Files
TeslaRel410/restoration/source410/BT/HEAT.HPP
T
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:

Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).

Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).

Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.

Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.

Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 16:35:05 -05:00

509 lines
16 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:
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
//
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);
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:
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();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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;
};
//###########################################################################
//#################### 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:
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);
protected:
int valveState;
int condenserNumber;
Scalar refrigerationFactor;
};
//###########################################################################
//##################### 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