Commit Graph
2 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 9ea4bdaf50 gauges: publish HeatSink attribute table (CoolantMass/CoolantCapacity/CurrentTemperature)
The cockpit gauge config binds Subsystem/Attribute names (e.g.
HeatSink/CurrentTemperature) resolved by ParseAttribute -> FindSubsystem ->
GetAttributePointer -> the class's activeAttributeIndex.  HeatSink wired
GetAttributeIndex() into DefaultData but published an EMPTY table (only the
inherited SimulationState id 1), so every HeatSink/* numeric read NULL ->
guarded to 0.

Add HeatSink::AttributePointers[] + GetAttributeIndex() publishing CoolantMass
(coolantLevel @0x12C), CoolantCapacity (thermalCapacity @0x128), and
CurrentTemperature (inherited currentTemperature @0x114), chained to the parent
index so SimulationState is preserved and the built index stays dense (ids run
contiguously from HeatableSubsystem::NextAttributeID -- a gap would make
AttributeIndexSet::Find strcmp a garbage slot).  Condenser and Reservoir derive
from HeatSink with no override, so they inherit this table for free.

Verified live (BT_DEV_GAUGES): the Heat surface heatsink-temperature readout
(numeric HeatSink/CurrentTemperature, a base engine primitive that was already
drawing NULL) now shows 77 (= startTemp) instead of 0.  Combat un-regressed
(TARGET DESTROYED after 8 hits), 0 crashes.  The coolant attributes are ready
for the vertBar widget (next increment).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 18:19:09 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00