTickMajor);
dpl2d_ClosePolyline(m);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, cx, kRetBotY + kRetTickMajor);
dpl2d_AddPoint(m, cx + kRetCaret, kRetBotY + kRetCaret + kRetTickMajor);
dpl2d_AddPoint(m, cx - kRetCaret, kRetBotY + kRetCaret + kRetTickMajor);
dpl2d_ClosePolyline(m);
dpl2d_PopState(m);
}
// COMPASS group (Execute @4ce6e0-4ce7e4 [T1]): [0x278] bottomAnchor holds a
// rotate(CompassHeading rad->deg) + translate to (botX, botY - 3*tickMajor
// - 0.03) -- the compass rose (circle + north stem, authored at the origin)
// spins with the mech heading at the bottom-left of the twist tape. The
// THREAT trail [0x2e8] draws in the same frame: 0.05-unit direction marks
// from the compass centre toward recent damage sources (fresh = red, aging
// = yellow, expired at 6s -- Execute @4ce3e2-4ce6ce [T1]).
dpl2d_PushState(m);
dpl2d_CallList(m, bottomAnchor); // [0x9e] the compass rotate+translate
dpl2d_Circle(m, 0.0f, 0.0f, 0.03f, 0); // the rose ring [T3 radius]
dpl2d_OpenLines(m);
dpl2d_AddPoint(m, 0.0f, -0.04f); // the north stem
dpl2d_AddPoint(m, 0.0f, -0.005f);
dpl2d_CloseLines(m);
dpl2d_CallList(m, subBA); // [0xba] the threat-direction trail
dpl2d_PopState(m);
dpl2d_CallList(m, subB6); // [0xb6] the composed weapon pips
dpl2d_CallList(m, headingList); // [0x9d] the LOCK-RING SPIN matrix (4 deg/frame)
dpl2d_CallList(m, subB7); // [0xb7] the lock-ring slot (subB9 when locked)
dpl2d_End(m);
dpl2d_Compile(m);
//
// The green centre-ring sub-lists ([0xb8]/[0xb9]) -- the lock indicator
// rings the binary Execute swaps in on target state.
//
dpl2d_Begin(subB8, 1);
dpl2d_SetColor(subB8, 0.0f, 0.75f, 0.0f);
dpl2d_Circle(subB8, 0.0f, 0.0f, 0.12f, 0);
dpl2d_End(subB8); dpl2d_Compile(subB8);
dpl2d_Begin(subB9, 1);
dpl2d_SetColor(subB9, 0.0f, 0.75f, 0.0f);
dpl2d_Circle(subB9, 0.0f, 0.0f, 0.12f, 0);
dpl2d_OpenLines(subB9);
dpl2d_AddPoint(subB9, 0.14f, 0.0f); dpl2d_AddPoint(subB9, 0.10f, 0.0f);
dpl2d_AddPoint(subB9, -0.14f, 0.0f); dpl2d_AddPoint(subB9, -0.10f, 0.0f);
dpl2d_AddPoint(subB9, 0.0f, 0.14f); dpl2d_AddPoint(subB9, 0.0f, 0.10f);
dpl2d_AddPoint(subB9, 0.0f, -0.14f); dpl2d_AddPoint(subB9, 0.0f, -0.10f);
dpl2d_CloseLines(subB9);
dpl2d_End(subB9); dpl2d_Compile(subB9);
//
// The off-screen turn ARROWS ([0x9f]/[0xa0]) -- big width-12 chevrons at
// x = +-1.2..1.5 (screen edges), half-alpha; positioned/enabled by the
// un-exported Execute -> built but not drawn statically.
//
dpl2d_Begin(leftArrow, 1);
dpl2d_SetLineWidth(leftArrow, 12.0f);
dpl2d_OpenLines(leftArrow);
dpl2d_AddPoint(leftArrow, -1.2f, -0.30011f);
dpl2d_AddPoint(leftArrow, -1.5f, 0.0f);
dpl2d_AddPoint(leftArrow, -1.5f, 0.0f);
dpl2d_AddPoint(leftArrow, -1.2f, 0.30011f);
dpl2d_CloseLines(leftArrow);
dpl2d_SetLineWidth(leftArrow, 1.0f);
dpl2d_End(leftArrow); dpl2d_Compile(leftArrow);
dpl2d_Begin(rightArrow, 1);
dpl2d_SetLineWidth(rightArrow, 12.0f);
dpl2d_OpenLines(rightArrow);
dpl2d_AddPoint(rightArrow, 1.2f, 0.30011f);
dpl2d_AddPoint(rightArrow, 1.5f, 0.0f);
dpl2d_AddPoint(rightArrow, 1.5f, 0.0f);
dpl2d_AddPoint(rightArrow, 1.2f, -0.30011f);
dpl2d_CloseLines(rightArrow);
dpl2d_SetLineWidth(rightArrow, 1.0f);
dpl2d_End(rightArrow); dpl2d_Compile(rightArrow);
//
// The SIMPLE X [0x99] (ctor @4689-4705 [T1]): the minimal reticle used
// when PrimaryHudOn is OFF -- a small green cross (arms +-0.02..0.08)
// riding the same aim translate. Draw switches master <-> this on the
// element-mask bit (the recovered Execute's state-list logic @4cdd9d).
//
dpl2d_Begin(simpleXList, 1);
dpl2d_SetLineWidth(simpleXList, 1.0f);
dpl2d_FullScreenClip(simpleXList);
dpl2d_SetColor(simpleXList, 0.0f, 0.75f, 0.0f);
dpl2d_CallList(simpleXList, aimDotList); // slews with the crosshair
dpl2d_OpenLines(simpleXList);
dpl2d_AddPoint(simpleXList, -0.08f, 0.0f);
dpl2d_AddPoint(simpleXList, -0.02f, 0.0f);
dpl2d_AddPoint(simpleXList, 0.02f, 0.0f);
dpl2d_AddPoint(simpleXList, 0.08f, 0.0f);
dpl2d_AddPoint(simpleXList, 0.0f, -0.08f);
dpl2d_AddPoint(simpleXList, 0.0f, -0.02f);
dpl2d_AddPoint(simpleXList, 0.0f, 0.02f);
dpl2d_AddPoint(simpleXList, 0.0f, 0.08f);
dpl2d_CloseLines(simpleXList);
dpl2d_End(simpleXList);
dpl2d_Compile(simpleXList);
// empty placeholders (filled per frame / on lock)
dpl2d_Begin(crossList, 1); dpl2d_End(crossList); dpl2d_Compile(crossList);
dpl2d_Begin(aimDotList, 1); dpl2d_End(aimDotList); dpl2d_Compile(aimDotList);
dpl2d_Begin(rangeCaretR, 1); dpl2d_End(rangeCaretR); dpl2d_Compile(rangeCaretR);
dpl2d_Begin(rangeCaretB, 1); dpl2d_End(rangeCaretB); dpl2d_Compile(rangeCaretB);
dpl2d_Begin(headingList, 1); dpl2d_End(headingList); dpl2d_Compile(headingList);
dpl2d_Begin(bottomAnchor,1); dpl2d_End(bottomAnchor);dpl2d_Compile(bottomAnchor);
dpl2d_Begin(subB6, 1); dpl2d_End(subB6); dpl2d_Compile(subB6);
dpl2d_Begin(subB7, 1); dpl2d_End(subB7); dpl2d_Compile(subB7);
dpl2d_Begin(subBA, 1); dpl2d_End(subBA); dpl2d_Compile(subBA);
}
BTReticleRenderable::~BTReticleRenderable()
{
if (gBTReticle == this)
gBTReticle = 0;
}
//
// Per-frame draw. Rebuild the live translate lists (the range caret slides
// along its ladder with the target range -- the ctor's translate(0,
// -scaleY * rangeFraction) at @4608-4613), then draw the master, then each
// weapon's pip: the LIT pip (list A) while its within-range flag is up, the
// dark ring (list B) otherwise. [T3 dynamics / T1 geometry]
//
void
BTReticleRenderable::Draw(struct IDirect3DDevice9 *device)
{
// the range caret translate, from the live target range
Scalar range = (rangeAttr2 != 0) ? *rangeAttr2 : 0.0f;
if (range < minRange) range = minRange;
if (range > maxRange) range = maxRange;
Scalar frac = (range - minRange) / (maxRange - minRange);
// [0x26c] = the range BAR (a line from the ladder TOP down to the caret
// height) + the caret translate (Execute @4ceb16-4cebf8: AddPoint(originX,
// originY-scaleY), AddPoint(originX, originY-scaleY*frac), then the
// SetMatrix(translate(0, -scaleY*frac)) the caret triangles ride).
dpl2d_Begin(rangeCaretR, 1);
dpl2d_OpenLines(rangeCaretR);
dpl2d_AddPoint(rangeCaretR, originX, originY - scaleY);
dpl2d_AddPoint(rangeCaretR, originX, originY - scaleY * frac);
dpl2d_CloseLines(rangeCaretR);
{
Scalar six[6] = { 1, 0, 0, 1, 0, -scaleY * frac };
dpl2d_ConcatMatrix(rangeCaretR, six);
}
dpl2d_End(rangeCaretR);
dpl2d_Compile(rangeCaretR);
// the AIM translate [0x9a] (Execute @4cde59-4cdedd [T1]: rebuilt on slew
// move with SetMatrix(translate(reticlePosition))).
{
extern float gBTAimX, gBTAimY;
Scalar t6[6] = { 1, 0, 0, 1, gBTAimX, gBTAimY };
dpl2d_Begin(aimDotList, 1);
dpl2d_ConcatMatrix(aimDotList, t6);
dpl2d_End(aimDotList);
dpl2d_Compile(aimDotList);
}
// the TORSO-TWIST TAPE carets [0x9c] (Execute @4ce7e5-4cea9a [T1]): the
// bottom 21-tick tape is the TWIST indicator -- a deflection line from the
// tape centre plus the over/under carets translated by
// offset = -/+(span/2) * (RotationOfTorsoHorizontal / twist limit)
// (attrs 4/5/6: the live twist over the per-side limits; full deflection =
// the torso hard against its stop). The fixed-torso BLH reads 0 (centred).
{
extern float gBTHudTwist, gBTHudTwistLimit;
float off = 0.0f;
if (gBTHudTwistLimit > 1e-4f)
{
off = -(kRetBotSpan * 0.5f) * (gBTHudTwist / gBTHudTwistLimit);
if (off < -kRetBotSpan * 0.5f) off = -kRetBotSpan * 0.5f;
if (off > kRetBotSpan * 0.5f) off = kRetBotSpan * 0.5f;
}
const float cx = kRetBotX + kRetBotSpan * 0.5f;
dpl2d_Begin(rangeCaretB, 1);
dpl2d_OpenLines(rangeCaretB);
dpl2d_AddPoint(rangeCaretB, cx, kRetBotY);
dpl2d_AddPoint(rangeCaretB, cx + off, kRetBotY);
dpl2d_CloseLines(rangeCaretB);
{
Scalar t6[6] = { 1, 0, 0, 1, off, 0 };
dpl2d_ConcatMatrix(rangeCaretB, t6);
}
dpl2d_End(rangeCaretB);
dpl2d_Compile(rangeCaretB);
}
// the COMPASS rotate [0x9e] (Execute @4ce6e0-4ce7e4 [T1]): the rose spins
// by CompassHeading (radians; the binary converts x57.2958 for its degree
// recorder) and sits at (botX, botY - 3*tickMajor - 0.03).
{
extern float gBTHudHeading;
const float c = (float)cos((double)gBTHudHeading);
const float s = (float)sin((double)gBTHudHeading);
Scalar r6[6] = { c, s, -s, c,
kRetBotX, kRetBotY - 3.0f * kRetTickMajor - 0.03f };
dpl2d_Begin(bottomAnchor, 1);
dpl2d_ConcatMatrix(bottomAnchor, r6);
dpl2d_End(bottomAnchor);
dpl2d_Compile(bottomAnchor);
}
// the THREAT trail [0xba] (Execute @4ce3e2-4ce6ce [T1]): direction marks
// from the compass centre toward recent damage sources. Each mark is a
// 0.05-unit line along the (mech-local x,z) attack direction; FRESH marks
// (< 2s) draw red, aging ones yellow, expired (> 6s) drop.
{
extern int BTTakeHudThreats(float out_xz[][2], float out_age[], int max_n);
float txz[16][2]; float tage[16];
const int n = BTTakeHudThreats(txz, tage, 16);
dpl2d_Begin(subBA, 1);
if (n > 0)
{
// stale (yellow) first, then fresh (red) -- the binary's color split
dpl2d_SetColor(subBA, 0.75f, 0.75f, 0.0f);
for (int pass = 0; pass < 2; ++pass)
{
const int wantFresh = (pass == 1);
if (pass == 1)
dpl2d_SetColor(subBA, 0.75f, 0.0f, 0.0f);
for (int i = 0; i < n; ++i)
{
const int isFresh = (tage[i] < 2.0f);
if (isFresh != wantFresh)
continue;
dpl2d_OpenLines(subBA);
dpl2d_AddPoint(subBA, 0.0f, 0.0f);
dpl2d_AddPoint(subBA, txz[i][0] * 0.05f, txz[i][1] * 0.05f);
dpl2d_CloseLines(subBA);
}
}
dpl2d_SetColor(subBA, 0.0f, 0.75f, 0.0f); // restore green
}
dpl2d_End(subBA);
dpl2d_Compile(subBA);
}
// the WEAPON PIPS [0xb6] (Execute @4ce2c2-4ce3e1 [T1]): the composed pip
// list the master calls. Per weapon: skip unless its GROUP is displayed
// (weaponMode & elementMask low bits); HIDE it when destroyed (attr 1 ==
// 1); the LIT pip (A) when the fire cycle is LOADED (attr 0x1c == 2, our
// source: rechargeLevel >= 1), else the dark ring (B, charging). Range
// plays NO part -- the binary never reads TargetWithinRange here.
{
extern int gBTHudGroupMask; // element-mask low bits (0xF = all)
int dirty = 0;
for (int i = 0; i < weaponCount; ++i)
{
const int destroyed = (simStateAttr[i] != 0 && *simStateAttr[i] == 1);
const int loaded = (cycleReady[i] != 0 && *cycleReady[i] >= 0.999f);
if (destroyed != simStateCache[i] || loaded != alarmCache[i])
{
simStateCache[i] = destroyed;
alarmCache[i] = loaded;
dirty = 1;
}
}
static int s_lastMask = -1;
if (gBTHudGroupMask != s_lastMask) { s_lastMask = gBTHudGroupMask; dirty = 1; }
if (dirty || !pipsBuilt)
{
pipsBuilt = 1;
dpl2d_Begin(subB6, 1);
for (int i = 0; i < weaponCount; ++i)
{
if ((weaponMode[i] & gBTHudGroupMask) == 0)
continue; // group not displayed
if (simStateCache[i])
continue; // destroyed: no pip at all
dpl2d_CallList(subB6,
alarmCache[i] ? pipDisplayListA[i] : pipDisplayListB[i]);
}
dpl2d_End(subB6);
dpl2d_Compile(subB6);
}
}
// the LOCK RING [0xb7] + its SPIN [0x9d] (Execute @4cebf9-4cee54 [T1]):
// while a target is locked the ring+cross (subB9) draws at the reticle
// frame centre, spinning 4 degrees per frame; unlocked it clears. (The
// binary also hangs the PNAMEx.bgf player-name mesh on the 3D marker here
// -- the 3D marker chain remains deferred.)
{
extern int gBTHudLockState;
const int locked = (gBTHudLockState == 2); // the Lock attr rule, not just a target
if (locked != lockShown)
{
lockShown = locked;
dpl2d_Begin(subB7, 1);
if (locked)
dpl2d_CallList(subB7, subB9);
dpl2d_End(subB7);
dpl2d_Compile(subB7);
}
if (locked)
{
lockSpinDeg += 4.0f; // per FRAME, the binary's rate
if (lockSpinDeg >= 360.0f) lockSpinDeg -= 360.0f;
const float a = lockSpinDeg * 0.0174532925f;
const float c = (float)cos((double)a), s = (float)sin((double)a);
Scalar r6[6] = { c, s, -s, c, 0, 0 };
dpl2d_Begin(headingList, 1);
dpl2d_ConcatMatrix(headingList, r6);
dpl2d_End(headingList);
dpl2d_Compile(headingList);
}
}
// the TARGET HOTBOX / edge arrows [0xa1] (Execute @4cdf6f-4ce28b [T1]):
// the box is a RECTANGLE hugging the target's projected extents -- x +-4
// around the hotbox point, +1 above / -11.5 below it (the authored pod
// mech envelope) -- switching to the left/right edge arrow when both
// edges pass +-1.6 or the target is behind.
{
extern int gBTHudLockState;
extern float gBTHudLockWorld[3]; // the target's hotbox point (top)
extern int BTProjectHotBox(const float top[3], float *xl, float *xr,
float *yt, float *yb, int *side);
dpl2d_Begin(crossList, 1);
if (gBTHudLockState != 0)
{
float xl, xr, yt, yb; int side;
if (BTProjectHotBox(gBTHudLockWorld, &xl, &xr, &yt, &yb, &side))
{
dpl2d_OpenPolyline(crossList); // the closed hotbox rectangle
dpl2d_AddPoint(crossList, xl, yt);
dpl2d_AddPoint(crossList, xl, yb);
dpl2d_AddPoint(crossList, xr, yb);
dpl2d_AddPoint(crossList, xr, yt);
dpl2d_ClosePolyline(crossList);
}
else
{
dpl2d_CallList(crossList, (side < 0) ? leftArrow : rightArrow);
}
}
dpl2d_End(crossList);
dpl2d_Compile(crossList);
}
// the STATE-list switch (Execute @4cdd9d [T1]): PrimaryHudOn (element mask
// 0x20) selects the full HUD; off = just the simple aim cross.
{
extern int gBTHudPrimary;
dpl2d_ExecuteList(gBTHudPrimary ? masterList : simpleXList, device);
}
}
//
// The render-loop hook: draw the player's reticle over the finished 3D frame,
// COCKPIT VIEW ONLY (the 1996 build constructed it only for insideEntity).
//
void BTDrawReticle(struct IDirect3DDevice9 *device)
{
if (gBTReticle != 0 && gBTHudInside)
gBTReticle->Draw(device);
}
//
// Build the player's reticle + register one pip per weapon (the 1996 wiring:
// @part_014.c:5386-5436). The binary's gate is IsDerivedFrom(0x511830) --
// MechWeapon::ClassDerivations [T1: the loop hard-aborts on missing
// WeaponRange/PipPosition/... attrs, which only MechWeapons publish] -- so
// EVERY mounted weapon registers a pip: lasers, PPCs AND missile launchers.
// Per weapon it reads WeaponRange / PipPosition / TargetWithinRange /
// PipExtendedRange / PipColor / SimulationState (attrs 1 + 0x1c) / RearFiring;
// mode 1 = front (RearFiring==0), which every BLH weapon is.
//
BTReticleRenderable *BTBuildReticle(Entity *mech)
{
if (gBTReticle != 0)
return gBTReticle;
extern void BTSetHudTargetRange(Scalar range); // (self; range fed by mech4)
extern Scalar gBTHudRangeStorage; // defined below
gBTReticle = new BTReticleRenderable(mech, &gBTHudRangeStorage);
Mech *m = (Mech *)mech;
for (int wi = 0; wi < m->GetSubsystemCount(); ++wi)
{
Subsystem *ws = m->GetSubsystem(wi);
if (ws == 0)
continue;
if (!ws->IsDerivedFrom(MechWeapon::ClassDerivations)) // 0x511830
continue;
MechWeapon *wp = (MechWeapon *)ws;
RGBColor pc = wp->PipColor();
float r = (float)pc.Red, g = (float)pc.Green, b = (float)pc.Blue;
if (r < 0.0f || g < 0.0f || b < 0.0f) { r = 0.78f; g = 0.08f; b = 0.02f; }
DEBUG_STREAM << "[hud] pip: classID=" << (int)ws->GetClassID()
<< " pos=" << wp->PipPosition()
<< " range=" << wp->WeaponRange()
<< " ext=" << wp->PipExtendedRange()
<< " rgb=(" << r << "," << g << "," << b << ")\n" << std::flush;
gBTReticle->AddWeapon(
wp->WeaponRange(),
wp->PipPosition(),
(int *)wp->WithinRangePtr(),
wp->PipExtendedRange(),
r, g, b,
wp->RechargeLevelPtr(), // attr 0x1c analog: loaded when >= 1
2, 3,
(int *)wp->SimulationStatePtr(), // attr 1: damage state (1 = destroyed)
1,
1 /* Front group (RearFiring==0 on every BLH weapon) */);
}
DEBUG_STREAM << "[hud] reticle built: " << gBTReticle->WeaponCount()
<< " weapon pip(s) registered\n" << std::flush;
return gBTReticle;
}
// the live target-range storage the reticle's caret binds to
Scalar gBTHudRangeStorage = 0.0f;
//
// THREAT trail store (recovered Execute @4ce3e2-4ce6ce): timestamped attack
// directions pushed on player damage (mech.cpp handler); Draw ages them --
// fresh < 2s (red), expired > 6s (dropped). World-frame (x,z) directions:
// they draw inside the compass's rotated frame, so the marks stay
// world-referenced on the rose like a true compass bearing.
//
struct BTHudThreat { float x, z; clock_t born; };
static BTHudThreat gBTHudThreats[16];
static int gBTHudThreatCount = 0;
void BTPushHudThreat(float wx, float wz)
{
float len = sqrtf(wx * wx + wz * wz);
if (len < 1e-4f)
return;
if (gBTHudThreatCount >= 16) // drop the oldest
{
for (int i = 1; i < 16; ++i)
gBTHudThreats[i - 1] = gBTHudThreats[i];
gBTHudThreatCount = 15;
}
BTHudThreat &t = gBTHudThreats[gBTHudThreatCount++];
t.x = wx / len;
t.z = wz / len;
t.born = clock();
}
int BTTakeHudThreats(float out_xz[][2], float out_age[], int max_n)
{
const clock_t now = clock();
int n = 0;
for (int i = 0; i < gBTHudThreatCount; ++i)
{
const float age = (float)(now - gBTHudThreats[i].born) / (float)CLOCKS_PER_SEC;
if (age > 6.0f)
continue; // expired
gBTHudThreats[n] = gBTHudThreats[i]; // compact in place
if (n < max_n)
{
out_xz[n][0] = gBTHudThreats[n].x;
out_xz[n][1] = gBTHudThreats[n].z;
out_age[n] = age;
}
++n;
}
gBTHudThreatCount = n;
return (n < max_n) ? n : max_n;
}
//
//#############################################################################
// BTReticleRenderable::AddWeapon
//#############################################################################
//
// @004cdac0
//
// Append one weapon range/pip marker to the reticle (max 10). Stores the
// weapon's attribute pointers in parallel arrays indexed by weaponCount, then
// pre-builds the two 2D display lists (the pip glyph + its extended-range arc)
// at the screen position computed from the (clamped) weapon range.
//
void
BTReticleRenderable::AddWeapon(
Scalar weapon_range, // param_2
int pip_position, // param_3
int *within_range_value, // param_4 TargetWithinRange
int extended_range, // param_5 PipExtendedRange
Scalar pip_red, // param_6..8 PipColor
Scalar pip_green,
Scalar pip_blue,
Scalar *cycle_ready, // param_9 (port: rechargeLevel)
int const2, // param_10 (2 = loaded)
int const3, // param_11 (3 = charging)
int *sim_state_value, // param_12 weapon attr 1
int const1, // param_13 (1 = destroyed)
int weapon_mode) // param_14 (group bit)
{
if (this->weaponCount /* [0x38] */ >= 10)
{
Fail("Tried to display too many weapons"); // @0051d24f, line 0x338
}
int n = this->weaponCount;
//
// Record this weapon's control state in the parallel arrays -- the exact
// store order of @004cdac0 (part_014.c:4827-4837). The caches hold the
// pip's DERIVED display flags (loaded / destroyed) for the Execute-style
// change detection in Draw.
//
this->stateConst3[n] /* [0x64+n*4] = param_11 */ = const3;
this->stateConst2[n] /* [0x8c+n*4] = param_10 */ = const2;
this->stateConst1[n] /* [0xb4+n*4] = param_13 */ = const1;
this->cycleReady[n] /* [0x130+n*4] = param_9 */ = cycle_ready;
this->alarmCache[n] /* [0xdc+n*4] */ = (*cycle_ready >= 0.999f);
this->simStateAttr[n] /* [0x158+n*4] = param_12 */ = sim_state_value;
this->simStateCache[n] /* [0x104+n*4] */ = (*sim_state_value == const1);
this->withinRangePtr[n] /* [0x18c+n*4] = param_4 */ = within_range_value;
this->withinRangeCache[n] /* [0x1b4+n*4] = *param_4 */ = *within_range_value;
this->weaponMode[n] /* [0x3c+n*4] = param_14 */ = weapon_mode;
dpl2d_DISPLAY *pip_list = dpl2d_NewDisplayList(); // FUN_00487f34
dpl2d_DISPLAY *arc_list = dpl2d_NewDisplayList();
this->pipDisplayListA[n] /* [0x2b0+n*4] */ = pip_list;
this->pipDisplayListB[n] /* [0x288+n*4] */ = arc_list;
//
// Clamp range into [minRange .. maxRange].
//
if (weapon_range >= this->minRange /* [0x230] */)
{
if (weapon_range > this->maxRange /* [0x22c] */)
weapon_range = this->maxRange;
}
else
{
weapon_range = this->minRange;
}
//
// Screen position of this pip from the reticle's calibrated geometry.
//
float x = this->originX /* [0x1fc] */ + this->biasX /* [0x208] */ +
(float)pip_position * PIP_SPACING /* _DAT_004cdce8 */;
float y = -this->scaleY /* [0x204] */ *
((weapon_range - this->minRange) / this->rangeScale /* [0x234] */) +
this->originY /* [0x200] */;
//
// Pip glyph display list: a coloured ring (+ a small filled marker when
// this is an extended-range / "rear" weapon).
//
dpl2d_Begin(pip_list, 1); // FUN_00487fbc
dpl2d_SetColor(pip_list, pip_red, pip_green, pip_blue); // param_6,7,8
dpl2d_Circle(pip_list, x, y, 0.012f /* 0x3c449ba6 */, 1);
dpl2d_SetColor(pip_list, 0, 0, 0);
dpl2d_Circle(pip_list, x, y, 0.014f /* 0x3c656042 */, 0);
if (extended_range != 0) // param_5
{
dpl2d_SetColor(pip_list, 0.7f, 0.7f, 0.7f); // 0x3f333333
dpl2d_PushMatrix(pip_list);
dpl2d_MoveTo(pip_list, x, y);
dpl2d_PopMatrix(pip_list);
}
dpl2d_End(pip_list);
dpl2d_Compile(pip_list);
//
// Extended-range arc display list (black outline ring).
//
dpl2d_Begin(arc_list, 1);
dpl2d_SetColor(arc_list, 0, 0, 0);
dpl2d_Circle(arc_list, x, y, 0.014f, 0);
dpl2d_End(arc_list);
dpl2d_Compile(arc_list);
this->weaponCount = n + 1;
}
//
//#############################################################################
// SetupMaterialSubstitutionList
//#############################################################################
//
// @004d0cc0
//
// Read the "vehicletable" resource and build the per-mech material-name
// substitution list, expanding the %color% / %badge% / %patch% / %serno%
// placeholders. Directly parallels RPL4VideoRenderer::SetupMaterialSubstitution-
// List (which handles %color%/%badge%); BT adds %patch% and a per-load
// incrementing %serno% (serial number, "0".."9","A"...).
//
void
BTL4VideoRenderer::SetupMaterialSubstitutionList(Entity *entity)
{
//
// One-shot cache of the placeholder string lengths.
//
static int colorLen = -1, badgeLen, patchLen, sernoLen; // guards @0051d19c..d1b4
if (colorLen < 0)
{
colorLen = strlen(colorParameter);
badgeLen = strlen(badgeParameter);
patchLen = strlen(patchParameter);
sernoLen = strlen(sernoParameter);
}
//
// Fetch + lock the vehicle table resource, copy it out, and parse it as a
// NotationFile.
//
ResourceDescription *res = application->GetResourceFile()->FindResourceDescription( // FUN_00406ff8
"vehicletable" /* @0051d941 */, ResourceDescription::VehicleTableResourceType);
if (res == NULL)
return;
res->Lock();
long len = (long)res->resourceSize; // [0x40]
char *copy = new char[len];
memcpy(copy, res->resourceAddress /* [0x3c] */, len); // FUN_004d4918
res->Unlock();
NotationFile *veh_tbl = new NotationFile(); // FUN_00403e84
veh_tbl->ReadText(copy, len); // FUN_00404d00
delete [] copy;
//
// Look up this mech's colour / badge / patch codes from the table, using
// the egg-supplied names carried on the entity (badge=resourceNameA @0x844,
// color=resourceNameB @0x848, patch=resourceNameC @0x84c).
//
// The recovered code read these directly off the BattleTech mech egg
// (Mech::vehicleColor / vehicleBadge / vehiclePatch) and Fail()ed on a miss.
// TODO(bring-up): the reconstructed Mech carries those names as ref-counted
// creation-name objects (resourceNameA/B/C) whose backing string is the
// transient MakeMessage buffer -- not safely readable here yet, and the
// attribute-index path ("VehicleColor"/...) is not wired, so it returns
// garbage that FindNote then deref-crashed on (btl4vid.cpp:808). Follow the
// RP analogue (RPL4VID.cpp:1562) which simply tolerates a missing colour/
// badge: a NULL egg name or a table miss leaves veh_* == NULL and the
// placeholder substitution below drops to default materials. Re-wire the
// real egg names (a named Mech accessor) once the Mech layout is mapped.
//
const char *egg_color = NULL; // [0x848] resourceNameB (color)
const char *egg_badge = NULL; // [0x844] resourceNameA (badge)
const char *egg_patch = NULL; // [0x84c] resourceNameC (patch)
const char *veh_color = NULL, *veh_badge = NULL, *veh_patch = NULL;
if (egg_color && !veh_tbl->GetEntry("color", egg_color, &veh_color)) // @0051d94e
{
DEBUG_STREAM << " Color value '" << egg_color
<< "' from egg not found in vehicle table\n"; // @0051d954
veh_color = NULL;
}
if (egg_badge && !veh_tbl->GetEntry("badge", egg_badge, &veh_badge)) // @0051d9b8
{
DEBUG_STREAM << " Badge value '" << egg_badge
<< "' from egg not found in vehicle table\n";
veh_badge = NULL;
}
if (egg_patch && !veh_tbl->GetEntry("patch", egg_patch, &veh_patch)) // @0051da22
{
DEBUG_STREAM << " Patch value '" << egg_patch
<< "' from egg not found in vehicle table\n";
veh_patch = NULL;
}
//
// Generic substitution list, then expand placeholders per entry.
//
materialSubstitutionList = veh_tbl->MakeEntryList("substitute"); // @0051da8c, DAT_004f1aac
for (NameList::Entry *entry = materialSubstitutionList->GetFirstEntry();
entry != NULL;
entry = entry->GetNextEntry())
{
char buffer[80];
char *dst = buffer;
const char *src = entry->GetChar();
*dst = '\0';
const char *pc;
while ((pc = strchr(src, '%')) != NULL) // FUN_004d49f4
{
int n = (int)(pc - src);
const char *resume = src;
if (n != 0)
{
memcpy(dst, src, n);
dst += n;
resume = pc;
}
if (!strncmp(pc, sernoParameter, sernoLen))
{
//
// %serno% -> the current one-character serial (gSerno, which
// increments '0'->'9'->'A' each mech loaded).
//
if (gSerno /* @0051d1b5 */ != '\0')
*dst++ = gSerno;
src = resume + sernoLen;
}
else if (!strncmp(pc, colorParameter, colorLen))
{
if (veh_color) { strcpy(dst, veh_color); dst += strlen(veh_color); }
src = resume + colorLen;
}
else if (!strncmp(pc, badgeParameter, badgeLen))
{
if (veh_badge) { strcpy(dst, veh_badge); dst += strlen(veh_badge); }
src = resume + badgeLen;
}
else if (!strncmp(pc, patchParameter, patchLen))
{
if (veh_patch) { strcpy(dst, veh_patch); dst += strlen(veh_patch); }
src = resume + patchLen;
}
else
{
*dst++ = *resume; // stray '%'
src = resume + 1;
}
}
strcpy(dst, src); // tail
//
// Store the expanded copy back into the list entry.
//
char *result = new char[strlen(buffer) + 1];
strcpy(result, buffer);
entry->dataReference = result;
}
delete veh_tbl;
//
// Advance the global serial number ('9' wraps to 'A') and install the
// per-frame material-name substitution callback.
//
if (gSerno == '9') gSerno = 'A';
else gSerno = gSerno + 1;
dpl_SetMaterialNameCallback(substituteMaterial); // FUN_0049664c(FUN_00459eb8)
}
//
//#############################################################################
// TearDownMaterialSubstitutionList
//#############################################################################
//
// @004d11e8
//
// Free the expanded substitution strings + the list, and clear the DPL
// material-name callback.
//
void
BTL4VideoRenderer::TearDownMaterialSubstitutionList()
{
if (materialSubstitutionList != NULL)
{
for (NameList::Entry *entry = materialSubstitutionList->GetFirstEntry();
entry != NULL;
entry = entry->GetNextEntry())
{
char *p = entry->GetChar();
if (p) { delete [] p; entry->dataReference = NULL; }
}
delete materialSubstitutionList;
materialSubstitutionList = NULL;
}
// dpl_SetMaterialNameCallback(NULL);
}
//===========================================================================//
// BTL4VideoRenderer ctor/dtor/TestInstance
//---------------------------------------------------------------------------//
// TODO(bring-up): the shipped BT ctor took the 1995 IG-board calibration tuple
// (rate/complexity/priority/interest/depth) and drove the Division renderer.
// WinTesla replaced that renderer with the D3D DPLRenderer, whose ctor now needs
// (HWND, width, height, fullscreen, interest_type, depth). The old calibration
// args have no D3D analogue, so for the first link we forward the interest/depth
// and bind the renderer to the active window at the pod main-view size (800x600).
// Real window/size wiring belongs in the BTL4Application video bring-up.
//===========================================================================//
BTL4VideoRenderer::BTL4VideoRenderer(
RendererRate /*calibration_rate*/,
RendererComplexity /*calibration_complexity*/,
RendererPriority /*calibration_priority*/,
InterestType interest_type,
InterestDepth depth_calibration
)
:
DPLRenderer(::GetActiveWindow(), 800, 600, false, interest_type, depth_calibration)
{
Check_Pointer(this);
mEyeCockpit = 0;
mEyeChase = 0;
mViewInside = 0;
}
//
// The V-key view toggle: switch the live camera between the authentic cockpit
// eyepoint and the port's external chase camera. A missing eye (e.g. the
// cockpit eye on a mech with no siteeyepoint) leaves the current view.
//
void
BTL4VideoRenderer::SetViewInside(int inside)
{
mViewInside = inside; // persists across renderable rebuilds
if (inside && mEyeCockpit != 0)
mCamera = mEyeCockpit;
else if (!inside && mEyeChase != 0)
mCamera = mEyeChase;
//
// Swap the player's DISPLAYED skeleton with the view: the INSIDE view uses
// the inside-skeleton mesh set (SkeletonType_A -- most body segments have
// no inside mesh, so the pilot isn't wrapped in his own torso textures;
// the authentic pod view worked exactly this way), the chase view restores
// the full outside set. Damage graphic states are respected per segment.
//
Entity *viewpoint = (application != 0) ? application->GetViewpointEntity() : 0;
std::map<Entity*, MechRenderTree>::iterator tree_it =
mMechRenderTrees.find(viewpoint);
if (tree_it != mMechRenderTrees.end() && !tree_it->second.wrecked)
{
MechRenderTree &render_tree = tree_it->second;
render_tree.viewSkeleton = inside
? (int)EntitySegment::SkeletonType_A
: render_tree.skeletonType;
JointedMover *jm = (JointedMover *)viewpoint;
EntitySegment::SegmentTableIterator it(jm->segmentTable);
EntitySegment *segment;
int shown = 0, hidden = 0;
while ((segment = it.ReadAndNext()) != NULL)
{
if (segment->IsSiteSegment() != 0)
continue;
int slot = segment->GetIndex();
std::map<int, HierarchicalDrawComponent*>::iterator r =
render_tree.segRenderable.find(slot);
if (r == render_tree.segRenderable.end() || r->second == NULL)
continue;
int gstate = 0;
std::map<int, int>::iterator g = render_tree.segGState.find(slot);
if (g != render_tree.segGState.end())
gstate = g->second;
CString *nm = segment->GetVideoObjectName(
(EntitySegment::SkeletonType)render_tree.viewSkeleton,
(Enumeration)gstate);
// The cockpit interior shell (blx_cop -- the canopy frame around the
// eyepoint) currently renders as a black enclosure; keep it hidden
// until its interior rendering is sorted (BT_INSIDE_COCKPIT=1 shows
// it for that investigation).
if (inside && nm != NULL && strstr((const char *)*nm, "_cop") != NULL
&& !getenv("BT_INSIDE_COCKPIT"))
nm = NULL;
d3d_OBJECT *obj = NULL;
if (nm != NULL)
{
char filename[44];
strcpy(filename, (const char *)*nm);
int len = (int)strlen(filename);
if (len >= 4)
filename[len - 4] = '\0';
strcat(filename, ".bgf");
obj = d3d_OBJECT::LoadObject(GetDevice(), filename);
}
r->second->SetDrawObj(obj);
if (obj)
{
++shown;
DEBUG_STREAM << "[view] shown: seg '"
<< (const char *)segment->GetName() << "' mesh '"
<< (nm ? (const char *)*nm : "?") << "'\n" << std::flush;
}
else ++hidden;
}
DEBUG_STREAM << "[view] skeleton "
<< (inside ? "A (inside)" : "N (outside)") << ": "
<< shown << " segment mesh(es) shown, " << hidden
<< " hidden\n" << std::flush;
}
DEBUG_STREAM << "[view] " << (inside ? "COCKPIT eyepoint" : "external chase")
<< (mCamera == mEyeCockpit ? " (cockpit live)" : " (chase live)")
<< "\n" << std::flush;
// the HUD overlay draws in the cockpit view only
{
extern void BTSetHudInside(int inside);
BTSetHudInside(mCamera == mEyeCockpit ? 1 : 0);
}
}
//
// Sim-side bridge (the mech4 keyboard poll drives it).
//
void BTSetViewInside(int inside)
{
if (application == NULL)
return;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer != NULL)
renderer->SetViewInside(inside);
}
BTL4VideoRenderer::~BTL4VideoRenderer()
{
}
Logical
BTL4VideoRenderer::TestInstance() const
{
return True;
}
//===========================================================================//