Files
TeslaRel410/restoration/source410/BT/POWERSUB.CPP
T
CydandClaude Fable 5 80ac2943a0 BT410 5.3.118: the census closes -- the authoring-side CreateStreamedSubsystem family, and the Fail count reaches ZERO
The last eight stubs plus the two chain layers they actually need
(PoweredSubsystem @004b13ac and ProjectileWeapon @004bc7cc were DECLARED in
our headers all along -- only their definitions were missing).  These are
the notation->stream converters the 1995 authoring pipeline ran; missions
read prebuilt streams and never call them, so the verification standard is
compile + link + the raw decomp's key fingerprints -- and those fingerprints
convicted the donors three more times:

- The heat chain: Condenser, Reservoir AND PoweredSubsystem all chain ONE
  shared parser (@004ae150, reconstructed in full from the decomp -- the
  BT411 donor's body was its own TODO stub with a miscited address).  It
  reads the five thermal scalars and the conduction-graph link (the
  linkedSinkIndex our wire-format work dump-verified from the runtime side,
  with the +2 segment-table bias), and HeatSink adds no keys of its own.
- The Emitter's SeekVoltage LADDER is a notation ENTRY LIST walked in file
  order (curve rungs in sequence, the RecommendedIndex entry by name); the
  donor flattened it to one keyed read, which would author one-rung ladders
  against the runtime's real five-rung ones.  MakeEntryList/GetFirstEntry
  is the engine's own idiom.
- PipColor and MuzzleVelocity parse through the engine's authentic
  Convert_From_Ascii overloads (RGBColor / Vector3D); the donors' sscanf
  substitutes were port drift.  Explosion and alarm models resolve as model
  FAMILIES (ModelListResourceType == the literal 1 in the binary; the donor
  comment calling it GameModelResourceType was wrong-name-right-number).

Entry reads target the SUBSYSTEM notation file -- the decomp's fifth
argument at every site; several donors wrote model_file.  Class IDs stamp
through OUR reader's enum symbols (they parse the real BTL4.RES streams
today, and the 3000-base enum lands exactly on the binary's 0xBBB.. ids;
0x0BCD is the weapon-base stamp every concrete leaf overwrites).

Stubs: NONE.  Every function in restoration/source410 now has a body.
Mission soak clean.  Remaining reconstruction is depth, not holes: the
mech4/mech3 archaeology (IntegrateMotion, the master-perf disasm, the
stream builders that seed the 0xC/0x100 flags), HUD blocks 4-6, and the
live networked/rig verifications queued for when a pod is available.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:22:12 -05:00

1019 lines
29 KiB
C++

//===========================================================================//
// File: powersub.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: PoweredSubsystem -- a HeatSink drawing electrical power //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(POWERSUB_HPP)
# include <powersub.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
PoweredSubsystem::ClassDerivations(
HeatSink::ClassDerivations,
"PoweredSubsystem"
);
//
//#############################################################################
// The cockpit generator buttons (binary handler table @0x50F4EC, ids 4-8),
// chained onto the HeatSink set (id 3 ToggleCooling) so every powered
// subsystem's dispatch reaches the Eng-page Coolant button too. Static-init
// order is safe under the authentic .MAK lib order (heat precedes powersub).
//#############################################################################
//
const PoweredSubsystem::HandlerEntry
PoweredSubsystem::MessageHandlerEntries[] =
{
MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorA), // id 4 @004b099c
MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorB), // id 5 @004b09e4
MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorC), // id 6 @004b0a2c
MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorD), // id 7 @004b0a74
MESSAGE_ENTRY(PoweredSubsystem, ToggleGeneratorMode) // id 8 @004b0abc
};
PoweredSubsystem::MessageHandlerSet
PoweredSubsystem::MessageHandlers(
ELEMENTS(PoweredSubsystem::MessageHandlerEntries),
PoweredSubsystem::MessageHandlerEntries,
HeatSink::MessageHandlers
);
//
//#############################################################################
// Attribute tables (cockpit binding by name).
//#############################################################################
//
const PoweredSubsystem::IndexEntry
PoweredSubsystem::AttributePointers[]=
{
ATTRIBUTE_ENTRY(PoweredSubsystem, InputVoltage, inputVoltage),
ATTRIBUTE_ENTRY(PoweredSubsystem, OutputVoltage, outputVoltage),
ATTRIBUTE_ENTRY(PoweredSubsystem, RatedVoltage, ratedVoltage),
ATTRIBUTE_ENTRY(PoweredSubsystem, VoltageState, electricalStateAlarm),
ATTRIBUTE_ENTRY(PoweredSubsystem, ConnectMode, modeAlarm)
};
PoweredSubsystem::AttributeIndexSet
PoweredSubsystem::AttributeIndex(
ELEMENTS(PoweredSubsystem::AttributePointers),
PoweredSubsystem::AttributePointers,
HeatSink::AttributeIndex
);
PoweredSubsystem::SharedData
PoweredSubsystem::DefaultData(
PoweredSubsystem::ClassDerivations,
PoweredSubsystem::MessageHandlers,
PoweredSubsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// A HeatSink that draws electrical power from a generator (binary ctor
// @004b0f74). Resolves the "VoltageSource" roster index to the powering
// generator, attaches the tap, and primes the electrical state machine. The
// voltageSourceIndex indexes the owner mech's SUBSYSTEM ROSTER (the same
// index space the AmmoBin link uses) -- the roster slots ahead of this
// subsystem are already constructed by the segment walk, and the shipped
// stream orders the generators first.
//#############################################################################
//
PoweredSubsystem::PoweredSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatSink(owner, subsystem_ID, subsystem_resource, shared_data),
voltageSource(),
electricalStateAlarm(5),
modeAlarm(3)
{
Check(owner);
Check_Pointer(subsystem_resource);
inputVoltage = 0.0f;
outputVoltage = 0.0f;
ratedVoltage = 0.0f;
thermalResistivityCoefficient = subsystem_resource->thermalResistivityCoefficient;
startTime = subsystem_resource->startTime;
//
// Cache the authored aux-screen block NOW -- the resource memory dies
// with the Mech ctor's stream buffer.
//
auxScreenNumber = subsystem_resource->auxScreenNumber;
auxScreenPlacement = subsystem_resource->auxScreenPlacement;
Str_Copy(auxScreenLabel, subsystem_resource->auxScreenLabel,
sizeof(auxScreenLabel));
Str_Copy(engScreenLabel, subsystem_resource->engScreenLabel,
sizeof(engScreenLabel));
startTimer = startTime;
voltageScale = 1.0f;
//
// Resolve the voltage source from the roster and attach the tap.
//
Subsystem *source = NULL;
if (subsystem_resource->voltageSourceIndex >= 0
&& subsystem_resource->voltageSourceIndex < owner->GetSubsystemCount())
{
source = owner->GetSubsystem(subsystem_resource->voltageSourceIndex);
}
if (source != NULL)
{
AttachToVoltageSource(source);
}
if (getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[power] '" << GetName()
<< "' srcIdx=" << subsystem_resource->voltageSourceIndex << " -> ";
if (source != NULL)
{
DEBUG_STREAM << source->GetName();
}
else
{
DEBUG_STREAM << "<none>";
}
DEBUG_STREAM << " startTime=" << startTime << endl << flush;
}
electricalStateAlarm.SetLevel(Ready);
modeAlarm.SetLevel(Connected);
//
// A master (non-replicant) instance runs the per-frame electrical
// simulation. Derived subsystems (the weapons, Sensor, ...) override with
// their own Performance in their ctors, each of which chains this step.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&PoweredSubsystem::PoweredSubsystemSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
PoweredSubsystem::~PoweredSubsystem()
{
}
//
//#############################################################################
//#############################################################################
//
void
PoweredSubsystem::ResetToInitialState(Logical powered)
{
Check(this);
HeatSink::ResetToInitialState(powered);
inputVoltage = 0.0f;
outputVoltage = 0.0f;
electricalStateAlarm.SetLevel(0);
modeAlarm.SetLevel(0);
}
//
//#############################################################################
//#############################################################################
//
Logical
PoweredSubsystem::TestClass(Mech &)
{
return True;
}
Logical
PoweredSubsystem::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// AttachToVoltageSource Link this subsystem to its powering generator
// (binary @004b0dd8): take a tap on the generator (-1 when every tap is
// taken) and hold the live connection.
//#############################################################################
//
int
PoweredSubsystem::AttachToVoltageSource(Subsystem *source)
{
Check(this);
Check(source);
Generator *generator = (Generator *)source;
if (generator->TapVoltageSource() != 0)
{
return -1;
}
voltageSource.Add(source);
inputVoltage = generator->MeasuredVoltage();
return 0;
}
//
//#############################################################################
// DetachFromVoltageSource (binary @004b0e30): release the tap on the current
// source and clear the connection.
//#############################################################################
//
void
PoweredSubsystem::DetachFromVoltageSource()
{
Check(this);
Generator *source = (Generator *)voltageSource.Resolve();
if (source != NULL)
{
source->UntapVoltageSource();
voltageSource.Clear();
}
}
//
//#############################################################################
// FindGeneratorByNumber (binary @004b0b18): walk the owner's roster for the
// Generator whose authored generatorNumber matches (1=A .. 4=D).
//#############################################################################
//
Subsystem*
PoweredSubsystem::FindGeneratorByNumber(int generator_number)
{
Check(this);
for (int slot = 2; slot < owner->GetSubsystemCount(); ++slot)
{
Subsystem *sub = owner->GetSubsystem(slot);
if (sub != NULL
&& sub->IsDerivedFrom(Generator::ClassDerivations)
&& ((Generator *)sub)->GetGeneratorNumber() == generator_number)
{
return sub;
}
}
return NULL;
}
//
//#############################################################################
// SelectGenerator -- the manual re-tap: release the current source, tap
// generator N, drop the connect mode back to Connected (a manual selection
// ends any auto-hunt). The binary dereferences the find unguarded (authored
// mechs always carry A-D); we skip loud instead.
//#############################################################################
//
void
PoweredSubsystem::SelectGenerator(int generator_number)
{
Check(this);
Subsystem *generator = FindGeneratorByNumber(generator_number);
if (generator == NULL)
{
if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[gensel] '" << GetName()
<< "' -> generator " << generator_number
<< " NOT FOUND" << endl << flush;
}
return;
}
DetachFromVoltageSource();
int tap = AttachToVoltageSource(generator);
modeAlarm.SetLevel(Connected);
if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[gensel] '" << GetName()
<< "' -> '" << generator->GetName() << "'"
<< ((tap >= 0) ? " (tapped)" : " (REFUSED: no spare tap)")
<< endl << flush;
}
}
//
//#############################################################################
// The cockpit button handlers (ids 4-8). Press-only (dataContents > 0),
// novice-locked -- a novice cockpit's generator panel is inert.
//#############################################################################
//
void
PoweredSubsystem::SelectGeneratorAMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (!NoviceLockout() && message->dataContents > 0)
{
SelectGenerator(1);
}
}
void
PoweredSubsystem::SelectGeneratorBMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (!NoviceLockout() && message->dataContents > 0)
{
SelectGenerator(2);
}
}
void
PoweredSubsystem::SelectGeneratorCMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (!NoviceLockout() && message->dataContents > 0)
{
SelectGenerator(3);
}
}
void
PoweredSubsystem::SelectGeneratorDMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (!NoviceLockout() && message->dataContents > 0)
{
SelectGenerator(4);
}
}
//
//#############################################################################
// ToggleGeneratorMode (id 8, binary @004b0abc): cycle Manual -> AutoConnect
// -> (detach +) Manual. The auto-hunt itself (a shorted/dead source makes
// the subsystem walk for a live generator) lives in
// PoweredSubsystemSimulation -- a later brick.
//#############################################################################
//
void
PoweredSubsystem::ToggleGeneratorModeMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (NoviceLockout() || message->dataContents <= 0)
{
return;
}
if ((unsigned)modeAlarm.GetLevel() < (unsigned)AutoConnect)
{
modeAlarm.SetLevel(AutoConnect);
}
else if (modeAlarm.GetLevel() == AutoConnect)
{
DetachFromVoltageSource();
modeAlarm.SetLevel(ManualConnect);
}
if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[gensel] '" << GetName()
<< "' mode -> " << modeAlarm.GetLevel() << endl << flush;
}
}
//
//#############################################################################
// ChargeTimeScale -- the heat/firepower feedback (binary @004b0d50):
// rise = max(0, sourceTemperature - sourceStartingTemperature)
// scale = max(voltageScale,
// (thermalResistivityCoefficient * rise + 1) * voltageScale)
// A hot generator stretches the exponential charge constant, so recharging
// slows exactly when the electrical plant is cooking.
//#############################################################################
//
Scalar
PoweredSubsystem::ChargeTimeScale()
{
Check(this);
Generator *source = (Generator *)voltageSource.Resolve();
if (source == NULL)
{
return voltageScale;
}
Scalar rise = source->CurrentTemperatureOf()
- source->StartingTemperatureOf();
if (rise < 0.0f)
{
rise = 0.0f;
}
Scalar stretched =
(thermalResistivityCoefficient * rise + 1.0f) * voltageScale;
return (stretched > voltageScale) ? stretched : voltageScale;
}
//
//#############################################################################
// DeathReset -- respawn restore for the powered chain and the generators.
//#############################################################################
//
void
PoweredSubsystem::DeathReset(Logical full_reset)
{
Check(this);
MechSubsystem::DeathReset(full_reset);
ResetToInitialState(True);
//
// ResetToInitialState drops the connect-mode indicator to Manual; the
// respawned subsystem keeps its live tap, so the mode is Connected
// (the ctor's spawn state).
//
modeAlarm.SetLevel(Connected);
}
void
Generator::DeathReset(Logical full_reset)
{
Check(this);
MechSubsystem::DeathReset(full_reset);
//
// PRESERVE the tap accounting across the reset: consumers keep their
// voltageSource links through respawn (nothing detaches), so zeroing
// currentTapCount here would desync the maxTapCount invariant and let
// post-respawn SelectGenerator presses oversubscribe the generator
// (caught by the 5.3.24 adversarial review).
//
int live_taps = currentTapCount;
ResetToInitialState();
currentTapCount = live_taps;
}
//
//#############################################################################
// ForceShortRecovery (binary @004b11bc): on a short event, drive the powering
// generator to Shorted and clear its output; GeneratorSimulation then runs
// the short-recovery timer back to Ready. Both @4ac9c8 calls in the binary
// are the not-novice experience predicate (this part and its source share
// the same mech, hence the same player) -- novice cockpits never see
// electrical shorts.
//#############################################################################
//
void
PoweredSubsystem::ForceShortRecovery()
{
Check(this);
if (NoviceLockout())
{
return;
}
Generator *source = (Generator *)voltageSource.Resolve();
if (source != NULL)
{
source->ForceShort();
if (getenv("BT_POWER_LOG") || getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[short] '" << source->GetName()
<< "' SHORTED by special damage" << endl << flush;
}
}
}
//
//#############################################################################
// PoweredSubsystemSimulation -- the per-frame electrical step (binary
// @004b0bd0). Runs the HeatSink thermal step, then advances the electrical
// state machine from the state of the powering generator.
//
// PARTIAL: the AutoConnect replacement-generator hunt (modeAlarm AutoConnect +
// the status-flag gate) joins with the damage wave.
//#############################################################################
//
void
PoweredSubsystem::PoweredSubsystemSimulation(Scalar time_slice)
{
Check(this);
HeatSink::HeatSinkSimulation(time_slice);
Generator *source = (Generator *)voltageSource.Resolve();
if (source == NULL)
{
electricalStateAlarm.SetLevel(NoVoltage);
}
else
{
if (source->GeneratorStateOf() == Generator::GeneratorShorted)
{
electricalStateAlarm.SetLevel(Shorted);
}
if (source->GeneratorStateOf() == Generator::GeneratorStarting
|| source->GeneratorStateOf() == Generator::GeneratorFailed)
{
electricalStateAlarm.SetLevel(GeneratorOff);
}
}
switch (electricalStateAlarm.GetLevel())
{
case Starting:
startTimer += time_slice;
if (startTime <= startTimer)
{
electricalStateAlarm.SetLevel(Ready);
}
break;
case NoVoltage:
if (source != NULL)
{
electricalStateAlarm.SetLevel(Starting);
startTimer = 0.0f;
}
break;
case Shorted:
case GeneratorOff:
if (source != NULL
&& source->GeneratorStateOf() == Generator::GeneratorReady)
{
electricalStateAlarm.SetLevel(Starting);
startTimer = 0.0f;
}
break;
}
if (source != NULL)
{
inputVoltage = source->MeasuredVoltage();
}
Check_Fpu();
}
//###########################################################################
//############################## Generator #############################
//###########################################################################
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
Generator::ClassDerivations(
HeatSink::ClassDerivations,
"Generator"
);
const Generator::IndexEntry
Generator::AttributePointers[]=
{
ATTRIBUTE_ENTRY(Generator, OutputVoltage, outputVoltage),
ATTRIBUTE_ENTRY(Generator, RatedVoltage, ratedVoltage),
ATTRIBUTE_ENTRY(Generator, GeneratorNumber, generatorNumber),
ATTRIBUTE_ENTRY(Generator, GeneratorState, stateAlarm),
{ (int)Generator::GeneratorOnAttributeID2, "GeneratorOn",
(Simulation::AttributePointer)&Generator::generatorOn }
};
Generator::AttributeIndexSet
Generator::AttributeIndex(
ELEMENTS(Generator::AttributePointers),
Generator::AttributePointers,
HeatSink::AttributeIndex
);
//
// A Generator IS a HeatSink, and HeatSink is one of only two classes in the
// subsystem tree that defines a message handler of its own -- ToggleCooling.
// Chaining to Subsystem::MessageHandlers here skipped it, so a generator
// silently ignored every cooling toggle it was sent. Found by sweeping every
// DefaultData against its real C++ base: fifteen classes chain past their
// immediate parent, but the other fourteen skip only classes that add no
// handlers and no attributes, which makes them equivalent (and probably
// authentic). This one loses a handler, so it is a real defect.
//
Generator::SharedData
Generator::DefaultData(
Generator::ClassDerivations,
HeatSink::MessageHandlers,
Generator::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// The generator -- the voltage source loads tap.
//#############################################################################
//
Generator::Generator(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatSink(owner, subsystem_ID, subsystem_resource, shared_data),
stateAlarm(5)
{
Check(owner);
Check_Pointer(subsystem_resource);
ratedVoltage = subsystem_resource->ratedVoltage;
outputVoltage = ratedVoltage;
maxTapCount = subsystem_resource->maxTapCount;
currentTapCount = 0;
percentVoltageAvailable = 1.0f;
startTime = subsystem_resource->startTime;
startTimer = startTime;
stateAlarm.SetLevel(GeneratorReady);
generatorOn = 1;
shortRecoveryTime = subsystem_resource->shortRecoveryTime;
shortTimer = shortRecoveryTime;
//
// Generator number from the last character of the segment name
// ('A' -> 1, 'B' -> 2, ...).
//
const char *name = GetName();
generatorNumber = name[strlen(name) - 1] - 0x40;
//
// Install the generator's per-frame electrical Performance.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Generator::GeneratorSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
Generator::~Generator()
{
}
//
//#############################################################################
//#############################################################################
//
Logical
Generator::TestClass(Mech &)
{
return True;
}
Logical
Generator::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
//#############################################################################
//
void
Generator::ResetToInitialState()
{
Check(this);
HeatSink::ResetToInitialState(True);
outputVoltage = ratedVoltage;
currentTapCount = 0;
percentVoltageAvailable = 1.0f;
startTimer = startTime;
shortTimer = shortRecoveryTime;
generatorOn = 1;
stateAlarm.SetLevel(GeneratorReady);
}
//
//#############################################################################
// GeneratorSimulation -- the generator's per-frame step (PARTIAL). Runs the
// HeatSink thermal step and the start/short-recovery timers. The authentic
// load model (output voltage sag under tap load / I^2R self-heat feeding the
// charge integration) joins with the electrical-charge wave
// (TrackSeekVoltage). A healthy generator holds GeneratorReady at its rated
// voltage.
//#############################################################################
//
void
Generator::GeneratorSimulation(Scalar time_slice)
{
Check(this);
HeatSink::HeatSinkSimulation(time_slice);
switch (stateAlarm.GetLevel())
{
case GeneratorStarting:
startTimer += time_slice;
if (startTime <= startTimer)
{
stateAlarm.SetLevel(GeneratorReady);
outputVoltage = ratedVoltage;
}
break;
case GeneratorShorted:
shortTimer -= time_slice;
if (shortTimer <= 0.0f)
{
shortTimer = shortRecoveryTime;
stateAlarm.SetLevel(GeneratorStarting);
startTimer = 0.0f;
}
break;
default:
break;
}
Check_Fpu();
}
//###########################################################################
//############################ PowerWatcher ############################
//###########################################################################
Derivation
PowerWatcher::ClassDerivations(
HeatWatcher::ClassDerivations,
"PowerWatcher"
);
PowerWatcher::SharedData
PowerWatcher::DefaultData(
PowerWatcher::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
PowerWatcher::PowerWatcher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatWatcher(owner, subsystem_ID, subsystem_resource, shared_data),
watchdogAlarm(5)
{
Check(owner);
Check_Pointer(subsystem_resource);
//
// minVoltage is a scaled fraction of the watched supply; the exact scale
// constant is a tuning value (stored 1:1 here until located).
//
minVoltage = subsystem_resource->minVoltagePercent;
//
// Install the per-frame watchdog on the master instance.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&PowerWatcher::Simulation);
}
Check_Fpu();
}
PowerWatcher::~PowerWatcher()
{
}
Logical
PowerWatcher::TestClass(Mech &)
{
return True;
}
Logical
PowerWatcher::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
void
PowerWatcher::ResetToInitialState(Logical powered)
{
Check(this);
HeatWatcher::ResetToInitialState(powered);
watchdogAlarm.SetLevel(0);
}
void
PowerWatcher::DeathReset(Logical full_reset)
{
Check(this);
MechSubsystem::DeathReset(full_reset);
ResetToInitialState(True);
}
//
// @004b181c -- the registered Performance wrapper; the body is UpdateWatch.
//
// The watchdog MIRRORS the watched subsystem's electrical state -- this is
// what drives ElectricalStateLevel()==Ready on the Torso (the twist-rate
// power gate) and the searchlight/thermal-sight voltage reads -- with one
// override: a subsystem reading Ready off a SAGGING source (measured
// voltage at or under minVoltage of the source's rating) shows level 1,
// the brownout.
//
void
PowerWatcher::UpdateWatch()
{
Check(this);
WatchSimulation(0.0f); // the heat-alarm mirror first
PoweredSubsystem
*watched = (PoweredSubsystem *)watchedLink.Resolve();
if (watched == NULL)
{
watchdogAlarm.SetLevel(0);
return;
}
unsigned
level = watched->GetVoltageState();
watchdogAlarm.SetLevel(level);
Generator
*source = (Generator *)watched->ResolveVoltageSource();
if (
level == PoweredSubsystem::Ready &&
source != NULL &&
source->MeasuredVoltage() <= minVoltage * source->RatedVoltageOf()
)
{
watchdogAlarm.SetLevel(1); // the brownout
}
}
void
PowerWatcher::Simulation(Scalar /* time_slice */)
{
UpdateWatch();
}
//
//#############################################################################
// CreateStreamedSubsystem -- binary @004b13ac (declared in POWERSUB.HPP all
// along; the definition was the gap). Chains the shared heat-record parser
// (@004ae150 -- HeatSink adds no keys, so the chain call is Heatable's),
// stamps classID 0x0BC2 / size 0x190, then the electrical block: the
// REQUIRED "VoltageSource" subsystem link (+2 segment-table bias), the
// thermal resistivity, the aux/eng screen plumbing the cockpit reads
// (AuxScreenPlacement optional; AuxScreenNumber/labels required), and
// "StartTime".
//#############################################################################
//
int
PoweredSubsystem::CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!HeatableSubsystem::CreateStreamedSubsystem(
model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes
)
)
{
return False;
}
subsystem_resource->subsystemModelSize = 0x190;
subsystem_resource->classID = RegisteredClass::PoweredSubsystemClassID;
if (passes == 1)
{
subsystem_resource->voltageSourceIndex = -1;
subsystem_resource->thermalResistivityCoefficient = -1.0f;
subsystem_resource->auxScreenNumber = -1;
subsystem_resource->auxScreenPlacement = -1;
memset(subsystem_resource->auxScreenLabel, 0,
sizeof(subsystem_resource->auxScreenLabel));
memset(subsystem_resource->engScreenLabel, 0,
sizeof(subsystem_resource->engScreenLabel));
subsystem_resource->startTime = -1.0f;
}
const char
*voltage_source_name = "Unspecified";
if (
!subsystem_file->GetEntry(subsystem_name, "VoltageSource",
&voltage_source_name)
&& subsystem_resource->voltageSourceIndex == -1
)
{
DEBUG_STREAM << subsystem_name << " missing VoltageSource!" << endl;
return False;
}
if (strcmp(voltage_source_name, "Unspecified") != 0)
{
subsystem_resource->voltageSourceIndex =
Find_Subsystem_Index(subsystem_file, voltage_source_name);
}
if (subsystem_resource->voltageSourceIndex < 0)
{
DEBUG_STREAM << subsystem_name << " has an invalid voltage source!" << endl;
return False;
}
if (strcmp(voltage_source_name, "Unspecified") != 0)
{
subsystem_resource->voltageSourceIndex += 2;
}
if (
!subsystem_file->GetEntry(subsystem_name, "ThermalResistivityCoefficient",
&subsystem_resource->thermalResistivityCoefficient)
&& subsystem_resource->thermalResistivityCoefficient == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " missing ThermalResistivityCoefficient!" << endl;
return False;
}
subsystem_file->GetEntry(subsystem_name, "AuxScreenPlacement",
&subsystem_resource->auxScreenPlacement);
if (
!subsystem_file->GetEntry(subsystem_name, "AuxScreenNumber",
&subsystem_resource->auxScreenNumber)
&& subsystem_resource->auxScreenNumber == -1
)
{
DEBUG_STREAM << subsystem_name << " missing AuxScreenNumber!" << endl;
return False;
}
const char
*label;
if (subsystem_file->GetEntry(subsystem_name, "AuxScreenLabel", &label))
{
strcpy(subsystem_resource->auxScreenLabel, label);
}
else if (subsystem_resource->auxScreenLabel[0] == '\0')
{
DEBUG_STREAM << subsystem_name << " missing AuxScreenLabel!" << endl;
return False;
}
if (subsystem_file->GetEntry(subsystem_name, "EngScreenLabel", &label))
{
strcpy(subsystem_resource->engScreenLabel, label);
}
else if (subsystem_resource->engScreenLabel[0] == '\0')
{
DEBUG_STREAM << subsystem_name << " missing EngScreenLabel!" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "StartTime",
&subsystem_resource->startTime)
&& subsystem_resource->startTime == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " missing StartTime!" << endl;
return False;
}
Check_Fpu();
return True;
}