Files
TeslaRel410/restoration/source410/BT/BTPLAYER.NOTES.md
T
CydandClaude Fable 5 956fc57681 4.10 reconstruction: BTPlayer message-handler table + DropZone spawn dispatch
Fixes the incorrect DefaultData reuse of Player::MessageHandlers -- BTPlayer now
has its own handler table (DropZoneReply, VehicleDead, Score, ScoreInflicted,
ScoreUpdate; the last two add BT message IDs) chained onto the base set, matching
the .data table recovered in BT411. A mission-start DropZoneReply now routes to
BTPlayer::DropZoneReplyMessageHandler (the real spawn/respawn dispatch skeleton)
instead of the base "should not be handled by base player class" Fail stub.

Boot ladder now runs the full engine + app + network + mission + player path and
reaches the spawn handshake, halting at CreatePlayerVehicle -> Mech::Make -- the
Mech subsystem frontier (Mech ctor + mech2/3/4 + subsystems + weapons), the next
major reconstruction milestone. Scoring/death handlers, PlayerSimulation, and the
mech-placement tail staged with documented Fail bodies (BTPLAYER.NOTES.md).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 20:24:27 -05:00

4.7 KiB

BTPLAYER.CPP / .HPP — reconstruction notes

Status: constructor / dtor / Make / TestInstance / GetExperienceLevel + message-handler table + DropZoneReply dispatch RECONSTRUCTED; the scoring/death handlers, PlayerSimulation, and CreatePlayerVehicle/InitializePlayerLink (the Mech-subsystem frontier) still staged.

Message-handler table (wired 2026-07-19)

DefaultData now uses BTPlayer::MessageHandlers (chained onto Player::MessageHandlers) instead of reusing the base set — the earlier reuse left BTPlayer's own handlers unwired, so a DropZoneReply reached the base Player::DropZoneReplyMessageHandler stub that Fails "should not be handled by base player class!" (PLAYER.CPP:179). Table entries (BT411 .data @005130c0): DropZoneReply, VehicleDead, Score, ScoreInflicted, ScoreUpdate. ScoreInflicted/ ScoreUpdate add two BT message IDs (Player::NextMessageID+0/+1). MissionStarting/ MissionEnding are inherited from Player unchanged (not re-listed — BT411 lists them but they point at the same base handlers).

DropZoneReplyMessageHandler is the real spawn/respawn dispatch skeleton; its mech-placement tail (vehicle-class performance select, Mech::Reset respawn) is deferred with the Mech subsystem. On the first fresh-drop reply it calls CreatePlayerVehicle → the current boot frontier.

Sources

  • BT411 game/reconstructed/btplayer.cpp (Ghidra-recovered ctor @004c0bc8, Make @004c0ecc, dtor @004c0efc, TestInstance @004c0f28) — byte-offset annotated body.
  • Surviving 1995 headers pin every base API: PLAYER.HPP (base members currentScore/scenarioRole/deathCount/playerMission, GetMission), SIMULATE.HPP (lastPerformance/lastUpdate/simulationFlags/activePerformance — lastPerformance is a BASE member, not BT-own), ENTITY.HPP (GetInstance/ReplicantInstance), NTTMGR.HPP (EntityManager::FindGroup, EntityGroup::groupMembers = ChainOf<Node*>), TEAM.HPP (Team::teamName[64], public — BTTeam inherits it), BTMSSN.HPP (BTMission::ExperienceLevel()/AdvancedDamageOn(), enum Novice/Standard/ Veteran/Expert = 0..3), SCNROLE.HPP.

Member layout note

The staged header's int reserved[38] placeholder was replaced with the real BT-own members (btMission, teamName[64], teamEntity, freeForAll, consoleAttached, suppressConsole, the experience-flag block, killCount/padScore, objectiveMech, lastConsoleUpdate, deathPending). Byte offsets do NOT need to match the shipped 0x294-byte object — this is a fresh self-consistent build; only wire-format structs (MakeMessage) must match the binary, and those are unchanged.

Experience-level flag mapping — the [T1] correction

The ctor derives the game-mode flags from btMission->ExperienceLevel() (mission+0xe4, the egg's per-pilot "experience" key), NOT from the scenario role's returnFromDeath — see bt-experience-levels. BT411's ported ctor uses scenarioRole->GetReturnFromDeath() as a stand-in and marks it [T3]; this 1995 reconstruction encodes the binary-accurate reading instead.

Binary switch rows (member ← value per level), from the [T1] disassembly:

level showDamageReceived (0x25c) showKills (0x260) roleReturnDelay2 (0x26c) showScore (0x270)
novice 0 0 0 0
standard 1 0 1 1
veteran 1 1 1 1
expert 1 1 0 1

Plus showDamageInflicted (0x264) = roleReturnDelay (0x268) = advancedDamageOn.

Member NAMES are wrong-but-kept (they date from the earlier scoring work): showKills is really the HEAT-MODEL master switch (FUN_004ad7d4), showDamageReceived is the "sim live / novice lockout" gate, showScore/roleReturnDelay2 consumers not fully located ([T4]). Rename is a follow-up wiring task; the VALUES are correct.

Deliberate differences from BT411's port

  • Make: the 1995 return new BTPlayer(creation_message); — BT411's replicant SetValidFlag() is a P6 network-bring-up addition, dropped.
  • Replicant-mission caching uses application->GetCurrentMission() (the real 1995 accessor, PLAYER.CPP:689) instead of BT411's raw application+0xc8.

Still staged (next bricks, in boot order)

  1. CreatePlayerVehicle → Mech::Make (CURRENT FRONTIER) — the spawn chain pulls in the whole Mech subsystem: Mech ctor + mech2/mech3/mech4, mechsub, the subsystems (sensor, gnrator, gyro, torso, hud, myomers), and the weapons (mechweap, ppc, gauss, projtile, missile...). Mech::Make is still Fail-staged in MECH.CPP. This is the large game-content frontier — a major milestone, not a single brick.
  2. InitializePlayerLink, the mech-placement tail of DropZoneReply (Mech::Reset).
  3. VehicleDead / Score / ScoreInflicted / ScoreUpdate handlers (scoring wave), PlayerSimulation (console update), CalcInflictedScore.