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>
174 lines
4.4 KiB
C++
174 lines
4.4 KiB
C++
//===========================================================================//
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// File: hud.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: HUD -- head-up display / targeting reticle //
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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(HUD_HPP)
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# include <hud.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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static const Point3D HudZeroVector(0.0f, 0.0f, 0.0f);
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Derivation
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HUD::ClassDerivations(
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PowerWatcher::ClassDerivations,
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"HUD"
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);
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HUD::SharedData
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HUD::DefaultData(
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HUD::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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HUD::HUD(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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PowerWatcher(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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flickerRate = 0.0f;
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rotationOfTorsoHorizontal = 0.0f;
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torsoLimitRight = 0.0f;
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torsoLimitLeft = 0.0f;
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torsoSpeed = 0.0f;
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rangeToTarget = 0.0f;
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scratch1F0 = 0;
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visible = True;
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lockFlag = False;
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hotBoxVector = HudZeroVector;
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threatVector = HudZeroVector;
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compassHeading = 0.0f;
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blinkTimer = 0.0f;
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flickerTimer = 0.0f;
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blinkState = True;
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transitionFlag = False;
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previousHorizontal = 0.0f;
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statusAlarm.Initialize(2);
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freeAimSlew = 0.0f;
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scratch290 = 0.0f;
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horizontalTorsoOffset = 0.0f;
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flickerRate = subsystem_resource->flickerRate;
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horizontalMovementPerSecond = subsystem_resource->horizontalMovementPerSecond;
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horizontalLimit = subsystem_resource->horizontalLimit;
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//
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// The torso-orientation source is a Mech link not yet live at
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// construction time; HudSimulation refreshes these per-frame.
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//
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linkedEntity = 0;
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flickerActive = 0;
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//
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// The master instance runs the HUD per-frame.
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&HUD::HudSimulation);
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}
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Check_Fpu();
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}
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HUD::~HUD()
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{
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}
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Logical
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HUD::TestClass(Mech &)
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{
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return True;
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}
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Logical
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HUD::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// @004b7830 -- the per-frame HUD, PARTIAL: the base tick, the heat/voltage
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// page gating and the blink are reconstructed (the donor's confident half);
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// the reticle / target-lock / torso-horizon math (its blocks 4-6) survives
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// only as summarised offsets in the recovered shard and stays STAGED --
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// the page visibility is the cockpit-bound behaviour, and it is real.
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//
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// The blink comparison is >= (the decomp shard's literal != would toggle
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// every tick through float inequality; the shard's own banner describes
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// "compared against flickerRate; on expiry ... toggles").
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//#############################################################################
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//
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void
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HUD::HudSimulation(Scalar time_slice)
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{
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Check(this);
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PowerWatcher::Simulation(time_slice);
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//
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// Page gating off our own mirrored alarms (the watchers, 5.3.109):
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// a heat failure or an unpowered watched subsystem hides the page.
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//
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Logical
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page_visible = True;
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if (watchdogAlarm.GetLevel() != PoweredSubsystem::Ready)
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{
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page_visible = False;
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}
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if (heatAlarm.GetLevel() == HeatSink::FailureHeat)
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{
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page_visible = False;
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}
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//
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// The blink.
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//
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if (transitionFlag == 0)
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{
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blinkTimer += time_slice;
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if (blinkTimer >= flickerRate)
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{
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blinkTimer = 0.0f;
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blinkState = (blinkState == 0);
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}
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}
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else if (transitionFlag == 1)
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{
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blinkState = True;
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}
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visible = (page_visible && blinkState) ? 1 : 0;
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//
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// STAGED (donor blocks 4-6): engine/start flag mirror, target lock +
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// sliding range + compass, and the torso-horizon slew -- summarised
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// offsets only in the recovered shard (part_013.c @004b7830).
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//
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Check_Fpu();
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}
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