Files
TeslaRel410/restoration/source410/BT/HUD.CPP
T
CydandClaude Fable 5 6da6ec89dd BT410 5.3.119: the master gate comes home -- 0xC/0x100 decoded as the engine's own enums, and every [T2] mirror retired
The 'mysterious flag pair' gating every master-only registration was never
BT-specific state waiting on unreconstructed stream builders. It is the
Entity base itself: InstanceBits=2 puts the instance field at mask 0xC
(ReplicantInstance=4), DynamicBit=8 makes DynamicFlag 0x100 -- so the
binary's (flags & 0xC)==0 && (flags & 0x100)!=0 reads 'a master-instance
dynamic entity', spelled MasterInstance + DynamicFlag in the 1995 headers.
Mover::DefaultFlags = DynamicFlag|MasterInstance, ENTITY.CPP:978 seeds
simulationFlags from the MakeMessage's instanceFlags, and our spawn recipe
has passed Mech::DefaultFlags since the boot ladder -- the authentic gate
was live all along. The BT411 donor's 'MasterHeatSinkFlag' name was a
fabrication that made an engine constant look like a missing subsystem
feature (donor drift #12).

Eleven sites flip from the GetInstance() mirror to the binary pair: the
heat-family registrations (x4), powersub (x3), gyro, hud, myomers,
emitter, and the Torso ctor's master/copy selection (@004b6b0c verbatim,
isDamagedCopy set in both branches). The MECHWEAP score-post and MECH view
gates are different families and stay as they are.

Statically proven (DefaultFlags carries both bits) and mission-soaked
clean. No [T2] divergence markers remain in the tree.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 14:10:49 -05:00

181 lines
4.8 KiB
C++

//===========================================================================//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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.
//
// The binary's master gate: MasterInstance + DynamicFlag -- the
// simulationFlags 0xC/0x100 pair, now decoded as engine enum identities
// (InstanceBits=2 makes InstanceMask 0xC; DynamicBit=8 makes DynamicFlag
// 0x100; Entity::DefaultFlags carries both, seeded from the MakeMessage).
if (
(owner->simulationFlags & Entity::InstanceMask) == Entity::MasterInstance &&
(owner->simulationFlags & Entity::DynamicFlag) != 0
)
{
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();
}