Files
TeslaRel410/restoration/source410/BT_L4/BTL4RDR.CPP
T
CydandClaude Fable 5 64e208f121 BT410 Phase 5.3.26: THE COCKPIT GAUGE BLOCK -- the first rendered milestone
Six TUs born in one wave (4-agent re-hosting workflow from the BT411 donors
+ inline integration): BTL4GAUG (16 widget primitives + 5 connections, the
TU anchor @004c3f6c), BTL4GAU2 (13 composite panel clusters), BTL4GAU3
(PilotList/PlayerStatus/SectorDisplay/MessageBoard/mapping group), BTL4RDR
(the MapDisplay radar vs the authentic surviving header), BTL4GRND (the
real renderer: L4LampManager + L4Warehouse + BuildConfigurationFile with
the 19-entry BT registry chained onto the engine table).  btl4.lib grows
7 -> 11 members; all 50 game TUs compile; link clean.

VERIFIED LIVE: with L4GAUGE=640x480x16 the interpreter parses the full
authentic L4GAUGE.CFG, Bhk1Init runs, ColorMapperArmor binds the live
mech's damage zones by name (cross-chassis names take the authentic inert
path), and the complete mutual missile fight runs with the cockpit stack
updating from real combat -- 16/16 rounds, 138 zone hits, zero faults.
Gauges-off regressions untouched.

Engine bring-up deviation (documented): ParseAttribute normalizes
unpublished attribute names to a shared writable zero cell -- the 1995
GaugeConnectionDirectOf ctor hard-derefs its source (first boot crashed
there); widgets on unpublished names draw static zeros and light up
automatically as the attribute waves publish the 1995 CFG spellings the
bindings already carry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 19:02:04 -05:00

1162 lines
35 KiB
C++

//===========================================================================//
// File: btl4rdr.cpp //
// Project: BattleTech Brick: Gauge Renderer Manager //
// Contents: MapDisplay -- the cockpit radar / threat-map gauge. Draws a //
// top-down (X/Z) map centred on the operator mech, plots blips for //
// nearby static and moving entities, the player's view wedge, and //
// floating name labels for tracked mechs. //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/13/95 CPB Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED (source410 re-host) from the shipped binary (BTL4OPT.EXE)
// against the SURVIVING header CODE\BT\BT_L4\BTL4RDR.HPP, whose member byte-
// offsets match the decompiled object exactly:
//
// nameArray[16] @0x090 backgroundColor @0x358
// offsetPosition @0x2D0 staticColor @0x35C
// currentScale @0x2D4 boxColor @0x360
// currentPositionPointer @0x2D8 halfWidth @0x364
// currentAngularPointer @0x2DC halfHeight @0x368
// currentCapabilitiesRatio@0x2E0 operating @0x36C
// LODIndex @0x2E4 rockAndRoll @0x370
// pixelsPerMeter @0x2E8 flashState @0x374
// metersPerPixel @0x2EC staticEntityList @0x378
// maximumRange @0x2F0 movingEntityList @0x394
// maximumDistanceSquared @0x2F4 previousDrawing @0x3B0
// xMin..zMax @0x2F8.. halfViewWidthInUnits@0x3C0
// viewingPosition @0x310 shadowTable @0x3C4
// viewHorizontalRotation @0x31C worldToView @0x324
// viewHalfHorizontalWidth @0x320
//
// The TU is CONFIRMED by the embedded assert path "d:\tesla\bt\bt_l4\
// BTL4RDR.CPP" (CalculateBounds line 0x224, DrawNames line 0x408).
//
// RE-HOST DELTAS vs the WinTesla-port donor (see GAUGE-BLOCK.NOTES.md,
// btl4rdr section):
// * the radar entity lists are fed by the AUTHENTIC interesting-entity
// notifications (BTL4GaugeRenderer::NotifyOfNewInterestingEntity ->
// GaugeRenderer movingEntities/staticEntities) -- the port-only
// RebuildEntityGrid call and the three visible-radius cull blocks are
// retired, as is the port's fallback mech cross-blip branch;
// * KEPT (correctness-load-bearing): the rotation-only-assignment-then-
// translation-row-LAST compose, the true affine Invert, and the
// YawPitchRoll (yaw-first) heading decode in DrawDisplay;
// * the torso-twist view-wedge feed reads Mech::CurrentTorsoTwist() through
// a file-private connection (the reconstructed Torso::currentTwist is
// protected -- no raw 1995 byte offsets);
// * the "pip" symbol system is the engine's L4GaugeImage, cached in
// L4Warehouse::gaugeImageBin (resource type 0x12), used directly.
//
#include <btl4.hpp>
#pragma hdrstop
#if !defined(BTL4RDR_HPP)
# include <btl4rdr.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(MISSION_HPP)
# include <mission.hpp>
#endif
#if !defined(PLAYER_HPP)
# include <player.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(L4WRHOUS_HPP)
# include <l4wrhous.hpp>
#endif
//
// Tuning constants recovered from the CODE constant pool.
//
static const Scalar CalcBoundsEpsilon = 0.0f; // _DAT_004c2284
static const Scalar MetersPerPixelNum = 1.0f; // _DAT_004c2288
static const Scalar OperatingEpsilon = 0.0f; // _DAT_004c2174
static const Scalar HeadingHalf = 0.5f; // _DAT_004c2480 (half-angle)
static const Scalar ViewWedgeRadius = 10000.0f; // _DAT_004c25ac
static const Scalar MapVerticalSpan = 32768.0f; // 0x47000000 / 0xc7000000
//
// FUN_004c2f88 -- the fixed blip / name colour index used throughout the map.
// (Returns the literal 7 in the shipped binary.)
//
static int
MapBlipColor()
{
return 7;
}
//###########################################################################
//###########################################################################
// File-local helpers
//###########################################################################
//###########################################################################
//
// Entity placement helpers -- the entity keeps its world placement in
// localOrigin (linearPosition @+0x100 + angularPosition). These give the
// radar the Point3D position and AffineMatrix transform the draw loops use.
//
static inline Point3D &
EntityPosition(Entity *entity)
{
return entity->localOrigin.linearPosition;
}
static inline void
EntityTransform(AffineMatrix *out, Entity *entity)
{
*out = entity->localOrigin; // entity+0xD0
}
//
// FUN_00417ab4 -- the gauge renderer's "operator entity" (the mech whose
// cockpit this gauge belongs to): the renderer's linked-entity socket
// (renderer+0x40), armed by the viewpoint-bind broadcast before the per-model
// gauges are configured (BTL4APP.CPP:451 ConfigureForModel). Renderer::
// GetLinkedEntity has been public "for gauges" since 05/25/95.
//
static Entity *
ResolveOperatorEntity(GaugeRenderer *renderer)
{
return (renderer != NULL) ? renderer->GetLinkedEntity() : NULL;
}
//
// renderer+0x4C -- GaugeRenderer::warehousePointer: the L4Warehouse whose
// gaugeImageBin (+0x58) holds the radar "pip" vector shapes (L4GaugeImage,
// resource type 0x12; BTL4.RES ships 110 of them -- every mech / vehicle /
// building / tree).
//
static L4Warehouse *
GetGaugeWarehouse(GaugeRenderer *renderer)
{
return (renderer != NULL) ? (L4Warehouse *)renderer->warehousePointer : NULL;
}
//
// FUN_004688ce(warehouse+0x58, entity+0x1BC, 0) -- the refcounting bin Get,
// exactly as the binary's per-frame draw loops call it (one vector shape per
// model; the mission-end warehouse Purge reclaims the references).
//
static L4GaugeImage *
LookUpGaugeImage(
L4Warehouse *warehouse,
ResourceDescription::ResourceID resource_ID
)
{
return warehouse->gaugeImageBin.Get(resource_ID, False);
}
//
// The "global name-bitmap cache": the current Mission's SMALL name-bitmap
// chain (prebuilt 64x16 egg rasters keyed 1-based by the egg 'bitmapindex').
//
static BitMap *
LookUpNameBitmap(int name_ID)
{
Mission
*mission = (application != NULL)
? application->GetCurrentMission()
: NULL;
if (mission == NULL || name_ID <= 0)
{
return NULL;
}
return mission->GetSmallNameBitmap(name_ID);
}
//
// entity+0x21C -- Landmark::landmarkID (the static loop's label key into the
// LARGE name chain). DORMANT in shipped content: no runtime writer exists
// (the id was baked by the 1995 map tool) and no [landmarks] section exists
// in any egg -- kept faithful-but-INERT (no landmark ever labels).
//
static int
GetNameID(Entity * /*entity*/)
{
return -1;
}
//
// FUN_0041a1a4 vs 0x4e70c4 -- IsDerivedFrom(Landmark). Dormant with
// GetNameID above (no landmark content ships) -- INERT.
//
static Logical
IsLabelledEntity(Entity * /*entity*/)
{
return False;
}
//
// The operator's current target -- the owning BTPlayer's objectiveMech
// (binary: *(*(owner+0x190)+0x284)). INERT FEED: BTPlayer::objectiveMech
// exists in the reconstruction (btplayer.hpp) but is protected with no
// accessor reconstructed AND no writer yet (btplayer.cpp only NULLs it in the
// constructor), so the target always resolves NULL here -- blips and labels
// draw normally, the hot-box / flash highlight simply never engages. Wire
// through a BTPlayer accessor once the targeting wave reconstructs the
// objectiveMech writer.
//
static Entity *
GetTarget(Entity * /*owner*/)
{
return NULL;
}
//###########################################################################
//###########################################################################
// MapTwistConnection (file-private)
//
// The binary wired a direct-of-Radian gauge connection onto the mech's
// "Torso" sub-object horizontal rotation (Torso::currentTwist, torso+0x1D8;
// roster walk FUN_0041f98c) so the view wedge follows the torso twist.
// RE-HOST (databinding rule): currentTwist is protected on the reconstructed
// Torso, so this connection reads the documented accessor
// Mech::CurrentTorsoTwist() (mech.hpp -- NULL-safe: 0 with no torso
// subsystem, matching the binary's no-torso -> heading-0 behaviour) and
// copies it into MapDisplay::viewHorizontalRotation every frame, per the
// engine GaugeConnection contract (GAUGE.HPP:151).
//###########################################################################
//###########################################################################
class MapTwistConnection:
public GaugeConnection
{
public:
MapTwistConnection(
int parameter_ID,
Radian *data_destination,
Mech *twist_source
);
protected:
void
Update();
Mech
*twistSource;
Radian
*dataDestination;
};
MapTwistConnection::MapTwistConnection(
int parameter_ID,
Radian *data_destination,
Mech *twist_source
):
GaugeConnection(parameter_ID)
{
Check_Pointer(this);
Check_Pointer(data_destination);
Check_Pointer(twist_source);
dataDestination = data_destination;
twistSource = twist_source;
*dataDestination = twistSource->CurrentTorsoTwist();
Check(this);
}
void
MapTwistConnection::Update()
{
Check(this);
Check_Pointer(dataDestination);
Check_Pointer(twistSource);
*dataDestination = twistSource->CurrentTorsoTwist();
}
//###########################################################################
//###########################################################################
// MapName
//###########################################################################
//###########################################################################
//
// @004c19fc -- snapshot a tracked entity into one name-array slot: project
// its world position into the (already scaled) view space, look up its name
// bitmap from the mission's name cache, and flag whether it is the hot-boxed
// target.
//
void
MapName::ExtractFromEntity(
Entity *entity,
AffineMatrix &worldToView,
Entity *exclude_entity,
Entity *hotbox_entity
)
{
//
// The operator's own mech (exclude_entity) draws no name. A NULL entity
// (the binary's Verify(False) count/iterator-mismatch path, which
// compiles out at DEBUG_LEVEL 0) would crash EntityPosition(NULL) below
// -- guard it.
//
if (entity == NULL || entity == exclude_entity)
{
nameBitmap = NULL; // param_1[6] = 0
return;
}
Player
*owning_player = entity->GetOwningPlayer(); // *(entity+0x190)
if (owning_player == NULL)
{
nameBitmap = NULL; // unowned (dummy/effect): no label
}
else
{
//
// player+0x1E0 playerBitmapIndex -> the Mission's SMALL name-raster
// chain (prebuilt 64x16 egg bitmaps, loaded 1-based by the mission's
// name-bitmap loader).
//
nameBitmap = LookUpNameBitmap(owning_player->playerBitmapIndex);
}
//
// Project the entity origin into screen space and stamp the label.
//
center.Multiply(EntityPosition(entity), worldToView); // FUN_00408b98
color = MapBlipColor(); // 7
hotBoxed = (Logical)(entity == hotbox_entity);
//
// The decompiled object always parks the name's pointer direction at
// (-1, 0, 0) -- labels are screen-aligned, not entity-aligned.
//
direction.x = -1.0f;
direction.y = 0.0f;
direction.z = 0.0f;
}
//
// @004c1ab0 -- blit one extracted name bitmap at its projected screen point,
// in either its own colour or (when hot-boxed) the supplied highlight colour.
//
void
MapName::Draw(
GraphicsView *graphics_view,
int hotbox_color
)
{
if (nameBitmap == NULL)
{
return;
}
graphics_view->MoveToAbsolute(Round(center.x), Round(center.z)); // vtbl+0x24
if (!hotBoxed)
{
graphics_view->SetColor(color); // vtbl+0x18
}
else
{
graphics_view->SetColor(hotbox_color);
}
graphics_view->DrawBitMap( // vtbl+0x54
0, nameBitmap, 0, 0,
nameBitmap->Data.Size.x - 1,
nameBitmap->Data.Size.y - 1
);
}
//###########################################################################
//###########################################################################
// MapDisplay
//###########################################################################
//###########################################################################
//#############################################################################
// Method Description + Make -- the config "map" primitive registration glue.
//
// NOT in the assert-anchored decomp (the ctor @004c1c24 has no exported
// caller and the "map" string was not captured), so this is reconstructed
// from the config invocation (L4GAUGE.CFG:4923) + the ctor signature. The
// offset_position keyword "center"/"bottom" is typed as a STRING and
// converted in Make.
//
MethodDescription
MapDisplay::methodDescription =
{
"map",
MapDisplay::Make,
{
// map( rate, mode, (w,h), offsetPos, viewDeg, bg,static,hotbox,
// maxRange, scaleAttr, positionAttr, angleAttr, capabilitiesAttr )
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL }, // mode mask
{ ParameterDescription::typeVector, NULL }, // (width,height)
{ ParameterDescription::typeString, NULL }, // offset position ("center"/"bottom")
{ ParameterDescription::typeInteger, NULL }, // view width (degrees)
{ ParameterDescription::typeColor, NULL }, // background colour
{ ParameterDescription::typeColor, NULL }, // static/default colour
{ ParameterDescription::typeColor, NULL }, // hotbox colour
{ ParameterDescription::typeScalar, NULL }, // maximum range (metres)
{ ParameterDescription::typeAttribute, NULL }, // scale (RadarRange)
{ ParameterDescription::typeAttribute, NULL }, // position (RadarLinearPosition, Point3D*)
{ ParameterDescription::typeAttribute, NULL }, // angle (RadarAngularPosition, Quaternion*)
{ ParameterDescription::typeAttribute, NULL }, // capabilities (Avionics/RadarPercent)
PARAMETER_DESCRIPTION_END
}
};
Logical
MapDisplay::Make(
int display_port_index,
Vector2DOf<int> position,
Entity *entity,
GaugeRenderer *gauge_renderer
)
{
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // rate ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeVector); // size
parameterList[3].CheckIt(ParameterDescription::typeString); // offset pos
parameterList[4].CheckIt(ParameterDescription::typeInteger); // view width
parameterList[5].CheckIt(ParameterDescription::typeColor); // background
parameterList[6].CheckIt(ParameterDescription::typeColor); // static
parameterList[7].CheckIt(ParameterDescription::typeColor); // hotbox
parameterList[8].CheckIt(ParameterDescription::typeScalar); // max range
parameterList[9].CheckIt(ParameterDescription::typeAttribute); // scale
parameterList[10].CheckIt(ParameterDescription::typeAttribute); // position
parameterList[11].CheckIt(ParameterDescription::typeAttribute); // angle
parameterList[12].CheckIt(ParameterDescription::typeAttribute); // capabilities
# endif
Check(gauge_renderer);
OffsetPosition
offset =
(strcmp(parameterList[3].data.string, "bottom") == 0)
? bottom
: center;
# if DEBUG_LEVEL > 0
MapDisplay
*map_display =
# endif
new MapDisplay(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, // owner_ID
display_port_index,
position.x, position.y, // left, bottom
position.x + parameterList[2].data.vector.x, // right
position.y + parameterList[2].data.vector.y, // top
offset,
parameterList[4].data.integer, // view width (degrees)
parameterList[5].data.color, // background colour
parameterList[6].data.color, // static colour
parameterList[7].data.color, // hotbox colour
parameterList[8].data.scalar, // maximum range
entity,
(Scalar *) parameterList[9].data.attributePointer, // scale (RadarRange)
(Point3D **) parameterList[10].data.attributePointer, // position (RadarLinearPosition)
(Quaternion **) parameterList[11].data.attributePointer, // angle (RadarAngularPosition)
(Scalar *) parameterList[12].data.attributePointer // capabilities (Avionics/RadarPercent)
// HACK!!!! The attribute casts are VERY dangerous! (The native
// idiom -- see NumericDisplayScalar::Make, L4GAUGE.CPP.)
);
Register_Object(map_display);
return True;
}
//#############################################################################
// Construction / Destruction
//
// @004c1c24 -- vtable 0051422c, base name "MapDisplay". nameArray, the two
// entity lists and previousDrawing are member objects (the decompiler's
// explicit Construct_Array / ctor thunks are the compiler-generated member
// construction). Sizes the graphics port from (left,bottom,right,top),
// allocates the radar shadow table, and wires the four data-source gauge
// connections (scale, position, angle, capabilities) plus an optional
// torso-twist feed.
//
MapDisplay::MapDisplay(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left,
int bottom,
int right,
int top,
OffsetPosition offset_position,
int view_width_in_degrees,
int bg_color,
int static_color,
int hotbox_color,
Scalar maximum_range,
Entity *entity,
Scalar *scale_value_pointer,
Point3D **position_pointer,
Quaternion **angle_pointer,
Scalar *capabilities_ratio,
Logical allow_rock_and_roll
):
GraphicGauge( // FUN_00444818
rate, mode_mask, renderer, owner_ID, graphics_port_number, "MapDisplay"
)
{
//
// Size the graphics port and centre the origin.
//
localView.SetPositionWithinPort(left, bottom, right, top); // vtbl+0x08
if (offset_position == MapDisplay::bottom)
{
localView.SetOrigin((right - left) >> 1, 0); // vtbl+0x10
}
else
{
localView.SetOrigin((right - left) >> 1, (top - bottom) >> 1);
}
backgroundColor = bg_color; // @0x358
staticColor = static_color; // @0x35C
boxColor = hotbox_color; // @0x360
maximumRange = maximum_range; // @0x2F0
rockAndRoll = allow_rock_and_roll; // @0x370
halfWidth = (right - left) >> 1; // @0x364
halfHeight = (top - bottom) >> 1; // @0x368
offsetPosition = offset_position; // @0x2D0
//
// The radar shadow table: the binary allocates halfViewWidthInUnits*8
// bytes = one ShadowRecord per half-degree column across the full view
// width. Never populated in the shipped build (BuildRadarShadow below
// compiled empty) -- allocated for fidelity.
//
halfViewWidthInUnits = view_width_in_degrees >> 1; // @0x3C0
shadowTable = new ShadowRecord[halfViewWidthInUnits * 2]; // @0x3C4
viewHorizontalRotation = 0.0f; // @0x31C
viewHalfHorizontalWidth = 0.3926991f; // @0x320 = PI/8
flashState = False; // @0x374
//
// Data-source connections: each is a small heap GaugeConnection wired so
// that the gauge framework copies the external value into a member field
// every frame. scale -> currentScale, position -> currentPositionPointer,
// angle -> currentAngularPointer, capabilities -> currentCapabilitiesRatio.
//
AddConnection( // (*this+0x34)
new GaugeConnectionDirectOf<Scalar>(
0, &currentScale, scale_value_pointer)); // FUN_00474855
AddConnection(
new GaugeConnectionDirectOf<Point3D*>(
0, &currentPositionPointer, position_pointer)); // FUN_004c2a3e
AddConnection(
new GaugeConnectionDirectOf<Quaternion*>(
0, &currentAngularPointer, angle_pointer)); // FUN_004c2bc0
AddConnection(
new GaugeConnectionDirectOf<Scalar>(
0, &currentCapabilitiesRatio, capabilities_ratio)); // FUN_00474855
//
// If the host entity is a mech (MechClassID 0xBB9), feed its live torso
// twist into the map's view heading so the view wedge follows the torso.
// Binary: "Torso" roster walk (FUN_0041f98c) + direct-of-Radian
// connection onto torso+0x1D8 (FUN_004c2d42); re-host: the accessor-based
// MapTwistConnection above (see its comment banner).
//
if (entity->GetClassID() == (Entity::ClassID)MechClassID)
{
AddConnection(
new MapTwistConnection(
0, &viewHorizontalRotation, Cast_Object(Mech *, entity)));
}
}
//
// @004c1ea8 -- free the shadow table. previousDrawing, the two entity lists
// and the name array are member objects and are destroyed automatically
// after this body runs.
//
MapDisplay::~MapDisplay()
{
delete[] shadowTable; // FUN_004022E8(this[0xF1])
// base ~GraphicGauge -- FUN_00444870
}
//
// @004c1f30
//
Logical
MapDisplay::TestInstance() const
{
return GraphicGauge::TestInstance(); // FUN_004448ac
}
//
// @004c1f40 -- emit "ThreatIndicator:" then chain to the base ShowInstance
// with a deeper (tab) indent.
//
void
MapDisplay::ShowInstance(char *indent)
{
cout << indent << "ThreatIndicator:"; // FUN_004dbb24 x2
char
deeper[80];
strcpy(deeper, indent);
strcat(deeper, "\t"); // FUN_004d49b8
GraphicGauge::ShowInstance(deeper); // FUN_004448bc
}
//
// @004c1fc0 -- reset the per-frame phase counter when the gauge is shown.
//
void
MapDisplay::BecameActive()
{
operatingPhase = 0; // @0x354
}
//
// @004c1fd0 -- the per-frame work, spread across four ticks (phases 0..3) so
// the cost is amortised:
// 0 decide whether the radar is powered, compute range, set up bounds
// 1 spatial-query static (terrain/structure) entities into the list
// 2 spatial-query moving (mech/vehicle) entities into the list
// 3 erase the previous frame and redraw the map
//
// The renderer's movingEntities / staticEntities records queried in phases
// 1/2 are populated by the AUTHENTIC interesting-entity notifications
// (BTL4GaugeRenderer::NotifyOfNewInterestingEntity, btl4grnd.cpp -- Mover ->
// movingEntities, Terrain -> staticEntities, gated on the entity owning a
// type-0x12 gauge-image resource). Note the authentic grid quirks the range
// cull below compensates for: GaugeEntityList::CopyEntitiesWithinBounds's
// per-entity box test is commented out in GAUGMAP.CPP (grid-cell granular
// only), so this gauge's maximumDistanceSquared test in DrawStatic/DrawMoving
// is the REAL range filter.
//
void
MapDisplay::Execute()
{
int
phase = operatingPhase++; // @0x354
if (phase == 0)
{
operating = (Logical)(OperatingEpsilon < currentCapabilitiesRatio);
if (operating)
{
maximumDistanceSquared = currentCapabilitiesRatio * maximumRange;
maximumDistanceSquared = maximumDistanceSquared * maximumDistanceSquared;
CalculateBounds(); // FUN_004c2178
}
}
else if (phase == 1)
{
staticEntityList.Clear(); // FUN_004435ac(this+0x378)
if (operating)
{
renderer->GetStaticEntitiesWithinBounds( // staticEntities @+0xB0
&staticEntityList,
xMin, yMin, zMin, xMax, yMax, zMax);
}
}
else if (phase == 2)
{
movingEntityList.Clear(); // FUN_004435ac(this+0x394)
if (operating)
{
renderer->GetMovingEntitiesWithinBounds( // movingEntities @+0x94
&movingEntityList,
xMin, yMin, zMin, xMax, yMax, zMax);
}
}
else
{
if (phase == 3)
{
EraseDisplay(); // FUN_004c2294
if (operating)
{
DrawDisplay(); // FUN_004c22c4
}
//
// Re-host verification trace (worksheet open question: does the
// authentic NotifyOf*InterestingEntity feed populate the radar
// lists once RebuildEntityGrid is retired?). Logs only when the
// gathered counts change.
//
if (getenv("BT_MECH_LOG") != NULL)
{
static int previousStaticCount = -1;
static int previousMovingCount = -1;
int static_count = staticEntityList.NumberOfItems();
int moving_count = movingEntityList.NumberOfItems();
if (static_count != previousStaticCount
|| moving_count != previousMovingCount)
{
previousStaticCount = static_count;
previousMovingCount = moving_count;
DEBUG_STREAM << "MapDisplay: operating=" << (int)operating
<< " static=" << static_count
<< " moving=" << moving_count << endl << flush;
}
}
}
operatingPhase = 0;
}
}
//
// @004c2178 -- CONFIRMED by the embedded assert path
// "d:\tesla\bt\bt_l4\BTL4RDR.CPP", line 0x224.
//
// Derive the metres<->pixels scale from the current zoom (currentScale) and
// build the world-space axis-aligned box that the spatial queries will use.
// The map is top-down, so the X and Z bounds hug the viewing position while
// the Y (vertical) bounds are opened wide (+/-32768).
//
void
MapDisplay::CalculateBounds()
{
if (currentScale <= CalcBoundsEpsilon)
{
//
// "MapDisplay::CalculateBounds detected a bad scale"
// ("d:\tesla\bt\bt_l4\BTL4RDR.CPP", line 0x224)
//
Verify(False); // FUN_0040385c
currentScale = 1.0f; // 0x3f800000
}
pixelsPerMeter = (Scalar)(halfWidth * 2) / currentScale;
metersPerPixel = MetersPerPixelNum / pixelsPerMeter; // 1.0 / ppm
LODIndex = metersPerPixel;
Scalar
halfWorldWidth = (Scalar)halfWidth / pixelsPerMeter;
Scalar
halfWorldHeight = (Scalar)halfHeight / pixelsPerMeter;
Entity
*owner = ResolveOperatorEntity(renderer); // FUN_00417ab4(renderer+0x40)
Check_Pointer(owner);
viewingPosition = EntityPosition(owner); // FUN_00408440(this+0x310)
xMin = viewingPosition.x - halfWorldWidth;
xMax = viewingPosition.x + halfWorldWidth;
yMin = -MapVerticalSpan; // 0xc7000000
yMax = MapVerticalSpan; // 0x47000000
zMin = viewingPosition.z - halfWorldHeight;
zMax = viewingPosition.z + halfWorldHeight;
}
//
// @004c2294 -- erase last frame's footprint and forget it.
//
void
MapDisplay::EraseDisplay()
{
previousDrawing.Draw(&localView, backgroundColor); // FUN_0044a650
previousDrawing.Clear(); // FUN_0044a630
}
//
// @004c22c4 -- compose the world->view matrix (translate to the viewing
// position, optionally rotate by heading, then scale to pixels), then paint
// the wedge, the static and moving blips and the names, recording the
// touched region for next frame's erase.
//
void
MapDisplay::DrawDisplay()
{
AffineMatrix
view;
view.BuildIdentity(); // FUN_0040aadc (the decomp shows the
view.BuildIdentity(); // identity built twice -- faithful)
//
// Default the centre to the operator mech if no explicit feed is wired.
//
Entity
*owner = ResolveOperatorEntity(renderer);
if (currentPositionPointer == NULL && owner != NULL)
{
currentPositionPointer = &EntityPosition(owner); // owner+0x100
}
if (currentPositionPointer != NULL)
{
Point3D
center = *currentPositionPointer; // FUN_00408440
//
// TRANSCRIPTION FIX (the invisible-pip bug): FUN_0040adec writes ONLY
// the 3x3 rotation elements ([0..2],[4..6],[8..10]) -- it never
// touches the translation row. The binary therefore ends with
// view = [R(q) | center]: rotation SET, centre PRESERVED. A full
// compose (view *= yaw) would also rotate the translation
// (view = [R | center x R]) -- the subsequent Invert then maps
// center x R to the origin instead of the viewer, so every blip lands
// hundreds of pixels off-scope. Rotation first (rotation-only
// assignment), translation row LAST.
//
if (currentAngularPointer != NULL)
{
if (!rockAndRoll)
{
//
// Top-down: keep heading only. Extract the yaw, build a
// yaw-only quaternion, SET the rotation block from it.
//
// FIX (kept on re-host): YawPitchRoll (yaw-first), not
// EulerAngles -- the EulerAngles(Quaternion) decomposition is
// ambiguous for a yawing mech: as yaw sweeps past +/-pi the
// quaternion double-cover flips it onto a pitch=roll=pi
// branch, so euler.yaw REVERSES (the radar spins back).
// YawPitchRoll applies yaw FIRST -> a clean continuous 360
// degree heading (ROTATION.HPP:162, operator= at :190).
//
YawPitchRoll
euler;
euler = *currentAngularPointer;
Scalar
heading = (Scalar)euler.yaw * HeadingHalf; // * 0.5f half-angle
SinCosPair
sc;
sc = Radian(heading); // FUN_00408328
Quaternion
yaw(0.0f, sc.sine, 0.0f, sc.cosine); // FUN_00409948
view = yaw; // rotation-only (FUN_0040adec)
}
else
{
//
// "Rock and roll": use the full orientation.
//
view = *currentAngularPointer; // rotation-only build
}
}
view.SetFromAxis(W_Axis, center); // FUN_0040b0ac -- translation LAST
}
//
// TRANSCRIPTION FIX (the invisible-pip bug): FUN_0040b244 is the full
// affine INVERSE (cofactor expansion + determinant divide), not a copy.
// `view` above is the OPERATOR's local->world pose (translate to the mech
// + yaw); the radar needs its inverse -- world->scope, centre subtracted,
// heading unrotated. Read as a copy, every pip/name transforms to
// (world + centre) x ppm = thousands of pixels off-scope: the scope draws
// empty at all times.
//
worldToView.Invert(view); // FUN_0040b244(this+0x324)
//
// Bake the metres->pixels scale into the matrix.
//
Vector3D
scale;
scale.x = scale.y = scale.z = pixelsPerMeter;
worldToView.Multiply(worldToView, scale); // FUN_0040b374
BuildRadarShadow(worldToView); // FUN_004c228c
flashState = (Logical)!flashState; // @0x374 ^= 1
localView.AttachRecorder(&previousDrawing); // vtbl+0x64
DrawViewWedge(); // FUN_004c2484
DrawStatic(worldToView); // FUN_004c25b4
DrawMoving(worldToView); // FUN_004c2788
DrawNames(worldToView); // FUN_004c28c4
localView.DetachRecorder(); // vtbl+0x68
}
//
// @004c228c -- BuildRadarShadow. In the shipped build this compiled to an
// empty body (the shadow-cast pass is disabled), so the allocated shadowTable
// is never populated. Reconstructed as a no-op to match the binary.
// (BEST-EFFORT: the intended algorithm -- ray-marching the shadowTable per
// half-degree column -- is not present in the captured object.)
//
void
MapDisplay::BuildRadarShadow(AffineMatrix & /*worldToView*/)
{
}
//
// @004c2484 -- draw the two edges of the player's field-of-view wedge as
// lines from the map centre out to a far (clipped) radius.
//
void
MapDisplay::DrawViewWedge()
{
int
i;
Radian
leftEdge = viewHorizontalRotation - viewHalfHorizontalWidth;
Radian
rightEdge = viewHorizontalRotation + viewHalfHorizontalWidth;
localView.SetColor(staticColor); // vtbl+0x18
Radian
edges[2];
edges[0] = leftEdge;
edges[1] = rightEdge;
for (i = 0; i < 2; ++i)
{
Scalar
angle = -edges[i];
SinCosPair
sc;
sc = Radian(angle); // FUN_00408328
Scalar
x = sc.sine * ViewWedgeRadius; // * 10000.0f
Scalar
z = sc.cosine * ViewWedgeRadius;
localView.MoveToAbsolute(0, 0); // vtbl+0x24 (centre)
localView.DrawLineToAbsolute(Round(x), Round(z)); // vtbl+0x30
}
}
//
// @004c25b4 -- plot every in-range static entity as a blip, plus a name
// bitmap for the special (labelled) ones.
//
void
MapDisplay::DrawStatic(AffineMatrix &worldToView)
{
ChainIteratorOf<Entity*>
iter(staticEntityList.GetInstanceList()); // FUN_0042ac1c(this+0x384)
iter.First();
L4Warehouse
*pips = GetGaugeWarehouse(renderer); // *(renderer+0x4C)
for (;;)
{
Entity
*entity = iter.ReadAndNext(); // vtbl+0x28
if (entity == NULL)
{
break;
}
//
// The REAL range filter (the grid query is cell-granular only --
// see the Execute banner).
//
Vector3D
delta;
delta.Subtract(EntityPosition(entity), viewingPosition); // FUN_00408644
if (delta.x*delta.x + delta.y*delta.y + delta.z*delta.z
> maximumDistanceSquared)
{
continue;
}
L4GaugeImage
*pip = (pips != NULL)
? LookUpGaugeImage(pips, entity->GetResourceID()) // FUN_004688ce
: NULL;
if (pip != NULL)
{
AffineMatrix
blipXform;
AffineMatrix
entityXform;
EntityTransform(&entityXform, entity);
blipXform.Multiply(entityXform, worldToView); // FUN_0040b104
pip->Draw( // FUN_0046f0c0
LODIndex, metersPerPixel, &localView,
staticColor, blipXform, 0);
}
//
// Labelled static entities (e.g. nav beacons) also blit a name
// bitmap. (Dormant: no landmark content ships -- see the inert
// helpers above.)
//
if (IsLabelledEntity(entity)) // FUN_0041a1a4 (Landmark 0x4e70c4)
{
int
nameID = GetNameID(entity); // entity+0x21C
BitMap
*bitmap = LookUpNameBitmap(nameID);
if (bitmap != NULL)
{
Point3D
screen;
screen.Multiply(EntityPosition(entity), worldToView); // FUN_00408b98
localView.MoveToAbsolute(Round(screen.x), Round(screen.z));
localView.SetColor(MapBlipColor()); // 7
localView.DrawBitMap(0, bitmap, 0, 0,
bitmap->Data.Size.x - 1, bitmap->Data.Size.y - 1);
}
}
}
}
//
// @004c2788 -- plot every in-range moving entity (mechs, vehicles) as a
// blip, skipping the operator's own mech and boxing the current target.
//
void
MapDisplay::DrawMoving(AffineMatrix &worldToView)
{
ChainIteratorOf<Entity*>
iter(movingEntityList.GetInstanceList()); // FUN_0042ac1c(this+0x3A0)
iter.First();
L4Warehouse
*pips = GetGaugeWarehouse(renderer); // *(renderer+0x4C)
Entity
*owner = ResolveOperatorEntity(renderer);
Entity
*target = GetTarget(owner); // objectiveMech (inert feed)
for (;;)
{
Entity
*entity = iter.ReadAndNext();
if (entity == NULL)
{
break;
}
if (entity == owner)
{
continue;
}
Vector3D
delta;
delta.Subtract(EntityPosition(entity), viewingPosition); // FUN_00408644
if (delta.x*delta.x + delta.y*delta.y + delta.z*delta.z
> maximumDistanceSquared)
{
continue;
}
L4GaugeImage
*pip = (pips != NULL)
? LookUpGaugeImage(pips, entity->GetResourceID())
: NULL;
if (pip != NULL)
{
AffineMatrix
blipXform;
AffineMatrix
entityXform;
EntityTransform(&entityXform, entity);
blipXform.Multiply(entityXform, worldToView); // FUN_0040b104
int
boxColour = (entity == target) ? boxColor : 0; // highlight target
pip->Draw( // FUN_0046f0c0
LODIndex, metersPerPixel, &localView,
MapBlipColor() /*7*/, blipXform, boxColour);
}
}
}
//
// @004c28c4 -- CONFIRMED by the embedded assert path
// "d:\tesla\bt\bt_l4\BTL4RDR.CPP", line 0x408.
//
// Snapshot up to maximumNames moving entities into the name array, then draw
// their labels. The hot-box colour flashes (flashState) on the target.
//
void
MapDisplay::DrawNames(AffineMatrix &worldToView)
{
int
i;
Entity
*owner = ResolveOperatorEntity(renderer);
Entity
*target = GetTarget(owner); // objectiveMech (inert feed)
ChainIteratorOf<Entity*>
iter(movingEntityList.GetInstanceList()); // FUN_0042ac1c(this+0x3A0)
iter.First();
int
count = iter.GetSize(); // vtbl+0x14
if (count < 1)
{
return;
}
if (count > maximumNames)
{
count = maximumNames;
}
//
// First pass: extract.
//
for (i = 0; i < count; ++i)
{
Entity
*entity = iter.ReadAndNext(); // vtbl+0x28
if (entity == NULL)
{
//
// "MapDisplay::DrawNames -- GetSize() / iterator mismatch"
// ("d:\tesla\bt\bt_l4\BTL4RDR.CPP", line 0x408)
//
Verify(False); // FUN_0040385c
}
nameArray[i].ExtractFromEntity(entity, worldToView, owner, target); // FUN_004c19fc
}
//
// Second pass: draw. The target's label flashes in boxColor.
//
int
hotboxColor = flashState ? boxColor : 0;
for (i = 0; i < count; ++i)
{
nameArray[i].Draw(&localView, hotboxColor); // FUN_004c1ab0
}
}