Files
TeslaRel410/restoration/source410/BT/MECH.HPP
T
CydandClaude Fable 5 eb8bba3195 BT410 Phase 5.3.6: look-button state machine -- full eyepoint composition
Reconstructs the binary's five-state LOOK machine (controls mapper tail,
part_013.c:396-459) as proper members/methods:

- MECHMPPR: LookState enum (None/Left/Right/Behind/Down) + lookState/
  previousLookState (out of reserved[24] -> [22]). InterpretControls picks the
  state from the look buttons each frame and on a CHANGE calls
  Mech::CommitLookState. BT_FORCE_LOOK=<1..4> dev hook.
- MECH: authored look angles lookLeft/Right/Front/BackAngle (deg->rad from the
  GameModel resource, guarded) + lookPitch/lookYaw + CommitLookState(int):
  side looks yaw by the authored angle, look-behind = yaw pi + lookBackAngle
  pitch, look-down = lookFrontAngle pitch, forward = identity. The per-frame
  eyepoint compose in Simulate adds the live Torso elevation on top.
  (reservedState [208] -> [202].)
- Deferred inside the commit (needs MechWeapon viewFireEnable/rearFiring):
  per-view weapon fire re-arm + HUD pip group-mask flip.

Verified headlessly: model reads clean authored angles (L=60 R=-60 F=-10 B=0
deg -- ModelResource layout confirmed again); BT_FORCE_LOOK=3 fires ONE commit
([look] state=3 yaw=3.14159 pitch=0) and the per-frame compose holds eyeYaw=pi
with eyePitch=0.349066 (lookBackAngle + the 20deg-clamped elevation). Zero Fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:08:50 -05:00

420 lines
13 KiB
C++

//===========================================================================//
// File: mech.hpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Implementation details for the Mech entity //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MECH_HPP)
# define MECH_HPP
# if !defined(JMOVER_HPP)
# include <jmover.hpp>
# endif
# if !defined(RETICLE_HPP)
# include <reticle.hpp>
# endif
# if !defined(ALARM_HPP)
# include <alarm.hpp>
# endif
# if !defined(STATE_HPP)
# include <state.hpp>
# endif
# if !defined(CHAIN_HPP)
# include <chain.hpp>
# endif
# if !defined(AVERAGE_HPP)
# include <average.hpp>
# endif
# if !defined(CSTR_HPP)
# include <cstr.hpp>
# endif
# if !defined(SEQCTL_HPP)
# include <seqctl.hpp>
# endif
# if !defined(NAMEFILT_HPP)
# include <namefilt.hpp>
# endif
# if !defined(ROTATION_HPP)
# include <rotation.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
class Subsystem;
class SubsystemMessageManager;
class ControlsMapping;
class PlatformTool;
class MechControlsMapper;
class Mech__DamageZone;
class Joint;
//###########################################################################
//######################### Mech Model Resource #########################
//###########################################################################
struct Mech__ModelResource:
public JointedMover::ModelResource
{
char animationPrefix[4];
Scalar maxAcceleration;
Scalar superStopAcceleration;
Scalar throttleAdjustment;
Scalar lookLeftAngle;
Scalar lookRightAngle;
Scalar lookFrontAngle;
Scalar lookBackAngle;
Scalar walkingTurnRate;
Scalar runningTurnRate;
Scalar reticleX;
Scalar reticleY;
Scalar relativeMechValue;
int deathEffectResourceID;
Scalar deathSplashDamage;
Scalar deathSplashRadius;
Scalar maxUnstableAcceleration;
Scalar unstableAccelerationEffect;
Scalar unstableGunTheEngineEffect;
Scalar unstableSuperStopEffect;
Scalar unstableHighVelocityEffect;
Scalar unstableStopedTurnEffect;
Scalar updatePositionDiffrence;
Scalar updateTurnVelocityDiffrence;
Scalar updateTurnDegreeDiffrence;
Scalar timeDelay;
Vector3D cameraOffset;
char shadowJointName[20];
};
//###########################################################################
//########################## Mech Make Message ##########################
//###########################################################################
class Mech__MakeMessage:
public JointedMover::MakeMessage
{
public:
char resourceNameA[20];
char resourceNameB[20];
char resourceNameC[20];
Mech__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
const EntityID &entity_ID,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
const Motion &velocity,
const Motion &acceleration,
const char *badge,
const char *color,
const char *patch
):
JointedMover::MakeMessage(
message_ID, length, entity_ID, class_ID, owner_ID,
resource_ID, instance_flags, origin, velocity, acceleration
)
{
Str_Copy(resourceNameA, badge, sizeof(resourceNameA));
Str_Copy(resourceNameB, color, sizeof(resourceNameB));
Str_Copy(resourceNameC, patch, sizeof(resourceNameC));
}
};
//###########################################################################
//############################## Mech ###############################
//###########################################################################
class Mech:
public JointedMover
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Mech__ModelResource ModelResource;
typedef Mech__MakeMessage MakeMessage;
typedef Mech__DamageZone DamageZone;
static Mech*
Make(MakeMessage *creation_message);
Mech(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~Mech();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// App interface
//
public:
void
SetMappingSubsystem(Subsystem *mapper);
//
// Resolve a skeleton joint by name (the shared resolver the subsystems
// use to bind their animated joints -- Torso twist, etc.):
// GetSegment(name) -> segment jointIndex -> JointSubsystem::GetJoint.
//
Joint*
ResolveJoint(const char *joint_name);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame simulation (the mech's body Performance; installed by the ctor
// and dispatched each frame from Simulation::PerformAndWatch).
//
public:
typedef void
(Mech::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
Simulate(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Resource creation
//
public:
static void
CreateMakeMessage(
MakeMessage *creation_message,
NotationFile *model_file,
const ResourceDirectories *directories
);
static ResourceDescription::ResourceID
CreateModelResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
ModelResource *model = 0
);
static ResourceDescription::ResourceID
CreateSubsystemStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
static ResourceDescription::ResourceID
CreateDamageZoneStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
static ResourceDescription::ResourceID
CreateSkeletonStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
static ResourceDescription::ResourceID
CreateExplosionTableStream(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
);
typedef Logical (*FindNameFunction)(
const char *control_name, ControlsMapping *mapping);
static ResourceDescription::ResourceID
CreateControlMappingStream(
const char *mapping_name,
NotationFile *mapping_file,
FindNameFunction find_name,
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories,
PlatformTool *current_tool
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem roster accessors (the roster itself -- subsystemArray /
// subsystemCount -- lives in the base Entity)
//
public:
Subsystem*
GetGyroSubsystem() { Check(this); return gyroSubsystem; }
Subsystem*
GetTorsoSubsystem() { Check(this); return sinkSourceSubsystem; }
Subsystem*
GetHudSubsystem() { Check(this); return hudSubsystem; }
Subsystem*
GetSensorSubsystem() { Check(this); return sensorSubsystem; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Locomotion parameters (read by MechControlsMapper::InterpretControls to
// shape the demands, and by the drive in Simulate). reverseStrideLength is
// the top/run cycle speed the throttle scales (the naming is the 1995
// field's; LoadLocomotionClips measures it from the run clips), walkStride
// Length the walk speed. Turn rates are radians/sec.
//
public:
Scalar GetReverseStrideLength() const { Check(this); return reverseStrideLength; }
Scalar GetWalkStrideLength() const { Check(this); return walkStrideLength; }
Scalar GetForwardThrottleScale() const { Check(this); return forwardThrottleScale; }
void SetForwardThrottleScale(Scalar s){ Check(this); forwardThrottleScale = s; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Eyepoint / aim-ray composition. The pilot's torso-elevation aim (stick
// pitch) does NOT tilt any skeleton joint on this mech family -- it pitches
// the COCKPIT EYE and the weapon boresight (pixel-calibrated in the BT411
// reverse-engineering: "pitch does not work" turned out to mean nothing
// consumed Torso's currentElevation, not that a joint was un-animated).
// Composed each frame in Simulate; DPLEyeRenderable / the aim ray read it.
//
public:
const EulerAngles&
GetEyepointRotation() const { Check(this); return eyepointRotation; }
//
// Look-state commit (called by the controls mapper on a look-button
// state change): re-aim the eyepoint from the model's authored look
// angles. look_state = MechControlsMapper::LookState.
//
void
CommitLookState(int look_state);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
//
// Cached subsystem back-pointers (also held in the base roster).
//
Subsystem *sensorSubsystem;
Subsystem *gyroSubsystem;
Subsystem *sinkSourceSubsystem; // the real Torso
Subsystem *hudSubsystem;
SubsystemMessageManager *messageManager;
int weaponCount;
//
// Capability sub-rosters (Socket views onto the subsystem roster;
// populated per-frame -- phase 5).
//
ChainOf<Subsystem*> controllableSubsystems;
ChainOf<Subsystem*> watchedSubsystems;
ChainOf<Subsystem*> heatableSubsystems;
ChainOf<Subsystem*> weaponRoster;
ChainOf<Subsystem*> damageableSubsystems;
//
// Embedded status / animation / naming state.
//
NameFilter mechNameFilter;
AlarmIndicator masterAlarm;
AlarmIndicator heatAlarm;
AlarmIndicator stabilityAlarm;
AlarmIndicator statusAlarm;
Reticle targetReticle;
StateIndicator animationState;
StateIndicator replicantAnimationState;
StateIndicator collisionState;
SequenceController legAnimation;
SequenceController bodyAnimation;
AverageOf<Scalar> telemetryFilter[5];
CString resourceNameA;
CString resourceNameB;
CString resourceNameC;
//
// Locomotion state (Phase 5.3). Turn rates in rad/s, speeds/strides in
// world-units/s. reverseStrideLength = top (run) speed; walkStrideLength
// = walk speed; reverseSpeedMax = the low-speed turn-rate gate; forward
// ThrottleScale multiplies the forward demand; bodyTargetSpeed = the
// demanded speed; currentBodySpeed = the accel-tracked actual speed.
//
Scalar walkingTurnRate;
Scalar runningTurnRate;
Scalar reverseStrideLength;
Scalar walkStrideLength;
Scalar reverseSpeedMax;
Scalar forwardThrottleScale;
Scalar maxBodyAcceleration;
Scalar bodyTargetSpeed;
Scalar currentBodySpeed;
//
// Composed each frame in Simulate: the look-state eye component
// (lookPitch/lookYaw, set by CommitLookState from the authored look
// angles) plus the Torso elevation.
//
EulerAngles eyepointRotation;
Scalar lookPitch;
Scalar lookYaw;
//
// The model's authored look-view angles (rad; deg in the resource).
//
Scalar lookLeftAngle;
Scalar lookRightAngle;
Scalar lookFrontAngle;
Scalar lookBackAngle;
//
// Remaining per-frame targeting / animation state, advanced by the
// mech2/mech3/mech4 simulation. Reserved until that path is
// reconstructed with named fields.
//
int reservedState[202];
};
#endif