The world now executes. Entity::Execute only PerformAndWatch's entities in application state RunningMission, reached by two RunMissionMessages (WaitingForLaunch->LaunchingMission->RunningMission). The 2nd is dispatched by Player::ManageApplicationStatus when the launch fade expires -- but that only runs inside PlayerSimulation, not the launch-phase HuntForDropZone. So the player must switch Performance onto PlayerSimulation after it spawns. - BTPLAYER.CPP DropZoneReplyMessageHandler: after CreatePlayerVehicle + InitializePlayerLink, choose the per-vehicle Performance by class -- Mech -> SetPerformance(PlayerSimulation)+SetScoringPlayerFlag; else CameraShipSimulation. - BTPLAYER.CPP PlayerSimulation: chains the authentic base Player::PlayerSimulation (CalcRanking + ManageApplicationStatus + vehicle-pos copy + status service); console SCORE-delta flush deferred to the scoring wave. - SENSOR.CPP SensorSimulation: minimal-safe partial (radarPercent = 1 - GetSubsystemDamageLevel, sensor healthy) so the roster tick path can't Fail once RunningMission engages. The heat/electrical gating awaits the power/heat sim wave (PoweredSubsystem/Generator/HeatSink/HeatWatcher *Simulation staged). Verified: BT_MECH_LOG run reaches "[tick] roster live (first Sensor frame)", two RunMissionHandler transitions, zero Fail/Exception. The mech is executed each frame; its BODY Performance is still DoNothingOnce (real Mech::Simulate = Phase 5.3, now the frontier). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
491 lines
14 KiB
C++
491 lines
14 KiB
C++
//===========================================================================//
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// File: btplayer.cpp //
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// Project: BattleTech //
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// Contents: Implementation details for the BT player //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(BTPLAYER_HPP)
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# include <btplayer.hpp>
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#endif
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#if !defined(BTTEAM_HPP)
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# include <btteam.hpp>
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#endif
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#if !defined(BTMSSN_HPP)
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# include <btmssn.hpp>
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#endif
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#if !defined(NTTMGR_HPP)
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# include <nttmgr.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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#if !defined(DROPZONE_HPP)
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# include <dropzone.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(RESOURCE_HPP)
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# include <resource.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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#endif
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#if !defined(MISSION_HPP)
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# include <mission.hpp>
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#endif
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//
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//#############################################################################
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// Shared data support
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//#############################################################################
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//
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Derivation
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BTPlayer::ClassDerivations(
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Player::ClassDerivations,
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"BTPlayer"
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);
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const Receiver::HandlerEntry
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BTPlayer::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(BTPlayer,DropZoneReply),
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MESSAGE_ENTRY(BTPlayer,VehicleDead),
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MESSAGE_ENTRY(BTPlayer,Score),
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MESSAGE_ENTRY(BTPlayer,ScoreInflicted),
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MESSAGE_ENTRY(BTPlayer,ScoreUpdate)
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};
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BTPlayer::MessageHandlerSet
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BTPlayer::MessageHandlers(
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ELEMENTS(BTPlayer::MessageHandlerEntries),
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BTPlayer::MessageHandlerEntries,
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Player::MessageHandlers
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);
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BTPlayer::SharedData
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BTPlayer::DefaultData(
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BTPlayer::ClassDerivations,
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BTPlayer::MessageHandlers,
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Player::AttributeIndex,
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1,
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(Entity::MakeHandler)BTPlayer::Make
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);
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//
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//#############################################################################
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// Constructor
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//
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// Copies the team name out of the creation message, resolves the owning
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// BTTeam, caches the mission, and derives the game-mode display / heat-model
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// flags from the mission's experience level and advanced-damage flag.
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//#############################################################################
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//
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BTPlayer::BTPlayer(
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MakeMessage *creation_message,
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SharedData &shared_data
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):
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Player(creation_message, shared_data)
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{
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consoleAttached = False;
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suppressConsole = False;
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currentScore = 0;
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deathPending = False;
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//
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// Remember our team name from the creation message.
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//
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strcpy(teamName, creation_message->teamName);
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//
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// Resolve the BTTeam entity that owns this team name.
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//
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teamEntity = NULL;
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EntityGroup *teams = application->GetEntityManager()->FindGroup("Teams");
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if (teams)
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{
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ChainIteratorOf<Node*> iterator(teams->groupMembers);
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BTTeam *team;
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while ((team = (BTTeam *)iterator.ReadAndNext()) != NULL)
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{
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if (strcmp(team->teamName, teamName) == 0)
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{
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teamEntity = team;
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break;
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}
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}
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}
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freeForAll = True;
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//
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// Cache the mission (experience level / advanced-damage source).
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//
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BTMission *bt_mission =
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Cast_Object(BTMission *, application->GetCurrentMission());
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btMission = bt_mission;
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if (GetInstance() == ReplicantInstance)
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{
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//
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// Replicant: driven by console-update messages.
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//
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SetPerformance(&BTPlayer::PlayerSimulation);
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}
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else
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{
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//
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// Master: derive the game-mode flags from the mission experience
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// level (novice / standard / veteran / expert) and advanced-damage
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// technician flag. See BTPLAYER.NOTES.md for the flag mapping.
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//
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Check(bt_mission);
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switch (bt_mission->ExperienceLevel())
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{
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case BTMission::NoviceMode:
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showDamageReceived = 0;
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showKills = 0;
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roleReturnDelay2 = 0;
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showScore = 0;
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break;
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case BTMission::StandardMode:
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showDamageReceived = 1;
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showKills = 0;
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roleReturnDelay2 = 1;
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showScore = 1;
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break;
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case BTMission::VeteranMode:
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showDamageReceived = 1;
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showKills = 1;
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roleReturnDelay2 = 1;
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showScore = 1;
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break;
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case BTMission::ExpertMode:
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showDamageReceived = 1;
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showKills = 1;
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roleReturnDelay2 = 0;
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showScore = 1;
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break;
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}
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showDamageInflicted = bt_mission->AdvancedDamageOn();
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roleReturnDelay = bt_mission->AdvancedDamageOn();
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roleClassIndex = bt_mission->ExperienceLevel();
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}
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killCount = 0;
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padScore = 0;
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objectiveMech = NULL;
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lastPerformance = lastConsoleUpdate = lastUpdate;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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BTPlayer::~BTPlayer()
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{
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Check(this);
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Check_Fpu();
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}
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//
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//#############################################################################
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// Make
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//#############################################################################
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//
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BTPlayer*
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BTPlayer::Make(MakeMessage *creation_message)
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{
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return new BTPlayer(creation_message);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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BTPlayer::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// GetExperienceLevel
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//#############################################################################
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//
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Enumeration
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BTPlayer::GetExperienceLevel()
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{
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Check(this);
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Check(btMission);
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return Cast_Object(BTMission *, btMission)->ExperienceLevel();
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}
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//
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//#############################################################################
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// DropZoneReplyMessageHandler The spawn / respawn handshake: when the drop
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// zone replies with our spawn location we create (or, on respawn, reset) the
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// player's vehicle there and bind it to us.
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//
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// The mech placement / respawn-reset tail depends on the Mech subsystem
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// (Mech::MechClassID / Mech::Reset), which is not yet reconstructed; the
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// dispatch skeleton below halts at CreatePlayerVehicle -> Mech::Make on the
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// first (fresh-drop) reply. See BTPLAYER.NOTES.md.
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//#############################################################################
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//
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void
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BTPlayer::DropZoneReplyMessageHandler(DropZone__ReplyMessage *message)
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{
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Check(this);
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Check(message);
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if (!playerVehicle)
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{
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CreatePlayerVehicle(message->dropZoneLocation);
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InitializePlayerLink();
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//
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// Choose the per-vehicle Performance from the vehicle's class. A piloted
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// mech runs the combat PlayerSimulation and is a scoring player; a
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// camera-ship observer runs CameraShipSimulation and never ranks. This
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// is load-bearing for mission flow: switching off HuntForDropZone onto
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// PlayerSimulation is what starts the launch-fade countdown that advances
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// the application to RunningMission (so the world begins executing).
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//
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if (playerVehicle->GetClassID() == (Entity::ClassID)MechClassID)
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{
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SetPerformance(&BTPlayer::PlayerSimulation);
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SetScoringPlayerFlag();
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}
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else
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{
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SetPerformance((Performance)&Player::CameraShipSimulation);
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playerRanking = -1;
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}
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//
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// (Mech placement -- Mech::Reset heal+move to the drop-zone origin, the
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// translocation cockpit alarm, and the warp-sphere reveal -- is deferred
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// with the mech per-frame simulation; the fresh mech sits at its ctor
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// origin for now.)
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//
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AlwaysExecute();
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deathCount = 0;
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}
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else if (deathCount == message->deathCount)
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{
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if (GetSimulationState() == MissionEndingState)
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{
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Check_Fpu();
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return;
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}
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//
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// Respawn: reset the existing dead mech in place (deferred with the
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// Mech subsystem).
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//
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}
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Check_Fpu();
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}
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//
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//#############################################################################
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// CreatePlayerVehicle Build the player's mech from the mission game-model
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// resource and bind it as the viewpoint entity. (An observer player gets a
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// MUNGA camera ship from the base Player::CreatePlayerVehicle instead.)
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//
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// Constructs the Mech::MakeMessage and hands it to MakeAndLinkViewpointEntity,
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// which routes through the registry to Mech::Make -> the Mech ctor (the mech
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// subsystem, not yet reconstructed -- current boot frontier).
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//#############################################################################
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//
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void
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BTPlayer::CreatePlayerVehicle(Origin mech_location)
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{
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Check(this);
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Check(application);
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ResourceFile *resources = application->GetResourceFile();
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Check(resources);
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Check_Pointer(playerMission->GetGameModel());
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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//
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// Make any MUNGA-level vehicle (a camera ship for an observer player).
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//
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Player::CreatePlayerVehicle(mech_location);
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//
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// If the player still has no vehicle, build him a mech and link to it.
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//
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if (!playerVehicle)
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{
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ResourceDescription *mech_res =
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resources->FindResourceDescription(
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playerMission->GetGameModel(),
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ResourceDescription::ModelListResourceType
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);
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Check(mech_res);
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mech_res->Lock();
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Mech::MakeMessage
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create_player(
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Mech::MakeMessageID,
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sizeof(Mech::MakeMessage),
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EntityID(host_manager->GetLocalHostID()),
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(Entity::ClassID)MechClassID,
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EntityID::Null,
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mech_res->resourceID,
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Mech::DefaultFlags,
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mech_location,
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Motion::Identity,
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Motion::Identity,
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playerMission->GetBadgeName(),
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playerMission->GetColorName(),
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((BTMission *)playerMission)->GetPatchName()
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);
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mech_res->Unlock();
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playerVehicle = application->MakeAndLinkViewpointEntity(&create_player);
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Register_Object(playerVehicle);
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}
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}
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//
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//#############################################################################
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// InitializePlayerLink Tell our freshly-made vehicle (and its network
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// replicants) which player owns it, by dispatching a PlayerLinkMessage that
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// carries our own EntityID. Identical to the engine's own
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// CameraDirector::CreateCameraShip tail (DIRECTOR.CPP): BTPlayer, Player and
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// CameraDirector all derive from Entity, so PlayerLinkMessage /
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// PlayerLinkMessageID / GetEntityID resolve through the Entity base.
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//#############################################################################
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//
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void
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BTPlayer::InitializePlayerLink()
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{
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Check(this);
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Check(playerVehicle);
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PlayerLinkMessage
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player_link_message(
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PlayerLinkMessageID,
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sizeof(PlayerLinkMessage),
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GetEntityID()
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);
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playerVehicle->Dispatch(&player_link_message);
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playerVehicle->DispatchToReplicants(&player_link_message);
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Check_Fpu();
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}
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//
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//#############################################################################
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// Scoring / death handlers -- exercised in combat, not during bring-up boot.
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//#############################################################################
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//
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//
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//#############################################################################
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// VehicleDeadMessageHandler The BT death / respawn cycle. Three message
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// flavours arrive here, keyed on message->deathCount:
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// -1 the immediate death notification dispatched by the mech's death
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// transition (mech4.cpp) -- the full cycle (scoring-role life debit,
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// +5s respawn re-post, warp collapse) is downstream of the per-frame
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// mech simulation + scoring roles and is staged for now;
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// >= 0 our own 5s respawn re-post, and
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// -2 the engine's 2s "did the drop-zone reply arrive?" probe that
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// Player::HuntForDropZone posts during a normal spawn.
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// For everything but -1 the authentic engine base handler does exactly the
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// right thing: it re-hunts a drop zone only when this death is still current
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// AND one has not been acquired, so a freshly-spawned player (bring-up boot:
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// the -2 probe lands after DropZoneReply already made the mech) falls straight
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// through. So delegate the non-death flavours to the base.
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//#############################################################################
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//
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void
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BTPlayer::VehicleDeadMessageHandler(VehicleDeadMessage *message)
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{
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Check(this);
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Check(message);
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if (message->deathCount != -1)
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{
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Player::VehicleDeadMessageHandler(message);
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Check_Fpu();
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return;
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}
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Fail("BTPlayer::VehicleDeadMessageHandler(-1) -- death/respawn cycle deferred (mech4/scoring)");
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}
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void
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BTPlayer::ScoreMessageHandler(ScoreMessage *)
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{
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Fail("BTPlayer::ScoreMessageHandler -- btplayer.cpp not yet reconstructed");
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}
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void
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BTPlayer::ScoreInflictedMessageHandler(ScoreMessage *)
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{
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Fail("BTPlayer::ScoreInflictedMessageHandler -- btplayer.cpp not yet reconstructed");
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}
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void
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BTPlayer::ScoreUpdateMessageHandler(ScoreMessage *)
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{
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Fail("BTPlayer::ScoreUpdateMessageHandler -- btplayer.cpp not yet reconstructed");
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}
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//
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//#############################################################################
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// PlayerSimulation -- the master player's per-frame Performance (installed by
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// DropZoneReply once the mech exists, and by the replicant ctor). Chains the
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// authentic engine base Player::PlayerSimulation, which is what actually drives
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// mission flow: CalcRanking + ManageApplicationStatus (counts down the launch
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// fade and, when it expires, dispatches the second RunMissionMessage that
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// advances LaunchingMission -> RunningMission so the world starts executing) +
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// vehicle-position copy + status-message service.
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//
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// The BT-specific tail is the periodic console SCORE-delta flush
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// (ConsolePlayerVTVScoreUpdateMessage over the network to the operator
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// console). It is a no-op without a live console host and needs the networked
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// console-message type; it is deferred to the scoring wave.
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//#############################################################################
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//
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void
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BTPlayer::PlayerSimulation(Scalar time_slice)
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{
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Check(this);
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Player::PlayerSimulation(time_slice);
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Check_Fpu();
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}
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