Files
TeslaRel410/restoration/source410/BT/HEAT.HPP
T
CydandClaude Fable 5 38cce95641 BT410 5.3.109: the watchers watch -- the heat mirror and the voltage watchdog run per-frame
Two of the 22 stubs killed bottom-up, because the gyro chain needs them:
GyroscopeSimulation -> PowerWatcher::Simulation -> UpdateWatch ->
HeatWatcher::WatchSimulation.

HeatWatcher::WatchSimulation (@004aeac4): resolve the watched subsystem,
read its temperature, drive the 3-level heat alarm (Normal / Degradation /
Failure).  The binary dereferences the watch link unconditionally -- it
always binds on a master node; the null guard covers replicants, holding
Normal.

PowerWatcher::UpdateWatch (@004b181c's body): the heat mirror first, then
the watchdog MIRRORS the watched subsystem's electrical state -- which is
what drives the Torso's twist-rate power gate and the searchlight/thermal
voltage reads -- with one override: a subsystem reading Ready off a SAGGING
source (measured <= minVoltage x rated) shows level 1, the BROWNOUT.

Both Performances now REGISTER in their ctors on the master instance (the
established sibling gate; the binary's form is the segment-copy/master flag
pair).  They had never been registered before -- which is why the old
Fail() stubs never tripped in months of runs: the watchers existed but
nothing ever asked them to watch.

Plumbing: class-typed Performance shims on both watchers (the base takes
the Subsystem-typed pointer -- same shim every sibling carries),
HeatableSubsystem::CurrentTemperatureOf() accessor, UpdateWatch declared.

Live run clean.  Stub census: 20 across 14 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 16:25:27 -05:00

626 lines
20 KiB
C++

//===========================================================================//
// File: heat.hpp //
// Project: BattleTech //
// Contents: Implementation details for heatable subsystems //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(HEAT_HPP)
# define HEAT_HPP
# if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
# endif
# if !defined(AVERAGE_HPP)
# include <average.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################## HeatableSubsystem Model Resource ###################
//###########################################################################
struct HeatableSubsystem__SubsystemResource:
public MechSubsystem::SubsystemResource
{
Scalar startingTemperature;
Scalar degradationTemperature;
Scalar failureTemperature;
Scalar thermalConductance;
Scalar thermalMass;
};
//###########################################################################
//######################## HeatableSubsystem ############################
//###########################################################################
class HeatableSubsystem:
public MechSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support. The cockpit gauges bind these by NAME through the
// interpreter (ParseAttribute -> GetAttributePointer): the 1995
// L4GAUGE.CFG spellings are the enum names. The whole heat/power chain
// publishes IDs 2..0x0E so PoweredSubsystem::NextAttributeID lands on the
// authentic 0x0F -- Sensor's table (surviving SENSOR.HPP) and
// MechWeapon's pinned 0x12 pads are both numbered off it. CONTIGUITY IS
// LOAD-BEARING: AttributeIndexSet::Build leaves uncovered gap slots
// uninitialized.
//
public:
enum {
CurrentTemperatureAttributeID = MechSubsystem::NextAttributeID, // 3
HeatLoadAttributeID, // 3
DegradationTemperatureAttributeID, // 4
FailureTemperatureAttributeID, // 5
NextAttributeID // 6
};
static const IndexEntry AttributePointers[];
static AttributeIndexSet AttributeIndex;
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef HeatableSubsystem__SubsystemResource SubsystemResource;
HeatableSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatableSubsystem();
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
public:
Scalar
CurrentTemperatureOf()
{ Check(this); return currentTemperature; }
protected:
Scalar currentTemperature;
Scalar heatLoad;
Scalar degradationTemperature;
Scalar failureTemperature;
};
//###########################################################################
//########################## SubsystemConnection ########################
//###########################################################################
//
// A slot linking a heat sink to its master / linked heat sink.
//
class SubsystemConnection
{
public:
SubsystemConnection() { linked = NULL; }
void Add(Subsystem *s) { linked = s; }
Subsystem* Resolve() const { return linked; }
void Clear() { linked = NULL; }
protected:
Subsystem *linked;
int reserved[2];
};
//###########################################################################
//####################### HeatSink Model Resource #######################
//###########################################################################
struct HeatSink__SubsystemResource:
public HeatableSubsystem__SubsystemResource
{
//
// WIRE-VERIFIED (raw-stream dump): the roster index of the sink this
// one conducts its heat into -- the weapons/equipment link to the
// Condenser bank (slots 4-9), the Condensers to the central HeatSink.
// This was THE missing ancestry int that shifted every descendant
// resource block +1 (PoweredSubsystem voltageSourceIndex, the MechWeapon
// block, ...).
//
int linkedSinkIndex;
};
//###########################################################################
//############################## HeatSink ###############################
//###########################################################################
//###########################################################################
//################### HeatWatcher Model Resource #######################
//###########################################################################
struct HeatWatcher__SubsystemResource:
public MechSubsystem__SubsystemResource
{
int watchedSubsystem;
Scalar degradationTemperature;
Scalar failureTemperature;
};
//###########################################################################
//############################# HeatWatcher #############################
//###########################################################################
//
// Watches another subsystem's temperature and drives a 3-level alarm. A
// sibling branch to HeatableSubsystem (derives straight from MechSubsystem);
// PowerWatcher and the Torso/HUD/Gyroscope leaves descend from it.
//
class HeatWatcher:
public MechSubsystem
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState(Logical powered);
//
// Respawn restore: base heal + the thermal state back to spawn
// (temperature/coolant via ResetToInitialState).
//
virtual void
DeathReset(Logical full_reset);
//
// The class-typed Performance shim, the same shape every sibling
// subsystem carries (the base takes the Subsystem-typed pointer).
//
typedef void
(HeatWatcher::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
WatchSimulation(Scalar time_slice);
public:
typedef HeatWatcher__SubsystemResource SubsystemResource;
HeatWatcher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatWatcher();
protected:
SubsystemConnection watchedLink;
int watchedSubsystem;
Scalar degradationTemperature;
Scalar failureTemperature;
AlarmIndicator heatAlarm;
};
class HeatSink:
public HeatableSubsystem
{
friend class Condenser;
friend class Reservoir;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support (the coolant family the cockpit bars read).
//
public:
enum {
CoolantMassAttributeID = HeatableSubsystem::NextAttributeID, // 6
CoolantCapacityAttributeID, // 7
CoolantMassLeakRateAttributeID, // 8
CoolantAvailableAttributeID, // 9
//
// Authored watcher, bound on Avionics / every Condenser /
// every Generator / Myomers / every weapon -- i.e. the whole
// heat-bearing family, which is why it belongs on HeatSink.
// Adding it here pushes PoweredSubsystem::NextAttributeID from
// 0x0F to 0x10, so MechWeapon drops one bridging pad to keep
// PercentDone on its binary-pinned 0x12 (see MECHWEAP.CPP).
//
ReportLeakAttributeID, // 0x0A
NextAttributeID // 0x0A
};
static const IndexEntry AttributePointers[];
static AttributeIndexSet AttributeIndex;
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState(Logical powered);
//
// Respawn restore: base heal + the thermal state back to spawn.
//
virtual void
DeathReset(Logical full_reset);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support. The cockpit cooling toggle rides the first
// subsystem-family message slot (id 3 = Receiver::NextMessageID); the
// per-class id-4 slot is claimed by each subclass (Condenser MoveValve,
// Reservoir InjectCoolant, ...).
//
public:
enum {
ToggleCoolingMessageID = Receiver::NextMessageID, // 3
NextMessageID // 4
};
static const HandlerEntry MessageHandlerEntries[];
static MessageHandlerSet MessageHandlers;
void
ToggleCoolingMessageHandler(ReceiverDataMessageOf<int> *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Heat state (carried in heatAlarm, 3 levels). The thresholds are the
// authored degradation/failure temperatures.
//
public:
enum {
NormalHeat = 0,
DegradationHeat,
FailureHeat,
HeatStateCount
};
unsigned
GetHeatState() { Check(this); return heatAlarm.GetLevel(); }
Scalar
CurrentTemperatureOf() { Check(this); return currentTemperature; }
Scalar
StartingTemperatureOf() { Check(this); return startingTemperature; }
void
AddPendingHeat(Scalar heat)
{ Check(this); pendingHeat += heat; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
typedef void
(HeatSink::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
//
// The heat-model master switch (binary FUN_004ad7d4): the owning
// BTPlayer's heatModelOn experience flag, reached through the mech's
// playerLink. ON only for veteran / expert; a NULL player reads ON.
//
Logical
HeatModelActive();
void
HeatSinkSimulation(Scalar time_slice);
void
UpdateHeatLoad();
void
ConductHeat(Scalar time_slice);
Scalar
ComputeHeatFlow(HeatSink *other, Scalar time_slice);
void
UpdateCoolant(Scalar time_slice);
void
BalanceCoolant(Scalar time_slice);
virtual Scalar
DrawCoolant(Scalar requested);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef HeatSink__SubsystemResource SubsystemResource;
HeatSink(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatSink();
//
// The cockpit's cooling-loop lamp needs both of these from BT_L4:
// whether this sink has coolant, and which sink it is plumbed to
// (the loop master, whose Condenser number IS the lamp's frame).
//
int
GetCoolantAvailable() const { Check(this); return coolantAvailable; }
Subsystem *
ResolveCoolingMaster() { Check(this); return linkedSinks.Resolve(); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Scalar coolantEfficiency;
Scalar thermalCapacity;
Scalar coolantLevel;
Scalar coolantDraw;
int coolantAvailable;
int coolantActive;
Scalar startingTemperature;
Scalar thermalConductance;
Scalar filterDecay;
Scalar thermalMass;
Scalar heatEnergy;
Scalar coolantFlowScale;
Scalar massScale;
Scalar pendingHeat;
Scalar radiatedHeat;
SubsystemConnection linkedSinks;
AlarmIndicator heatAlarm;
AverageOf<Scalar> heatFilter;
//
// STAGED, appended last: no leak-reporting model yet. A Scalar
// because the audio watcher families instantiate Motion / Hinge /
// Scalar / StateIndicator, and this is not a *State name.
//
Scalar reportLeak;
};
//###########################################################################
//#################### Condenser Model Resource ########################
//###########################################################################
struct Condenser__SubsystemResource:
public HeatSink__SubsystemResource
{
Scalar refrigerationFactor;
};
//###########################################################################
//############################## Condenser #############################
//###########################################################################
//
// A HeatSink with active refrigeration (a coolant loop's condenser).
//
class Condenser:
public HeatSink
{
public:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support (the valve slider on the Eng page).
//
public:
enum {
ValveSettingAttributeID = HeatSink::NextAttributeID, // 0x0A
CondenserStateAttributeID, // authored watcher: CondenserN/CondenserState
NextAttributeID
};
static const IndexEntry AttributePointers[];
static AttributeIndexSet AttributeIndex;
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support: the cockpit condenser-valve button (binary handler
// table @0x50E52C, exactly one entry -- id 4, "MoveValve"). Each press
// cycles this condenser's valve 1 -> 5 -> 50 -> 0 -> 1 and recomputes every
// condenser's coolant flow share (valve / sum-of-valves).
//
public:
enum {
MoveValveMessageID = HeatSink::NextMessageID, // 4
NextMessageID
};
static const HandlerEntry MessageHandlerEntries[];
static MessageHandlerSet MessageHandlers;
void
MoveValveMessageHandler(ReceiverDataMessageOf<int> *message);
//
// Recompute every condenser's coolantFlowScale as its share of the
// total valve opening (called by MoveValve, and once at mech spawn so
// the initial all-1 valves yield equal shares).
//
static void
RecomputeValves(Entity *owner_mech);
public:
typedef Condenser__SubsystemResource SubsystemResource;
Condenser(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~Condenser();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame refrigeration (binary @4ae4d8): the condenser actively pumps
// heat toward the central bank -- massScale is recomputed each frame as
// (1 - own damage) * refrigerationFactor, clamped >= 1, so an undamaged
// condenser behaves refrigerationFactor-times "hotter" in the conduction
// exchange and chills itself below ambient (which is what cools the
// weapons equalizing against it). Damage degrades it toward a plain sink.
//
public:
typedef void
(Condenser::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
RefrigerationSimulation(Scalar time_slice);
//
// The loop number (1..6) -- the cockpit lamp's image-strip frame.
//
int
GetCondenserNumber() const { Check(this); return condenserNumber; }
protected:
int valveState;
int condenserNumber;
Scalar refrigerationFactor;
//
// APPENDED LAST ON PURPOSE. This class has offset-sensitive
// readers -- condenserNumber is reached as master+0x1d4 -- so a new
// member goes at the END of the CLASS (never into the resource
// struct above, which is a wire format).
//
//
// MUST BE A StateIndicator. The authored watcher for a *State
// name is an AudioStateWatcher, which is AudioWatcherOf<StateIndicator>
// and whose ctor immediately runs
// Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this)
// (AUDWTHR.CPP:891). Point it at a plain int and that call goes
// through garbage -- the pod dies on the extender.
//
StateIndicator condenserState; // authored watcher
};
//###########################################################################
//##################### AggregateHeatSink Resource ######################
//###########################################################################
struct AggregateHeatSink__SubsystemResource:
public HeatSink__SubsystemResource
{
int heatSinkCount;
};
//###########################################################################
//######################### AggregateHeatSink ###########################
//###########################################################################
//
// The mech's heat-sink BANK (binary classID 0x0BBE -- the value our VDATA
// enum names HeatSinkClassID; there is no streamed plain-HeatSink class).
// Holds the aggregate heat-sink count and the ambient-temperature setpoint,
// and runs the AMBIENT RADIATOR -- the only place heat ever LEAVES the mech.
//
class AggregateHeatSink:
public HeatSink
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
public:
typedef AggregateHeatSink__SubsystemResource SubsystemResource;
AggregateHeatSink(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~AggregateHeatSink();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// The radiator (binary @4ae73c) -- replaces the base HeatSinkSimulation on
// the bank: absorb, then relax toward the ambient setpoint (the heat EXIT),
// then top the bank's coolant up from the attached store.
//
public:
typedef void
(AggregateHeatSink::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
RadiatorSimulation(Scalar time_slice);
int
GetHeatSinkCount() const { Check(this); return heatSinkCount; }
protected:
int heatSinkCount;
Scalar ambientTemperature;
};
#endif