Files
TeslaRel410/restoration/source410/BT/BTPLAYER.HPP
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

208 lines
5.1 KiB
C++

//===========================================================================//
// File: btplayer.hpp //
// Project: BattleTech //
// Contents: Implementation details for the BT player //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BTPLAYER_HPP)
# define BTPLAYER_HPP
# if !defined(PLAYER_HPP)
# include <player.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
class BTTeam;
class Mission;
//###########################################################################
//####################### BTPlayer Make Message #########################
//###########################################################################
class BTPlayer__MakeMessage:
public Player__MakeMessage
{
public:
CString roleName;
CString teamName;
BTPlayer__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index,
CString role_name,
CString team_name
):
Player__MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
player_bitmap_index
)
{
roleName = role_name;
teamName = team_name;
}
};
//###########################################################################
//############################# BTPlayer ################################
//###########################################################################
class BTPlayer:
public Player
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum {
ScoreInflictedMessageID = Player::NextMessageID,
ScoreUpdateMessageID,
NextMessageID
};
protected:
void
DropZoneReplyMessageHandler(DropZone__ReplyMessage *message);
void
VehicleDeadMessageHandler(VehicleDeadMessage *message);
void
ScoreMessageHandler(ScoreMessage *message);
void
ScoreInflictedMessageHandler(ScoreMessage *message);
void
ScoreUpdateMessageHandler(ScoreMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Vehicle creation
//
protected:
virtual void
CreatePlayerVehicle(Origin mech_location);
void
InitializePlayerLink();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef BTPlayer__MakeMessage MakeMessage;
static BTPlayer*
Make(MakeMessage *creation_message);
BTPlayer(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~BTPlayer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Experience support
//
public:
Enumeration
GetExperienceLevel();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(BTPlayer::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
PlayerSimulation(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Mission
*btMission;
char
teamName[64];
BTTeam
*teamEntity;
Logical
freeForAll;
Logical
consoleAttached;
Logical
suppressConsole;
//
// Game-mode flags derived in the constructor from the mission's
// experience level (novice / standard / veteran / expert) and
// advanced-damage technician flag. See BTPLAYER.NOTES.md.
//
Logical
showDamageReceived;
Logical
showKills;
Logical
showDamageInflicted;
Logical
showScore;
Scalar
roleReturnDelay;
Scalar
roleReturnDelay2;
int
roleClassIndex;
int
killCount;
int
padScore;
Mech
*objectiveMech;
Time
lastConsoleUpdate;
Logical
deathPending;
};
#endif