Files
TeslaRel410/restoration/source410/BT/MECHMPPR.HPP
T
CydandClaude Fable 5 0d97d8c38b BT410 5.3.45: six more watcher names published; the Reservoir one CRASHES (bisected)
Published and verified green on the pod rig: Condenser/CondenserState,
Generator/GeneratorState, Emitter/LaserOn, ControlsMapper/TargetRangeExponent,
plus the Torso and Myomers tables from the previous pass.

Reservoir/ReservoirState CRASHES the pod on the DOS extender, and a bisect
pins it to exactly that change: revert it and the run returns to a clean
Fail, re-apply it alone and the crash returns.  It is reverted; the tree is
green and the ladder is blocked there.

The important lesson is general: AttributeWatcherOf<T> does
currentValue = *(T*)attributePointer AT CONSTRUCTION, so a published name is
read the moment its watcher is built.  My earlier staging note claimed the
provisional types could not matter because nothing drives the values yet --
that is wrong, and this is the counterexample.

Ruled out by measurement and recorded so they are not retried: the
AlarmIndicator-vs-int type (a plain int got further, 232 -> 749 bytes of log,
but still crashed), static-init order (reservr.obj sorts last, after heat),
an id gap (contiguous at HeatSink::NextAttributeID), and the gauge rig (same
binary runs clean there -- only the pod/arena context faults).

Crash signature for whoever picks it up: 0044B4AD, mov eax,[edx+0x18] then
call [eax+4], EAX=0x15, fault at 0x19 -- a small integer called through as an
object, i.e. the AttributeIndexSet::Build uninitialised-slot pattern.
Condenser is the control: same base class, plain int, no crash.

Also fixed on the way: staged members must be appended at the END of a class
(offset-sensitive readers exist -- condenserNumber is reached as
master+0x1d4) and never added to a resource struct, which is a wire format.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 02:42:43 -05:00

201 lines
6.2 KiB
C++

//===========================================================================//
// File: mechmppr.hpp //
// Project: BattleTech //
// Contents: Implementation details for the mech controls mapper //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MECHMPPR_HPP)
# define MECHMPPR_HPP
# if !defined(SUBSYSTM_HPP)
# include <subsystm.hpp>
# endif
# if !defined(CSTR_HPP)
# include <cstr.hpp>
# endif
# if !defined(CONTROLS_HPP)
# include <controls.hpp>
# endif
# if !defined(VECTOR2D_HPP)
# include <vector2d.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//######################## MechControlsMapper ###########################
//###########################################################################
class MechControlsMapper:
public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static const IndexEntry AttributePointers[];
static AttributeIndexSet AttributeIndex;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute IDs -- the control inputs the streamed mappings bind to.
// The chain ends at Subsystem::NextAttributeID == 2.
//
public:
enum {
MechControlsMapperPadFirstAttributeID = 2,
StickPositionAttributeID, // 3
ThrottlePositionAttributeID, // 4
PedalsPositionAttributeID, // 5
ReverseThrustAttributeID, // 6
SpeedDemandAttributeID, // 7
TurnDemandAttributeID, // 8
LookForwardAttributeID, // 9
LookLeftAttributeID, // a
LookRightAttributeID, // b
LookBehindAttributeID, // c
LookDownAttributeID, // d
TorsoUpAttributeID, // e
TorsoDownAttributeID, // f
TorsoLeftAttributeID, // 10
TorsoRightAttributeID, // 11
TorsoCenterAttributeID, // 12
ControlModeAttributeID, // 13
DisplayModeAttributeID, // 14
PilotArrayPageAttributeID, // 15
PilotArrayAttributeID, // 16
TargetRangeExponentAttributeID, // authored watcher
NextAttributeID
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Control modes
//
public:
enum ControlMode {
BasicMode = 0,
StandardMode,
VeteranMode
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Look states. A five-state machine off the pod's look buttons; on a state
// change InterpretControls calls Mech::CommitLookState, which re-aims the
// eyepoint from the model's authored look angles (and, once the weapon wave
// lands, re-arms the per-view weapon fire enables).
//
public:
enum LookState {
LookNone = 0,
LookLeftState,
LookRightState,
LookBehindState,
LookDownState
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
MechControlsMapper(
Mech *owner,
int subsystem_ID,
CString subsystem_name,
RegisteredClass::ClassID class_ID,
SharedData &shared_data = DefaultData
);
~MechControlsMapper();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame control interpretation (the mapper's Performance): reads the
// engine-pushed raw input attributes (throttle / stick / pedals / buttons)
// and publishes the locomotion + aim demands the mech drive consumes.
//
public:
typedef void
(MechControlsMapper::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
InterpretControls(Scalar time_slice);
Mech*
GetMech() { Check(this); return (Mech *)GetEntity(); }
Scalar
GetSpeedDemand() const { Check(this); return speedDemand; }
Scalar
GetTurnDemand() const { Check(this); return turnDemand; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data -- the published control inputs (the streamed mappings write
// these; InterpretControls, phase 5.3, reads them to drive the mech).
//
public:
//
// The POD ROSTER (binary mapper attributes PilotArrayPage/PilotArray,
// ids 15/16): the comm scoreboard's row source. Zero = no roster
// authored (a solo mission), which is why the shipped cockpit leaves
// that page blank.
//
int
GetPilotArray() const { Check(this); return pilotArray; }
int
GetPilotArrayPage() const { Check(this); return pilotArrayPage; }
protected:
ControlsJoystick stickPosition;
Scalar throttlePosition;
Scalar pedalsPosition;
ControlsButton reverseThrust;
Scalar speedDemand;
Scalar turnDemand;
ControlsButton lookForward;
ControlsButton lookLeft;
ControlsButton lookRight;
ControlsButton lookBehind;
ControlsButton lookDown;
ControlsButton torsoUp;
ControlsButton torsoDown;
ControlsButton torsoLeft;
ControlsButton torsoRight;
ControlsButton torsoCenter;
int controlMode;
int displayMode;
int pilotArrayPage;
int pilotArray;
int lookState;
int previousLookState;
//
// Takes one reserved word (Scalar and int are both 4 bytes here), so
// the class size and every existing offset stay exactly as they were.
//
Scalar targetRangeExponent; // authored watcher
int reserved[21];
};
#endif