Files
TeslaRel410/restoration/source410/BT/MECHSUB.CPP
T
CydandClaude Fable 5 c01e57ab22 BT410 Phase 5.3.13: cockpit-button message layer -- valves, cooling, flush LIVE
The subsystem-family cockpit buttons now work through the authentic Receiver
dispatch -> per-class handler-table path. The id space decodes cleanly:
Receiver::NextMessageID == 3, so ToggleCooling = 3 on the HeatSink chain and
the per-class id 4 is MoveValve on a Condenser / InjectCoolant on the
Reservoir -- same number, different class, the binary's per-receiver-class
convention.

- HeatSink::ToggleCoolingMessageHandler (@004ad6f8, id 3): novice-locked,
  press-only; toggles coolantAvailable + coolantFlowScale together.
- Condenser::MoveValveMessageHandler (@4ae464, id 4): novice-locked; cycles
  the valve 1->5->50->0->1 and calls Condenser::RecomputeValves (@0049f788):
  every condenser's coolantFlowScale = valve / sum-of-valves. The ctor now
  streams the AUTHENTIC flowScale=0; the Mech ctor seeds equal shares once at
  spawn -- the flowScale=1 interim is retired.
- Reservoir::InjectCoolantMessageHandler (@4aee70, id 4): novice-locked;
  press arms the flush when the tank holds charge, release drops it.
- MechSubsystem::NoviceLockout() (@4ac9c8): owner -> playerLink -> experience
  == novice; unlinked mechs read unlocked.
- DEV harness BT_PRESS_VALVE / BT_PRESS_FLUSH: dispatch the REAL messages ~6s
  into the mission from Mech::Simulate.

VERIFIED: spawn shares 6 x 0.166667; one MoveValve press -> Condenser1
valve=5 flow=0.5, others 0.1 (valve/sum exact); flush arms via the real
button message; NOVICE locks both presses (valve lines stay spawn-only, zero
flush). Zero Fail throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 08:43:01 -05:00

253 lines
7.2 KiB
C++

//===========================================================================//
// File: mechsub.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Implementation details for the MechSubsystem base //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MECHSUB_HPP)
# include <mechsub.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(DAMAGE_HPP)
# include <damage.hpp>
#endif
#if !defined(BTPLAYER_HPP)
# include <btplayer.hpp>
#endif
#if !defined(BTMSSN_HPP)
# include <btmssn.hpp>
#endif
//
//#############################################################################
// Shared data support -- MechSubsystem adds no message handlers or attributes
// that are boot-critical, so it reuses the base Subsystem sets (which are the
// inherited Simulation sets).
//#############################################################################
//
Derivation
MechSubsystem::ClassDerivations(
Subsystem::ClassDerivations,
"MechSubsystem"
);
MechSubsystem::SharedData
MechSubsystem::DefaultData(
MechSubsystem::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// Light constructor (name + classID). For a subsystem created without a
// streamed resource; builds a trivial (armour-free) damage zone named by the
// base.
//#############################################################################
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_name, class_id, shared_data)
{
this->owner = owner;
vitalSubsystem = False;
alarmModel = ResourceDescription::NullResourceID;
criticalReference = 0.0f;
collisionCriticalHitWeight = 0.0f;
printSimulationState = False;
configureActivePress = -1;
resource = NULL;
statusAlarm.SetLevel(0);
//
// The base Subsystem ctor leaves damageZone NULL; give this subsystem a
// trivial (armour-free) zone.
//
damageZone = new DamageZone(owner, 0);
Register_Object(damageZone);
}
//
//#############################################################################
// Resource constructor. Chains the base Subsystem resource ctor and seeds the
// mech-specific fields from the subsystem resource.
//
// The 4.10 damage model is per-damage-TYPE: the damage zone owns
// defaultArmorPoints + damageScale[5] and streams them itself (a
// Mech__DamageZone built from the model's damage-zone stream). Wiring that
// stream through from the resource is deferred (see MECHSUB.NOTES.md); until
// then the subsystem gets a trivial armour-free zone so it constructs and takes
// damage with default (unscaled) behaviour.
//#############################################################################
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check_Pointer(subsystem_resource);
this->owner = owner;
resource = subsystem_resource;
vitalSubsystem = (subsystem_resource->vitalSubsystemIndex == 1);
alarmModel = subsystem_resource->alarmModel;
printSimulationState = subsystem_resource->printSimulationState;
criticalReference = subsystem_resource->criticalReference;
collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight;
configureActivePress = -1;
statusAlarm.SetLevel(0);
damageZone = new DamageZone(owner, GetSegmentIndex());
Register_Object(damageZone);
}
//
//#############################################################################
//#############################################################################
//
MechSubsystem::~MechSubsystem()
{
if (damageZone)
{
Unregister_Object(damageZone);
delete damageZone;
damageZone = NULL;
}
}
//
//#############################################################################
//#############################################################################
//
Logical
MechSubsystem::TestClass(Mech &)
{
return True;
}
Logical
MechSubsystem::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// Damage support -- the 4.10 damage zone tracks damageLevel in [0,1]
// (0 = intact, 1 = destroyed).
//#############################################################################
//
Scalar
MechSubsystem::GetSubsystemDamageLevel() const
{
Check(this);
return damageZone ? damageZone->damageLevel : 0.0f;
}
void
MechSubsystem::SetSubsystemDamageLevel(Scalar level)
{
Check(this);
if (damageZone)
{
damageZone->damageLevel = level;
}
}
void
MechSubsystem::ForceCriticalFailure()
{
Check(this);
statusAlarm.SetLevel(MechSubsystem::Destroyed);
if (damageZone)
{
damageZone->SetDamageZoneState(DamageZone::BurningState);
}
}
//
//#############################################################################
// TakeDamage Forward to the damage zone (per-type scaling happens there).
//#############################################################################
//
void
MechSubsystem::TakeDamage(Damage &damage)
{
Check(this);
Check_Pointer(&damage);
if (damageZone)
{
damageZone->TakeDamage(damage);
}
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction of the subsystem
// resource + its damage-zone stream. Not yet reconstructed (see
// MECHSUB.NOTES.md -- the 4.10 per-type damage-zone stream format).
//#############################################################################
//
int
MechSubsystem::CreateStreamedSubsystem(
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("MechSubsystem::CreateStreamedSubsystem -- mechsub.cpp not yet reconstructed");
return 0;
}
//
//#############################################################################
// NoviceLockout -- the novice-experience lockout predicate (binary @4ac9c8):
// owner mech -> Entity::playerLink -> the BTPlayer's experience level == 0.
// Locks the advanced cockpit controls (condenser valves, coolant flush,
// cooling toggles). An unlinked mech reads UNLOCKED (dev-permissive).
//#############################################################################
//
Logical
MechSubsystem::NoviceLockout()
{
Check(this);
if (owner == NULL)
{
return False;
}
BTPlayer *player = Cast_Object(BTPlayer *, owner->GetPlayerLink());
if (player == NULL)
{
return False;
}
return (player->GetExperienceLevel() == BTMission::NoviceMode)
? True : False;
}