Files
TeslaRel410/restoration/source410/BT/HUD.CPP
T
CydandClaude Fable 5 a36e775c7c Mech phase 2: reconstruct HUD (: PowerWatcher) -- Mech hudSubsystem
Head-up display / targeting reticle subsystem, full named member set (reticle/
compass/lock/flicker/torso-readout state). Ctor chains PowerWatcher + inits per
the binary (visible/blinkState True, vectors zeroed, resource flicker/horizontal
copied); statusAlarm.Initialize(2). Added AlarmIndicator::Initialize(levels).
statics/dtor/test real; HudSimulation staged. BT: 29 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:05:00 -05:00

111 lines
2.6 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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;
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");
}