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>
182 lines
5.6 KiB
C++
182 lines
5.6 KiB
C++
//===========================================================================//
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// File: mechmppr.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for the mech controls mapper //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#if !defined(MECHMPPR_HPP)
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# define MECHMPPR_HPP
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# if !defined(SUBSYSTM_HPP)
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# include <subsystm.hpp>
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# endif
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# if !defined(CSTR_HPP)
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# include <cstr.hpp>
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# endif
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# if !defined(CONTROLS_HPP)
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# include <controls.hpp>
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# endif
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# if !defined(VECTOR2D_HPP)
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# include <vector2d.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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//###########################################################################
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//######################## MechControlsMapper ###########################
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//###########################################################################
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class MechControlsMapper:
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public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute IDs -- the control inputs the streamed mappings bind to.
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// The chain ends at Subsystem::NextAttributeID == 2.
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//
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public:
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enum {
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MechControlsMapperPadFirstAttributeID = 2,
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StickPositionAttributeID, // 3
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ThrottlePositionAttributeID, // 4
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PedalsPositionAttributeID, // 5
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ReverseThrustAttributeID, // 6
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SpeedDemandAttributeID, // 7
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TurnDemandAttributeID, // 8
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LookForwardAttributeID, // 9
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LookLeftAttributeID, // a
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LookRightAttributeID, // b
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LookBehindAttributeID, // c
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LookDownAttributeID, // d
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TorsoUpAttributeID, // e
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TorsoDownAttributeID, // f
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TorsoLeftAttributeID, // 10
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TorsoRightAttributeID, // 11
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TorsoCenterAttributeID, // 12
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ControlModeAttributeID, // 13
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DisplayModeAttributeID, // 14
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PilotArrayPageAttributeID, // 15
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PilotArrayAttributeID, // 16
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NextAttributeID
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Control modes
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//
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public:
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enum ControlMode {
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BasicMode = 0,
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StandardMode,
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VeteranMode
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Look states. A five-state machine off the pod's look buttons; on a state
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// change InterpretControls calls Mech::CommitLookState, which re-aims the
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// eyepoint from the model's authored look angles (and, once the weapon wave
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// lands, re-arms the per-view weapon fire enables).
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//
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public:
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enum LookState {
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LookNone = 0,
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LookLeftState,
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LookRightState,
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LookBehindState,
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LookDownState
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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MechControlsMapper(
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Mech *owner,
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int subsystem_ID,
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CString subsystem_name,
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RegisteredClass::ClassID class_ID,
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SharedData &shared_data = DefaultData
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);
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~MechControlsMapper();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame control interpretation (the mapper's Performance): reads the
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// engine-pushed raw input attributes (throttle / stick / pedals / buttons)
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// and publishes the locomotion + aim demands the mech drive consumes.
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//
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public:
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typedef void
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(MechControlsMapper::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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InterpretControls(Scalar time_slice);
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Mech*
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GetMech() { Check(this); return (Mech *)GetEntity(); }
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Scalar
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GetSpeedDemand() const { Check(this); return speedDemand; }
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Scalar
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GetTurnDemand() const { Check(this); return turnDemand; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data -- the published control inputs (the streamed mappings write
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// these; InterpretControls, phase 5.3, reads them to drive the mech).
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//
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protected:
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ControlsJoystick stickPosition;
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Scalar throttlePosition;
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Scalar pedalsPosition;
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ControlsButton reverseThrust;
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Scalar speedDemand;
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Scalar turnDemand;
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ControlsButton lookForward;
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ControlsButton lookLeft;
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ControlsButton lookRight;
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ControlsButton lookBehind;
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ControlsButton lookDown;
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ControlsButton torsoUp;
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ControlsButton torsoDown;
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ControlsButton torsoLeft;
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ControlsButton torsoRight;
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ControlsButton torsoCenter;
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int controlMode;
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int displayMode;
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int pilotArrayPage;
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int pilotArray;
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int lookState;
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int previousLookState;
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int reserved[22];
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};
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#endif
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