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>
358 lines
11 KiB
C++
358 lines
11 KiB
C++
//===========================================================================//
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// File: mechmppr.cpp //
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// Project: BattleTech //
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// Contents: Implementation details for the mech controls mapper //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MECHMPPR_HPP)
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# include <mechmppr.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(TORSO_HPP)
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# include <torso.hpp>
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#endif
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Derivation
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MechControlsMapper::ClassDerivations(
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Subsystem::ClassDerivations,
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"MechControlsMapper"
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);
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//
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//#############################################################################
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// Published control-input attributes. The streamed control mappings bind (by
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// name) to these; the pad entry fills the chain-vs-id gap at id 2.
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//#############################################################################
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//
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const MechControlsMapper::IndexEntry
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MechControlsMapper::AttributePointers[]=
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{
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{ (int)MechControlsMapper::MechControlsMapperPadFirstAttributeID,
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"MechControlsMapperPad02",
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(Simulation::AttributePointer)&MechControlsMapper::throttlePosition },
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ATTRIBUTE_ENTRY(MechControlsMapper, StickPosition, stickPosition),
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ATTRIBUTE_ENTRY(MechControlsMapper, ThrottlePosition, throttlePosition),
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ATTRIBUTE_ENTRY(MechControlsMapper, PedalsPosition, pedalsPosition),
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ATTRIBUTE_ENTRY(MechControlsMapper, ReverseThrust, reverseThrust),
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ATTRIBUTE_ENTRY(MechControlsMapper, SpeedDemand, speedDemand),
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ATTRIBUTE_ENTRY(MechControlsMapper, TurnDemand, turnDemand),
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ATTRIBUTE_ENTRY(MechControlsMapper, LookForward, lookForward),
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ATTRIBUTE_ENTRY(MechControlsMapper, LookLeft, lookLeft),
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ATTRIBUTE_ENTRY(MechControlsMapper, LookRight, lookRight),
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ATTRIBUTE_ENTRY(MechControlsMapper, LookBehind, lookBehind),
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ATTRIBUTE_ENTRY(MechControlsMapper, LookDown, lookDown),
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ATTRIBUTE_ENTRY(MechControlsMapper, TorsoUp, torsoUp),
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ATTRIBUTE_ENTRY(MechControlsMapper, TorsoDown, torsoDown),
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ATTRIBUTE_ENTRY(MechControlsMapper, TorsoLeft, torsoLeft),
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ATTRIBUTE_ENTRY(MechControlsMapper, TorsoRight, torsoRight),
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ATTRIBUTE_ENTRY(MechControlsMapper, TorsoCenter, torsoCenter),
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ATTRIBUTE_ENTRY(MechControlsMapper, ControlMode, controlMode),
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ATTRIBUTE_ENTRY(MechControlsMapper, DisplayMode, displayMode),
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ATTRIBUTE_ENTRY(MechControlsMapper, PilotArrayPage, pilotArrayPage),
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ATTRIBUTE_ENTRY(MechControlsMapper, PilotArray, pilotArray),
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ATTRIBUTE_ENTRY(MechControlsMapper, TargetRangeExponent,
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targetRangeExponent)
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};
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MechControlsMapper::AttributeIndexSet
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MechControlsMapper::AttributeIndex(
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ELEMENTS(MechControlsMapper::AttributePointers),
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MechControlsMapper::AttributePointers,
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Subsystem::AttributeIndex
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);
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MechControlsMapper::SharedData
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MechControlsMapper::DefaultData(
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MechControlsMapper::ClassDerivations,
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Subsystem::MessageHandlers,
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MechControlsMapper::AttributeIndex,
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1
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);
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MechControlsMapper::MechControlsMapper(
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Mech *owner,
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int subsystem_ID,
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CString subsystem_name,
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RegisteredClass::ClassID class_ID,
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SharedData &shared_data
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):
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Subsystem(
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(Entity *)owner,
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subsystem_ID,
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subsystem_name,
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class_ID,
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shared_data
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)
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{
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Check(owner);
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//
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// Prime the published control inputs to neutral. Per-frame interpretation
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// (InterpretControls) is reconstructed with the mech2/3/4 sim (phase 5.3).
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//
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stickPosition.x = 0.0f;
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stickPosition.y = 0.0f;
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throttlePosition = 0.0f;
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pedalsPosition = 0.0f;
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reverseThrust = 0;
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speedDemand = 0.0f;
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turnDemand = 0.0f;
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lookForward = 0;
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lookLeft = 0;
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lookRight = 0;
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lookBehind = 0;
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lookDown = 0;
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torsoUp = 0;
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torsoDown = 0;
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torsoLeft = 0;
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torsoRight = 0;
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torsoCenter = 0;
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controlMode = BasicMode;
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displayMode = 0;
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pilotArrayPage = 0;
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pilotArray = 0;
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targetRangeExponent = 0.0f; // staged: bound by an authored watcher
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lookState = LookNone;
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previousLookState = LookNone;
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{
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//
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// ELEMENTS(), never a literal -- this said 22 against reserved[21]
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// and wrote 4 bytes off the end of every mapper. Found by a sweep
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// after the same mistake surfaced in Torso (5.3.78).
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//
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int
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i;
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for (i = 0; i < (int)ELEMENTS(reserved); ++i)
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{
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reserved[i] = 0;
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}
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}
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//
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// Install the per-frame control-interpretation Performance.
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//
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SetPerformance(&MechControlsMapper::InterpretControls);
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static int s_mpprLog = -1;
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if (s_mpprLog < 0) { s_mpprLog = (getenv("BT_MECH_LOG") != NULL); }
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if (s_mpprLog)
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{
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DEBUG_STREAM << "[mapper] ctor id=" << subsystem_ID
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<< " throttleAttr=" << GetAttributePointer(ThrottlePositionAttributeID)
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<< " controlModeAttr=" << GetAttributePointer(ControlModeAttributeID)
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<< endl << flush;
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}
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Check_Fpu();
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}
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MechControlsMapper::~MechControlsMapper()
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{
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}
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//
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//#############################################################################
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// InterpretControls -- the mapper's per-frame Performance. Reads the raw input
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// attributes (the engine controls push refreshes throttle/stick/pedals/buttons
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// from the RIO/keyboard before this runs) and publishes the locomotion demands
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// (speedDemand in world-u/s, turnDemand [-1..1]) the mech drive consumes.
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//
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// Reconstructs the authentic demand math (mechmppr.cpp @004afd10):
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// * throttle -> forward speed: speedDemand = topSpeed * throttle * fwdScale
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// (reverse thrust inverts and drops the forward scale);
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// * soft stick response: square the yaw (sign preserved), cube the pedals;
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// * Basic: stick yaw = turn; Standard/Veteran: pedals = turn;
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// * speed is clamped down while turning hard (max_turn ramp).
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//
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// DEV hook (headless verification, no RIO/keyboard): BT_FORCE_THROTTLE /
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// BT_FORCE_TURN override the pushed raw inputs so the demand math + mech drive
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// are exercisable without hardware. The torso-aim / free-look interpretation
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// (torso analog axes, look/eyepoint commit) is the aiming wave, deferred.
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//#############################################################################
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//
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void
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MechControlsMapper::InterpretControls(Scalar time_slice)
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{
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Check(this);
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Mech *mech = GetMech();
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Check(mech);
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//
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// DEV forced-input override. Parsed ONCE -- this block used to run four
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// getenv scans plus atof parses EVERY FRAME in the control path, part of
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// why the build lagged the shipped exe.
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//
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{
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static int s_forceParsed = 0;
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static int s_hasThrottle = 0, s_hasTurn = 0, s_hasElev = 0, s_hasLook = 0;
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static Scalar s_throttle = 0.0f, s_turn = 0.0f, s_elev = 0.0f;
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static int s_look = 0;
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if (!s_forceParsed)
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{
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s_forceParsed = 1;
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const char *e;
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e = getenv("BT_FORCE_THROTTLE");
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if (e != NULL) { s_hasThrottle = 1; s_throttle = (Scalar)atof(e); }
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e = getenv("BT_FORCE_TURN");
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if (e != NULL) { s_hasTurn = 1; s_turn = (Scalar)atof(e); }
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e = getenv("BT_FORCE_ELEV");
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if (e != NULL) { s_hasElev = 1; s_elev = (Scalar)atof(e); }
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e = getenv("BT_FORCE_LOOK");
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if (e != NULL) { s_hasLook = 1; s_look = atoi(e); }
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}
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if (s_hasThrottle)
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{
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throttlePosition = (s_throttle >= 0.0f) ? s_throttle : -s_throttle;
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reverseThrust = (s_throttle < 0.0f) ? 1 : 0;
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}
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if (s_hasTurn)
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{
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stickPosition.x = s_turn;
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}
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if (s_hasElev)
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{
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stickPosition.y = s_elev;
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}
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if (s_hasLook)
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{
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int state = s_look;
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lookLeft = (state == (int)LookLeftState) ? 1 : 0;
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lookRight = (state == (int)LookRightState) ? 1 : 0;
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lookBehind = (state == (int)LookBehindState) ? 1 : 0;
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lookDown = (state == (int)LookDownState) ? 1 : 0;
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}
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}
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Torso *torso = (Torso *)mech->GetTorsoSubsystem();
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Scalar topSpeed = mech->GetReverseStrideLength();
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Scalar walkSpeed = mech->GetWalkStrideLength();
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//
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// Throttle -> forward speed demand.
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//
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if (reverseThrust < 1)
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{
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speedDemand = topSpeed * throttlePosition * mech->GetForwardThrottleScale();
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}
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else
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{
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speedDemand = -topSpeed * throttlePosition;
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}
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//
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// Soft response: square the stick yaw (sign preserved), cube the pedals.
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//
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Scalar stick_x = stickPosition.x * stickPosition.x;
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if (stickPosition.x < 0.0f)
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{
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stick_x = -stick_x;
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}
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Scalar stick_y = stickPosition.y * stickPosition.y;
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if (stickPosition.y < 0.0f)
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{
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stick_y = -stick_y;
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}
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Scalar pedal_3 = pedalsPosition * pedalsPosition * pedalsPosition;
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turnDemand = 0.0f;
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//
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// Torso aim. Every control mode routes the stick pitch (stick_y) into the
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// torso weapon-elevation axis. In Basic the stick yaw is the turn (legs);
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// in Standard/Veteran the stick yaw is the torso twist (free aim) and the
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// pedals steer. (The HUD free-aim slew + look/eyepoint commit are the
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// aiming/camera wave, deferred.)
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//
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if (controlMode == BasicMode)
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{
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turnDemand = stick_x;
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if (torso != NULL)
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{
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torso->SetAnalogElevationAxis(stick_y);
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torso->SetAnalogTwistAxis(0.0f);
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}
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}
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else
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{
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turnDemand = pedal_3;
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if (torso != NULL)
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{
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torso->SetAnalogElevationAxis(stick_y);
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torso->SetAnalogTwistAxis(stick_x);
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}
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}
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//
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// Clamp forward speed down while turning hard (except VeteranMode, which has
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// no speed-dependent turn clamp). max_turn ramps from topSpeed (no turn) to
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// walkSpeed (full turn).
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//
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if (controlMode != VeteranMode)
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{
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Scalar turn_mag = (turnDemand < 0.0f) ? -turnDemand : turnDemand;
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if (turn_mag > 0.001f)
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{
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Scalar max_turn = (topSpeed - walkSpeed) * (1.0f - turn_mag) + walkSpeed;
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if (speedDemand > max_turn) speedDemand = max_turn;
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if (speedDemand < -max_turn) speedDemand = -max_turn;
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}
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}
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//
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// Look / eyepoint selection. Choose a look direction from the buttons;
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// when it changes, commit it -- the mech re-aims the eyepoint from its
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// authored look angles (and, once the weapon wave lands, re-arms the
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// per-view weapon fire enables through the same commit).
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//
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previousLookState = lookState;
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if (lookLeft > 0) lookState = LookLeftState;
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else if (lookRight > 0) lookState = LookRightState;
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else if (lookBehind > 0) lookState = LookBehindState;
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else if (lookDown > 0) lookState = LookDownState;
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else lookState = LookNone;
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if (lookState != previousLookState)
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{
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mech->CommitLookState(lookState);
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}
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static int s_mpprLog = -1;
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if (s_mpprLog < 0) { s_mpprLog = (getenv("BT_MECH_LOG") != NULL); }
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if (s_mpprLog)
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{
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static Scalar reportAccum = 0.0f;
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reportAccum += time_slice;
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if (reportAccum >= 1.0f)
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{
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reportAccum = 0.0f;
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DEBUG_STREAM << "[mppr] thr=" << throttlePosition
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<< " rev=" << reverseThrust
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<< " stickX=" << stickPosition.x
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<< " stickY=" << stickPosition.y
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<< " mode=" << controlMode
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<< " -> speedDemand=" << speedDemand
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<< " turnDemand=" << turnDemand
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<< " torsoElev=" << (torso ? torso->CurrentElevation() : 0.0f)
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<< endl << flush;
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}
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}
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Check_Fpu();
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}
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Logical
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MechControlsMapper::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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