fbf5118c9cbd9be18739a8ce6b917601ac24ccc1
5
Commits
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0bceb9a638 |
gauges/map: populate the radar entity grid + draw mech contact blips
Root-caused why the radar showed 0 contacts: the gauge renderer's moving/static entity grids (queried by GetMoving/StaticEntitiesWithinBounds) were NEVER populated -- the 1995 game fed them from ExecuteImplementation's InterestingEntity iterator, which the WinTesla port dropped. Fix (engine): add GaugeRenderer::RebuildEntityGrid() -- Clear + repopulate movingEntities from the world's DynamicMaster + DynamicReplicant entities (the vehicles/mechs; AllEntity would flood the grid with ~300 props/effects/terrain). Called from the map's Execute phase 0 (under the gauge's guarded Execute, so a fault disables only the map). Verified: contacts are now found, combat un- regressed (TARGET DESTROYED), heap-clean under BT_HEAPCHECK. Fix (map): DrawMoving now draws a cross blip for mech-class contacts (0xBB9) when the authentic pip raster set is absent (the BT pip table is stubbed in this engine build). KEY PROJECTION FIX: worldToView is a camera (view->world) matrix and Point3D::Multiply applies only rotation+scale (NOT translation), so projecting the absolute entity position left the viewpoint un-subtracted and the blip landed off-screen (verified: blip @(580,-1154)). Project the RELATIVE position (delta = entity - viewpoint, already computed for the range check) instead -> the blip projects viewpoint-relative + heading-rotated correctly (@(164,221)). radarRange default 500->1000 (1km zoom) so contacts within ~500m show on the radar (SetTargetRange, the real player zoom, is still stubbed). BT_MAP_LOG traces the blip coords. STATE: the grid population + viewpoint-relative blip projection are correct and combat-safe. A reliable on-screen contact demo still needs the display-scale vs spawn-distance reconciliation (the BT_SPAWN_ENEMY dummy sits at a varying, large distance -- 377-828m -- beyond the display radius across runs) + the authentic pip symbol/name/video-object infrastructure (still stubbed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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48ed3a8b73 |
gauges: register + wire the map (radar) -- the tactical display renders
MapDisplay (the radar/threat-map gauge, btl4rdr.cpp) was fully reconstructed (ctor + Execute + DrawViewWedge/DrawStatic/DrawMoving/DrawNames) but never registered and its data attributes never published. Wire it up end-to-end: DATA (the attributes the map binds): * Mech table extended to the full 0x15..0x38 (was the 0x21 prefix): add RadarRange@0x2f -> radarRange, RadarLinearPosition@0x30 -> radarLinearPosition (Point3D* -> &localOrigin.linearPosition), RadarAngularPosition@0x31 -> radarAngularPosition (Quaternion* -> &localOrigin.angularPosition), DuckState @0x37 -> duckState; the rest bind the shared attrPad (kept dense so Find can't strcmp a gap). New members set in the Mech ctor; radarRange defaults to 500 (SetTargetRange is still stubbed) so nearby contacts are on-scale. The map's position/angle attributes resolve to Point3D**/Quaternion** (AttributePointer is int Simulation::*, so the ATTRIBUTE_ENTRY reinterpret binds pointer members fine -- verified live: posPtr/anglePtr resolve). * Sensor (named "Avionics") publishes RadarPercent/SelfTest/BadVoltage: define Sensor::AttributePointers[] + build the previously-empty Sensor::AttributeIndex chained to PoweredSubsystem::GetAttributeIndex() (= HeatSink's dense index). WIDGET (the registration glue -- NOT in the assert-anchored decomp, so reconstructed from the config + ctor): * MapDisplay::methodDescription (config "map") + MapDisplay::Make. The offset_position keyword "center"/"bottom" is typed as a STRING and converted in Make, avoiding a ModeManager named-constant registration. Registered in BTL4MethodDescription[] (btl4grnd.cpp now includes btl4rdr.hpp). Three crash fixes exposed once the map ran (each a pre-existing stub the map is the first consumer of): * Sensor radarPercent went hugely negative (RadarBaseline - HeatMasterEnergy(), where the inherited heatEnergy is un-normalized in the not-byte-exact heat-leaf branch) -> the radar reported non-operational. Guard: treat an out-of-[0,1] heat term as no penalty (marked bring-up; real overheat penalty needs the heat normalization). * ResolveOperatorEntity was a stub returning NULL -> EntityPosition(NULL) crashed CalculateBounds. Fixed to the renderer linked-entity + application viewpoint fallback (same as HeadingPointer). * MapName::ExtractFromEntity didn't guard a NULL entity (the binary's Verify(False) iterator-mismatch path compiles out at DEBUG_LEVEL 0) -> EntityPosition(NULL). Guarded. Verified live (BT_DEV_GAUGES): the radar now draws the view wedge (the mech's 180-deg FOV cone) and completes the full wedge/static/moving/names cycle with operating=1, cap=1, scale=500, position/angle resolved, 0 crashes. Combat un- regressed (TARGET DESTROYED after 8 hits), heap-clean under BT_HEAPCHECK. Permanent gated diagnostic: BT_MAP_LOG traces the phase/draw pipeline. Contacts show 0 (the spatial-query entity classification is a follow-up); DuckState now resolves for the duck button too. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9e31408ba2 |
gauges: publish Mech attribute table (dense prefix 0x15..0x21 -> LinearSpeed live)
mech.cpp shipped an EMPTY, unchained Mech::AttributeIndex (a default-constructed AttributeIndexSet passed to DefaultData), so Simulation::GetAttributePointer severed the whole parent chain -> EVERY bare Mech gauge binding (LinearSpeed / MaxRunSpeed / DuckState / RadarRange / ...) resolved to NullAttribute. Add the Mech AttributeID enum (full binary set 0x15..0x38, VA 0x50be84) + a Mech::AttributePointers[] table + Mech::GetAttributeIndex() chained to JointedMover::GetAttributeIndex(), and change DefaultData to pass it. DENSE-TABLE HAZARD (systemic): AttributeIndexSet::Build (SIMULATE.cpp:565) sizes the built index to max(id) and Find (SIMULATE.cpp:663) strcmps EVERY slot, and Build does NOT zero gap slots -> an unpublished id between the parent's NextAttributeID and the max published id holds a garbage entryName -> AV on the next name lookup. So the table is a DENSE PREFIX 0x15..0x21 (JointedMover's NextAttributeID through LinearSpeed): the ids the BLH cockpit doesn't bind (collision/eyepoint/reticle/footstep/anim-state) point at one shared read-only attrPad member; CurrentSpeed/MaxRunSpeed bind to the existing gait members legCycleSpeed/reverseStrideLength; LinearSpeed binds a new linearSpeed member populated each frame in PerformAndWatch (|adv|/dt = forward ground speed). Ids 0x22..0x38 stay declared in the enum for later extension (RadarRange/DuckState when the map/duck widgets land) but are NOT published yet. New members appended to Mech's own region (no locked base/gait offset shifts); inited in the ctor. Verified live (BT_DEV_GAUGES + drive): the radar-surface SPEED readout (numericSpeed(LinearSpeed), a base engine primitive already drawing NULL) now shows 225 (~63 u/s in the widget's display units) instead of 0, tracking the mech's motion. Heat surface CurrentTemperature=77 un-regressed. Combat un- regressed (TARGET DESTROYED after 8 hits), 0 attribute-not-found, and Mech construction + attribute-index build is heap-clean under BT_HEAPCHECK. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8b36440d05 |
subsystems: un-stub Wave 4 readouts + Wave 6 Myomers (10->15 factory cases)
WAVE 4 (standalone readouts) -- Sensor(0xBC3)/Searchlight(0xBD8)/ ThermalSight(0xBDE)/AmmoBin(0xBCB) un-stubbed via Create<Class>Subsystem bridges + Torso-style de-shim (drop cross-family shadow fields, redirect accessors to the real inherited base, static_assert layout locks). - FIX: Searchlight/ThermalSight ctors gated their Performance on the shadow segmentFlags(=0) so it NEVER installed; switched to owner->simulationFlags. - AmmoBin: retype ammoAlarm HeatAlarm->WatcherGaugeAlarm(0x54) + drop the statusState@0x40 shadow -> exact 0x22C layout. - Guard HeatWatcher::WatchSimulation against the unresolved watchedLink (null-deref exposed once these sims run; faithful fix = resolve the link). - Heat-leaf branch (Sensor) is not byte-exact -> overflow-lock only. WAVE 6 (Myomers 0xBC6, mover-coupled) -- structural un-stub, gated BT_MYOMERS (default on; =0 -> Actuator stub). Wired INERT: MyomersSimulation early-returns (advanced-damage gate stubbed) + no-op mover feed, so the live JointedMover is untouched and the gait cannot regress. De-shim drops the owner*/segmentFlags shims to fit the exact-0x358 alloc. Authentic mover/heat coupling deferred (needs messmgr 0xBD3 + reconciling the mover feed with the gait cutover). Verified: BLH tick 20->27, Mad Cat 24, combat DESTROYED un-regressed, locomotion un-regressed, 0 crashes, 0 heap detections under BT_HEAPCHECK. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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>
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