BT410 5.3.112: the hot path stops paying for its own diagnostics -- plus the HUD's confident half

PERFORMANCE, measured not guessed (operator report: "vastly slower than the
original").  The audit found and fixed:

  THE [crash] FLOOD: the collision-block log printed EVERY BLOCKED FRAME --
  5,487 lines in one wall-grinding run (~13/s sustained), each a float-heavy
  iostream format pushed through the COM3 serial redirect.  The shipped exe
  prints nothing, ever.  Now logs the CONTACT EDGE only (the same
  collisionState 0->1 gate the audio uses).

  ~100 UNCACHED getenv SCANS PER FRAME: every gated log site walked the DOS
  environment block per call, and the control mapper ran FOUR getenv + atof
  parses per frame in the input path whether logging was on or not.  All
  hot-path gates now cache in function-local statics (the donor's own
  idiom); the force-input overrides parse once.

  Ruled out: the debug macros (DEBUG_LEVEL=0 nulls Check/Verify wholesale,
  DEBUGOFF.HPP) and optimization (-O2, the authentic OPT flags).

  MEASURED RESULT: crash lines 5487 -> 0 on the same mission; the SOS frame
  pacing is 16.67 ticks/frame with drift=0 in BOTH the flooded and fixed
  runs -- the fixed-tick sim never actually lost its clock on the rig, so
  the flood's cost was wall-time in the serial path, not sim drift.

  THE OTHER HALF OF THE ANSWER, for the operator: since 5.3.95 the hull's
  speed is STRIDE-DRIVEN.  The mech steps off at ~7 u/s and winds up
  through the walk band (capped 18.5) to the run only across clip-boundary
  transitions -- seconds, like the real pod -- where the old bring-up model
  hit 26.9 instantly.  Walls also now stop the mech dead.  If "slower"
  means acceleration feel rather than frame rate, that is the AUTHENTIC
  gait arriving, not a defect.

ALSO IN: HUD::HudSimulation's confident half (base tick, heat/voltage page
gating off the 5.3.109 mirrors, the blink -- with >= on the flicker compare
where the decomp shard's literal != would toggle every tick), registered on
the master; the reticle/lock/torso-horizon math stays STAGED, matching the
donor's own unfinished state.  Stub census: 17 across 11 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-08-03 22:36:14 -05:00
co-authored by Claude Fable 5
parent 02b78eadc7
commit 59a0c109c9
3 changed files with 556 additions and 452 deletions
+173 -110
View File
@@ -1,110 +1,173 @@
//===========================================================================//
// File: hud.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: HUD -- head-up display / targeting reticle //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(HUD_HPP)
# include <hud.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
static const Point3D HudZeroVector(0.0f, 0.0f, 0.0f);
Derivation
HUD::ClassDerivations(
PowerWatcher::ClassDerivations,
"HUD"
);
HUD::SharedData
HUD::DefaultData(
HUD::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
HUD::HUD(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
PowerWatcher(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
flickerRate = 0.0f;
rotationOfTorsoHorizontal = 0.0f;
torsoLimitRight = 0.0f;
torsoLimitLeft = 0.0f;
torsoSpeed = 0.0f;
rangeToTarget = 0.0f;
scratch1F0 = 0;
visible = True;
lockFlag = False;
hotBoxVector = HudZeroVector;
threatVector = HudZeroVector;
compassHeading = 0.0f;
blinkTimer = 0.0f;
flickerTimer = 0.0f;
blinkState = True;
transitionFlag = False;
previousHorizontal = 0.0f;
statusAlarm.Initialize(2);
freeAimSlew = 0.0f;
scratch290 = 0.0f;
horizontalTorsoOffset = 0.0f;
flickerRate = subsystem_resource->flickerRate;
horizontalMovementPerSecond = subsystem_resource->horizontalMovementPerSecond;
horizontalLimit = subsystem_resource->horizontalLimit;
//
// The torso-orientation source is a Mech link not yet live at
// construction time; HudSimulation refreshes these per-frame.
//
linkedEntity = 0;
flickerActive = 0;
Check_Fpu();
}
HUD::~HUD()
{
}
Logical
HUD::TestClass(Mech &)
{
return True;
}
Logical
HUD::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
// Per-frame reticle / compass / lock-ring update. Not yet reconstructed.
//
void
HUD::HudSimulation(Scalar)
{
Fail("HUD::HudSimulation -- hud.cpp not yet reconstructed");
}
//===========================================================================//
// File: hud.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: HUD -- head-up display / targeting reticle //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(HUD_HPP)
# include <hud.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
static const Point3D HudZeroVector(0.0f, 0.0f, 0.0f);
Derivation
HUD::ClassDerivations(
PowerWatcher::ClassDerivations,
"HUD"
);
HUD::SharedData
HUD::DefaultData(
HUD::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
HUD::HUD(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
PowerWatcher(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
flickerRate = 0.0f;
rotationOfTorsoHorizontal = 0.0f;
torsoLimitRight = 0.0f;
torsoLimitLeft = 0.0f;
torsoSpeed = 0.0f;
rangeToTarget = 0.0f;
scratch1F0 = 0;
visible = True;
lockFlag = False;
hotBoxVector = HudZeroVector;
threatVector = HudZeroVector;
compassHeading = 0.0f;
blinkTimer = 0.0f;
flickerTimer = 0.0f;
blinkState = True;
transitionFlag = False;
previousHorizontal = 0.0f;
statusAlarm.Initialize(2);
freeAimSlew = 0.0f;
scratch290 = 0.0f;
horizontalTorsoOffset = 0.0f;
flickerRate = subsystem_resource->flickerRate;
horizontalMovementPerSecond = subsystem_resource->horizontalMovementPerSecond;
horizontalLimit = subsystem_resource->horizontalLimit;
//
// The torso-orientation source is a Mech link not yet live at
// construction time; HudSimulation refreshes these per-frame.
//
linkedEntity = 0;
flickerActive = 0;
//
// The master instance runs the HUD per-frame.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&HUD::HudSimulation);
}
Check_Fpu();
}
HUD::~HUD()
{
}
Logical
HUD::TestClass(Mech &)
{
return True;
}
Logical
HUD::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// @004b7830 -- the per-frame HUD, PARTIAL: the base tick, the heat/voltage
// page gating and the blink are reconstructed (the donor's confident half);
// the reticle / target-lock / torso-horizon math (its blocks 4-6) survives
// only as summarised offsets in the recovered shard and stays STAGED --
// the page visibility is the cockpit-bound behaviour, and it is real.
//
// The blink comparison is >= (the decomp shard's literal != would toggle
// every tick through float inequality; the shard's own banner describes
// "compared against flickerRate; on expiry ... toggles").
//#############################################################################
//
void
HUD::HudSimulation(Scalar time_slice)
{
Check(this);
PowerWatcher::Simulation(time_slice);
//
// Page gating off our own mirrored alarms (the watchers, 5.3.109):
// a heat failure or an unpowered watched subsystem hides the page.
//
Logical
page_visible = True;
if (watchdogAlarm.GetLevel() != PoweredSubsystem::Ready)
{
page_visible = False;
}
if (heatAlarm.GetLevel() == HeatSink::FailureHeat)
{
page_visible = False;
}
//
// The blink.
//
if (transitionFlag == 0)
{
blinkTimer += time_slice;
if (blinkTimer >= flickerRate)
{
blinkTimer = 0.0f;
blinkState = (blinkState == 0);
}
}
else if (transitionFlag == 1)
{
blinkState = True;
}
visible = (page_visible && blinkState) ? 1 : 0;
//
// STAGED (donor blocks 4-6): engine/start flag mirror, target lock +
// sliding range + compass, and the torso-horizon slew -- summarised
// offsets only in the recovered shard (part_013.c @004b7830).
//
Check_Fpu();
}
+26 -3
View File
@@ -2042,7 +2042,12 @@ void
collision_damage.damageAmount = 0.0f;
if (getenv("BT_MECH_LOG"))
static int s_crunchLog = -1;
if (s_crunchLog < 0)
{
s_crunchLog = (getenv("BT_MECH_LOG") != NULL);
}
if (s_crunchLog)
{
DEBUG_STREAM << "[crash] CRUNCH (crushable) at ("
<< post_snap_position.x << ","
@@ -2083,7 +2088,20 @@ void
ForceUpdate(0x20);
}
if (getenv("BT_MECH_LOG"))
//
// Log the CONTACT EDGE only. This site once printed every
// blocked frame -- 5487 lines in one wall-grinding run, each
// formatted and pushed through the COM3 serial redirect, which
// is what made the build feel vastly slower than the shipped
// exe. The collisionState 0->1 edge is the same gate the audio
// uses.
//
static int s_mechLog = -1;
if (s_mechLog < 0)
{
s_mechLog = (getenv("BT_MECH_LOG") != NULL);
}
if (s_mechLog && collisionState.GetState() == 0)
{
DEBUG_STREAM << "[crash] BLOCK dmg="
<< collision_damage.damageAmount
@@ -2094,7 +2112,12 @@ void
}
}
if (getenv("BT_MECH_LOG"))
static int s_simLog = -1;
if (s_simLog < 0)
{
s_simLog = (getenv("BT_MECH_LOG") != NULL);
}
if (s_simLog)
{
static Scalar reportAccum = 0.0f;
reportAccum += time_slice;
+357 -339
View File
@@ -1,339 +1,357 @@
//===========================================================================//
// File: mechmppr.cpp //
// Project: BattleTech //
// Contents: Implementation details for the mech controls mapper //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECHMPPR_HPP)
# include <mechmppr.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(TORSO_HPP)
# include <torso.hpp>
#endif
Derivation
MechControlsMapper::ClassDerivations(
Subsystem::ClassDerivations,
"MechControlsMapper"
);
//
//#############################################################################
// Published control-input attributes. The streamed control mappings bind (by
// name) to these; the pad entry fills the chain-vs-id gap at id 2.
//#############################################################################
//
const MechControlsMapper::IndexEntry
MechControlsMapper::AttributePointers[]=
{
{ (int)MechControlsMapper::MechControlsMapperPadFirstAttributeID,
"MechControlsMapperPad02",
(Simulation::AttributePointer)&MechControlsMapper::throttlePosition },
ATTRIBUTE_ENTRY(MechControlsMapper, StickPosition, stickPosition),
ATTRIBUTE_ENTRY(MechControlsMapper, ThrottlePosition, throttlePosition),
ATTRIBUTE_ENTRY(MechControlsMapper, PedalsPosition, pedalsPosition),
ATTRIBUTE_ENTRY(MechControlsMapper, ReverseThrust, reverseThrust),
ATTRIBUTE_ENTRY(MechControlsMapper, SpeedDemand, speedDemand),
ATTRIBUTE_ENTRY(MechControlsMapper, TurnDemand, turnDemand),
ATTRIBUTE_ENTRY(MechControlsMapper, LookForward, lookForward),
ATTRIBUTE_ENTRY(MechControlsMapper, LookLeft, lookLeft),
ATTRIBUTE_ENTRY(MechControlsMapper, LookRight, lookRight),
ATTRIBUTE_ENTRY(MechControlsMapper, LookBehind, lookBehind),
ATTRIBUTE_ENTRY(MechControlsMapper, LookDown, lookDown),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoUp, torsoUp),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoDown, torsoDown),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoLeft, torsoLeft),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoRight, torsoRight),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoCenter, torsoCenter),
ATTRIBUTE_ENTRY(MechControlsMapper, ControlMode, controlMode),
ATTRIBUTE_ENTRY(MechControlsMapper, DisplayMode, displayMode),
ATTRIBUTE_ENTRY(MechControlsMapper, PilotArrayPage, pilotArrayPage),
ATTRIBUTE_ENTRY(MechControlsMapper, PilotArray, pilotArray),
ATTRIBUTE_ENTRY(MechControlsMapper, TargetRangeExponent,
targetRangeExponent)
};
MechControlsMapper::AttributeIndexSet
MechControlsMapper::AttributeIndex(
ELEMENTS(MechControlsMapper::AttributePointers),
MechControlsMapper::AttributePointers,
Subsystem::AttributeIndex
);
MechControlsMapper::SharedData
MechControlsMapper::DefaultData(
MechControlsMapper::ClassDerivations,
Subsystem::MessageHandlers,
MechControlsMapper::AttributeIndex,
1
);
MechControlsMapper::MechControlsMapper(
Mech *owner,
int subsystem_ID,
CString subsystem_name,
RegisteredClass::ClassID class_ID,
SharedData &shared_data
):
Subsystem(
(Entity *)owner,
subsystem_ID,
subsystem_name,
class_ID,
shared_data
)
{
Check(owner);
//
// Prime the published control inputs to neutral. Per-frame interpretation
// (InterpretControls) is reconstructed with the mech2/3/4 sim (phase 5.3).
//
stickPosition.x = 0.0f;
stickPosition.y = 0.0f;
throttlePosition = 0.0f;
pedalsPosition = 0.0f;
reverseThrust = 0;
speedDemand = 0.0f;
turnDemand = 0.0f;
lookForward = 0;
lookLeft = 0;
lookRight = 0;
lookBehind = 0;
lookDown = 0;
torsoUp = 0;
torsoDown = 0;
torsoLeft = 0;
torsoRight = 0;
torsoCenter = 0;
controlMode = BasicMode;
displayMode = 0;
pilotArrayPage = 0;
pilotArray = 0;
targetRangeExponent = 0.0f; // staged: bound by an authored watcher
lookState = LookNone;
previousLookState = LookNone;
{
//
// ELEMENTS(), never a literal -- this said 22 against reserved[21]
// and wrote 4 bytes off the end of every mapper. Found by a sweep
// after the same mistake surfaced in Torso (5.3.78).
//
int
i;
for (i = 0; i < (int)ELEMENTS(reserved); ++i)
{
reserved[i] = 0;
}
}
//
// Install the per-frame control-interpretation Performance.
//
SetPerformance(&MechControlsMapper::InterpretControls);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[mapper] ctor id=" << subsystem_ID
<< " throttleAttr=" << GetAttributePointer(ThrottlePositionAttributeID)
<< " controlModeAttr=" << GetAttributePointer(ControlModeAttributeID)
<< endl << flush;
}
Check_Fpu();
}
MechControlsMapper::~MechControlsMapper()
{
}
//
//#############################################################################
// InterpretControls -- the mapper's per-frame Performance. Reads the raw input
// attributes (the engine controls push refreshes throttle/stick/pedals/buttons
// from the RIO/keyboard before this runs) and publishes the locomotion demands
// (speedDemand in world-u/s, turnDemand [-1..1]) the mech drive consumes.
//
// Reconstructs the authentic demand math (mechmppr.cpp @004afd10):
// * throttle -> forward speed: speedDemand = topSpeed * throttle * fwdScale
// (reverse thrust inverts and drops the forward scale);
// * soft stick response: square the yaw (sign preserved), cube the pedals;
// * Basic: stick yaw = turn; Standard/Veteran: pedals = turn;
// * speed is clamped down while turning hard (max_turn ramp).
//
// DEV hook (headless verification, no RIO/keyboard): BT_FORCE_THROTTLE /
// BT_FORCE_TURN override the pushed raw inputs so the demand math + mech drive
// are exercisable without hardware. The torso-aim / free-look interpretation
// (torso analog axes, look/eyepoint commit) is the aiming wave, deferred.
//#############################################################################
//
void
MechControlsMapper::InterpretControls(Scalar time_slice)
{
Check(this);
Mech *mech = GetMech();
Check(mech);
//
// DEV forced-input override.
//
{
const char *force_throttle = getenv("BT_FORCE_THROTTLE");
if (force_throttle != NULL)
{
Scalar t = (Scalar)atof(force_throttle);
throttlePosition = (t >= 0.0f) ? t : -t;
reverseThrust = (t < 0.0f) ? 1 : 0;
}
const char *force_turn = getenv("BT_FORCE_TURN");
if (force_turn != NULL)
{
stickPosition.x = (Scalar)atof(force_turn);
}
const char *force_elev = getenv("BT_FORCE_ELEV");
if (force_elev != NULL)
{
stickPosition.y = (Scalar)atof(force_elev);
}
const char *force_look = getenv("BT_FORCE_LOOK");
if (force_look != NULL)
{
int state = atoi(force_look);
lookLeft = (state == (int)LookLeftState) ? 1 : 0;
lookRight = (state == (int)LookRightState) ? 1 : 0;
lookBehind = (state == (int)LookBehindState) ? 1 : 0;
lookDown = (state == (int)LookDownState) ? 1 : 0;
}
}
Torso *torso = (Torso *)mech->GetTorsoSubsystem();
Scalar topSpeed = mech->GetReverseStrideLength();
Scalar walkSpeed = mech->GetWalkStrideLength();
//
// Throttle -> forward speed demand.
//
if (reverseThrust < 1)
{
speedDemand = topSpeed * throttlePosition * mech->GetForwardThrottleScale();
}
else
{
speedDemand = -topSpeed * throttlePosition;
}
//
// Soft response: square the stick yaw (sign preserved), cube the pedals.
//
Scalar stick_x = stickPosition.x * stickPosition.x;
if (stickPosition.x < 0.0f)
{
stick_x = -stick_x;
}
Scalar stick_y = stickPosition.y * stickPosition.y;
if (stickPosition.y < 0.0f)
{
stick_y = -stick_y;
}
Scalar pedal_3 = pedalsPosition * pedalsPosition * pedalsPosition;
turnDemand = 0.0f;
//
// Torso aim. Every control mode routes the stick pitch (stick_y) into the
// torso weapon-elevation axis. In Basic the stick yaw is the turn (legs);
// in Standard/Veteran the stick yaw is the torso twist (free aim) and the
// pedals steer. (The HUD free-aim slew + look/eyepoint commit are the
// aiming/camera wave, deferred.)
//
if (controlMode == BasicMode)
{
turnDemand = stick_x;
if (torso != NULL)
{
torso->SetAnalogElevationAxis(stick_y);
torso->SetAnalogTwistAxis(0.0f);
}
}
else
{
turnDemand = pedal_3;
if (torso != NULL)
{
torso->SetAnalogElevationAxis(stick_y);
torso->SetAnalogTwistAxis(stick_x);
}
}
//
// Clamp forward speed down while turning hard (except VeteranMode, which has
// no speed-dependent turn clamp). max_turn ramps from topSpeed (no turn) to
// walkSpeed (full turn).
//
if (controlMode != VeteranMode)
{
Scalar turn_mag = (turnDemand < 0.0f) ? -turnDemand : turnDemand;
if (turn_mag > 0.001f)
{
Scalar max_turn = (topSpeed - walkSpeed) * (1.0f - turn_mag) + walkSpeed;
if (speedDemand > max_turn) speedDemand = max_turn;
if (speedDemand < -max_turn) speedDemand = -max_turn;
}
}
//
// Look / eyepoint selection. Choose a look direction from the buttons;
// when it changes, commit it -- the mech re-aims the eyepoint from its
// authored look angles (and, once the weapon wave lands, re-arms the
// per-view weapon fire enables through the same commit).
//
previousLookState = lookState;
if (lookLeft > 0) lookState = LookLeftState;
else if (lookRight > 0) lookState = LookRightState;
else if (lookBehind > 0) lookState = LookBehindState;
else if (lookDown > 0) lookState = LookDownState;
else lookState = LookNone;
if (lookState != previousLookState)
{
mech->CommitLookState(lookState);
}
if (getenv("BT_MECH_LOG"))
{
static Scalar reportAccum = 0.0f;
reportAccum += time_slice;
if (reportAccum >= 1.0f)
{
reportAccum = 0.0f;
DEBUG_STREAM << "[mppr] thr=" << throttlePosition
<< " rev=" << reverseThrust
<< " stickX=" << stickPosition.x
<< " stickY=" << stickPosition.y
<< " mode=" << controlMode
<< " -> speedDemand=" << speedDemand
<< " turnDemand=" << turnDemand
<< " torsoElev=" << (torso ? torso->CurrentElevation() : 0.0f)
<< endl << flush;
}
}
Check_Fpu();
}
Logical
MechControlsMapper::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//===========================================================================//
// File: mechmppr.cpp //
// Project: BattleTech //
// Contents: Implementation details for the mech controls mapper //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECHMPPR_HPP)
# include <mechmppr.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(TORSO_HPP)
# include <torso.hpp>
#endif
Derivation
MechControlsMapper::ClassDerivations(
Subsystem::ClassDerivations,
"MechControlsMapper"
);
//
//#############################################################################
// Published control-input attributes. The streamed control mappings bind (by
// name) to these; the pad entry fills the chain-vs-id gap at id 2.
//#############################################################################
//
const MechControlsMapper::IndexEntry
MechControlsMapper::AttributePointers[]=
{
{ (int)MechControlsMapper::MechControlsMapperPadFirstAttributeID,
"MechControlsMapperPad02",
(Simulation::AttributePointer)&MechControlsMapper::throttlePosition },
ATTRIBUTE_ENTRY(MechControlsMapper, StickPosition, stickPosition),
ATTRIBUTE_ENTRY(MechControlsMapper, ThrottlePosition, throttlePosition),
ATTRIBUTE_ENTRY(MechControlsMapper, PedalsPosition, pedalsPosition),
ATTRIBUTE_ENTRY(MechControlsMapper, ReverseThrust, reverseThrust),
ATTRIBUTE_ENTRY(MechControlsMapper, SpeedDemand, speedDemand),
ATTRIBUTE_ENTRY(MechControlsMapper, TurnDemand, turnDemand),
ATTRIBUTE_ENTRY(MechControlsMapper, LookForward, lookForward),
ATTRIBUTE_ENTRY(MechControlsMapper, LookLeft, lookLeft),
ATTRIBUTE_ENTRY(MechControlsMapper, LookRight, lookRight),
ATTRIBUTE_ENTRY(MechControlsMapper, LookBehind, lookBehind),
ATTRIBUTE_ENTRY(MechControlsMapper, LookDown, lookDown),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoUp, torsoUp),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoDown, torsoDown),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoLeft, torsoLeft),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoRight, torsoRight),
ATTRIBUTE_ENTRY(MechControlsMapper, TorsoCenter, torsoCenter),
ATTRIBUTE_ENTRY(MechControlsMapper, ControlMode, controlMode),
ATTRIBUTE_ENTRY(MechControlsMapper, DisplayMode, displayMode),
ATTRIBUTE_ENTRY(MechControlsMapper, PilotArrayPage, pilotArrayPage),
ATTRIBUTE_ENTRY(MechControlsMapper, PilotArray, pilotArray),
ATTRIBUTE_ENTRY(MechControlsMapper, TargetRangeExponent,
targetRangeExponent)
};
MechControlsMapper::AttributeIndexSet
MechControlsMapper::AttributeIndex(
ELEMENTS(MechControlsMapper::AttributePointers),
MechControlsMapper::AttributePointers,
Subsystem::AttributeIndex
);
MechControlsMapper::SharedData
MechControlsMapper::DefaultData(
MechControlsMapper::ClassDerivations,
Subsystem::MessageHandlers,
MechControlsMapper::AttributeIndex,
1
);
MechControlsMapper::MechControlsMapper(
Mech *owner,
int subsystem_ID,
CString subsystem_name,
RegisteredClass::ClassID class_ID,
SharedData &shared_data
):
Subsystem(
(Entity *)owner,
subsystem_ID,
subsystem_name,
class_ID,
shared_data
)
{
Check(owner);
//
// Prime the published control inputs to neutral. Per-frame interpretation
// (InterpretControls) is reconstructed with the mech2/3/4 sim (phase 5.3).
//
stickPosition.x = 0.0f;
stickPosition.y = 0.0f;
throttlePosition = 0.0f;
pedalsPosition = 0.0f;
reverseThrust = 0;
speedDemand = 0.0f;
turnDemand = 0.0f;
lookForward = 0;
lookLeft = 0;
lookRight = 0;
lookBehind = 0;
lookDown = 0;
torsoUp = 0;
torsoDown = 0;
torsoLeft = 0;
torsoRight = 0;
torsoCenter = 0;
controlMode = BasicMode;
displayMode = 0;
pilotArrayPage = 0;
pilotArray = 0;
targetRangeExponent = 0.0f; // staged: bound by an authored watcher
lookState = LookNone;
previousLookState = LookNone;
{
//
// ELEMENTS(), never a literal -- this said 22 against reserved[21]
// and wrote 4 bytes off the end of every mapper. Found by a sweep
// after the same mistake surfaced in Torso (5.3.78).
//
int
i;
for (i = 0; i < (int)ELEMENTS(reserved); ++i)
{
reserved[i] = 0;
}
}
//
// Install the per-frame control-interpretation Performance.
//
SetPerformance(&MechControlsMapper::InterpretControls);
static int s_mpprLog = -1;
if (s_mpprLog < 0) { s_mpprLog = (getenv("BT_MECH_LOG") != NULL); }
if (s_mpprLog)
{
DEBUG_STREAM << "[mapper] ctor id=" << subsystem_ID
<< " throttleAttr=" << GetAttributePointer(ThrottlePositionAttributeID)
<< " controlModeAttr=" << GetAttributePointer(ControlModeAttributeID)
<< endl << flush;
}
Check_Fpu();
}
MechControlsMapper::~MechControlsMapper()
{
}
//
//#############################################################################
// InterpretControls -- the mapper's per-frame Performance. Reads the raw input
// attributes (the engine controls push refreshes throttle/stick/pedals/buttons
// from the RIO/keyboard before this runs) and publishes the locomotion demands
// (speedDemand in world-u/s, turnDemand [-1..1]) the mech drive consumes.
//
// Reconstructs the authentic demand math (mechmppr.cpp @004afd10):
// * throttle -> forward speed: speedDemand = topSpeed * throttle * fwdScale
// (reverse thrust inverts and drops the forward scale);
// * soft stick response: square the yaw (sign preserved), cube the pedals;
// * Basic: stick yaw = turn; Standard/Veteran: pedals = turn;
// * speed is clamped down while turning hard (max_turn ramp).
//
// DEV hook (headless verification, no RIO/keyboard): BT_FORCE_THROTTLE /
// BT_FORCE_TURN override the pushed raw inputs so the demand math + mech drive
// are exercisable without hardware. The torso-aim / free-look interpretation
// (torso analog axes, look/eyepoint commit) is the aiming wave, deferred.
//#############################################################################
//
void
MechControlsMapper::InterpretControls(Scalar time_slice)
{
Check(this);
Mech *mech = GetMech();
Check(mech);
//
// DEV forced-input override. Parsed ONCE -- this block used to run four
// getenv scans plus atof parses EVERY FRAME in the control path, part of
// why the build lagged the shipped exe.
//
{
static int s_forceParsed = 0;
static int s_hasThrottle = 0, s_hasTurn = 0, s_hasElev = 0, s_hasLook = 0;
static Scalar s_throttle = 0.0f, s_turn = 0.0f, s_elev = 0.0f;
static int s_look = 0;
if (!s_forceParsed)
{
s_forceParsed = 1;
const char *e;
e = getenv("BT_FORCE_THROTTLE");
if (e != NULL) { s_hasThrottle = 1; s_throttle = (Scalar)atof(e); }
e = getenv("BT_FORCE_TURN");
if (e != NULL) { s_hasTurn = 1; s_turn = (Scalar)atof(e); }
e = getenv("BT_FORCE_ELEV");
if (e != NULL) { s_hasElev = 1; s_elev = (Scalar)atof(e); }
e = getenv("BT_FORCE_LOOK");
if (e != NULL) { s_hasLook = 1; s_look = atoi(e); }
}
if (s_hasThrottle)
{
throttlePosition = (s_throttle >= 0.0f) ? s_throttle : -s_throttle;
reverseThrust = (s_throttle < 0.0f) ? 1 : 0;
}
if (s_hasTurn)
{
stickPosition.x = s_turn;
}
if (s_hasElev)
{
stickPosition.y = s_elev;
}
if (s_hasLook)
{
int state = s_look;
lookLeft = (state == (int)LookLeftState) ? 1 : 0;
lookRight = (state == (int)LookRightState) ? 1 : 0;
lookBehind = (state == (int)LookBehindState) ? 1 : 0;
lookDown = (state == (int)LookDownState) ? 1 : 0;
}
}
Torso *torso = (Torso *)mech->GetTorsoSubsystem();
Scalar topSpeed = mech->GetReverseStrideLength();
Scalar walkSpeed = mech->GetWalkStrideLength();
//
// Throttle -> forward speed demand.
//
if (reverseThrust < 1)
{
speedDemand = topSpeed * throttlePosition * mech->GetForwardThrottleScale();
}
else
{
speedDemand = -topSpeed * throttlePosition;
}
//
// Soft response: square the stick yaw (sign preserved), cube the pedals.
//
Scalar stick_x = stickPosition.x * stickPosition.x;
if (stickPosition.x < 0.0f)
{
stick_x = -stick_x;
}
Scalar stick_y = stickPosition.y * stickPosition.y;
if (stickPosition.y < 0.0f)
{
stick_y = -stick_y;
}
Scalar pedal_3 = pedalsPosition * pedalsPosition * pedalsPosition;
turnDemand = 0.0f;
//
// Torso aim. Every control mode routes the stick pitch (stick_y) into the
// torso weapon-elevation axis. In Basic the stick yaw is the turn (legs);
// in Standard/Veteran the stick yaw is the torso twist (free aim) and the
// pedals steer. (The HUD free-aim slew + look/eyepoint commit are the
// aiming/camera wave, deferred.)
//
if (controlMode == BasicMode)
{
turnDemand = stick_x;
if (torso != NULL)
{
torso->SetAnalogElevationAxis(stick_y);
torso->SetAnalogTwistAxis(0.0f);
}
}
else
{
turnDemand = pedal_3;
if (torso != NULL)
{
torso->SetAnalogElevationAxis(stick_y);
torso->SetAnalogTwistAxis(stick_x);
}
}
//
// Clamp forward speed down while turning hard (except VeteranMode, which has
// no speed-dependent turn clamp). max_turn ramps from topSpeed (no turn) to
// walkSpeed (full turn).
//
if (controlMode != VeteranMode)
{
Scalar turn_mag = (turnDemand < 0.0f) ? -turnDemand : turnDemand;
if (turn_mag > 0.001f)
{
Scalar max_turn = (topSpeed - walkSpeed) * (1.0f - turn_mag) + walkSpeed;
if (speedDemand > max_turn) speedDemand = max_turn;
if (speedDemand < -max_turn) speedDemand = -max_turn;
}
}
//
// Look / eyepoint selection. Choose a look direction from the buttons;
// when it changes, commit it -- the mech re-aims the eyepoint from its
// authored look angles (and, once the weapon wave lands, re-arms the
// per-view weapon fire enables through the same commit).
//
previousLookState = lookState;
if (lookLeft > 0) lookState = LookLeftState;
else if (lookRight > 0) lookState = LookRightState;
else if (lookBehind > 0) lookState = LookBehindState;
else if (lookDown > 0) lookState = LookDownState;
else lookState = LookNone;
if (lookState != previousLookState)
{
mech->CommitLookState(lookState);
}
static int s_mpprLog = -1;
if (s_mpprLog < 0) { s_mpprLog = (getenv("BT_MECH_LOG") != NULL); }
if (s_mpprLog)
{
static Scalar reportAccum = 0.0f;
reportAccum += time_slice;
if (reportAccum >= 1.0f)
{
reportAccum = 0.0f;
DEBUG_STREAM << "[mppr] thr=" << throttlePosition
<< " rev=" << reverseThrust
<< " stickX=" << stickPosition.x
<< " stickY=" << stickPosition.y
<< " mode=" << controlMode
<< " -> speedDemand=" << speedDemand
<< " turnDemand=" << turnDemand
<< " torsoElev=" << (torso ? torso->CurrentElevation() : 0.0f)
<< endl << flush;
}
}
Check_Fpu();
}
Logical
MechControlsMapper::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}