Scoring roles bound (binary ctor tail @004c0bc8): the mission role dict -> Player::scenarioRole; TEST.EGG's Role::Default = the baked dfltrole (lives=1000, killBonus=500) -- authored data flowing. The three score handlers are live per the decomp derivations (@004c02e4 / @004c0200 / @004c02a8 + CalcInflictedScore @004c052c; tonnage/bias staged); the producers post damage scores per delivered hit and the kill credit from the death transition with the latched killing-blow magnitude. First live kill: award=3.43, kills=1, score=123.6. Out of lives -> the mission END: the binary's +10s review post sits in the one decomp gap, so the staged stand-in enters the engine's own cascade (StopMissionMessage +10s) -- EndingMission -> the 3s fade -> the second Stop -> Application::Stop -> RunMissions exits. The BTL4/L4 stop layers run authentically (plasma score display off, egress lamps). VERIFIED END-TO-END: a 2-lives egg (role-page return=2 override) -- death #1 debits and respawns healed; death #2 is OUT OF LIVES; +10s later the mission ends and BTL4OPT.EXE exits CLEANLY to DOS (GAME-RC prints). The full 1995 pod mission loop -- egg, boot, spawn, fight, score, die, respawn, die, mission end, exit -- now runs from reconstructed source. Zero faults; fight/smoke/novice regressions green. Dev knob: BT_PLAYER_PASSIVE=1 (piloted mechs hold force-fire). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
296 lines
8.2 KiB
C++
296 lines
8.2 KiB
C++
//===========================================================================//
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// File: btplayer.hpp //
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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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#if !defined(BTPLAYER_HPP)
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# define BTPLAYER_HPP
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# if !defined(PLAYER_HPP)
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# include <player.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class BTTeam;
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class Mission;
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//###########################################################################
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//####################### BTPlayer Make Message #########################
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//###########################################################################
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class BTPlayer__MakeMessage:
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public Player__MakeMessage
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{
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public:
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CString roleName;
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CString teamName;
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BTPlayer__MakeMessage(
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Receiver::MessageID message_ID,
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size_t length,
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Entity::ClassID class_ID,
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const EntityID &owner_ID,
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ResourceDescription::ResourceID resource_ID,
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LWord instance_flags,
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const Origin &origin,
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int player_bitmap_index,
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CString role_name,
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CString team_name
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):
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Player__MakeMessage(
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message_ID,
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length,
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class_ID,
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owner_ID,
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resource_ID,
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instance_flags,
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origin,
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player_bitmap_index
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)
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{
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roleName = role_name;
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teamName = team_name;
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}
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};
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//###########################################################################
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//###########################################################################
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//###################### BTPlayer Score Message #########################
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//###########################################################################
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//
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// The BT wire layout (extends the engine ScoreMessage's scoreAward
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// @+0x1c): scoreType @+0x20, damageAmount @+0x24 (the input every award
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// derives from), the point-source handles @+0x28..0x30 (console VTV
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// feed -- headless zeros), senderMechID @+0x34 (the inflicting / victim
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// mech, resolved via the host manager).
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//
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class BTPlayer__ScoreMessage:
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public Player__ScoreMessage
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{
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public:
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int scoreType;
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Scalar damageAmount;
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int pointSenderHi;
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int pointSenderLo;
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int auxID;
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EntityID senderMechID;
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BTPlayer__ScoreMessage(
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Receiver::MessageID message_ID,
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size_t length,
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Scalar score,
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int score_type,
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Scalar damage_amount,
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const EntityID &sender_mech_ID
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):
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Player__ScoreMessage(message_ID, length, score),
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scoreType(score_type),
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damageAmount(damage_amount),
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pointSenderHi(0),
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pointSenderLo(0),
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auxID(0),
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senderMechID(sender_mech_ID)
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{}
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};
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//############################# BTPlayer ################################
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//###########################################################################
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class BTPlayer:
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public Player
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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enum {
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ScoreInflictedMessageID = Player::NextMessageID,
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ScoreUpdateMessageID,
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NextMessageID
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};
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//
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// The score types the BT ScoreMessage carries (branch selector
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// @004c02e4; type 0 has its own handler @004c0200).
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//
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enum {
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DamageInflictedScore = 0,
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DamageReceivedScore = 1,
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KillScore = 2
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};
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public:
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typedef BTPlayer__ScoreMessage ScoreMessage;
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//
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// The shared damage -> points converter (binary @004c052c):
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// (damage + bias) x role damageInflictedModifier x factor, where a
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// friendly hit flips to -friendlyFirePenalty. Role-less players
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// degrade to raw damage (the dev-mission shape).
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//
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Scalar
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CalcInflictedScore(
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Scalar damage_amount,
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Entity *other_mech,
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Scalar bias
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);
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protected:
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void
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DropZoneReplyMessageHandler(DropZone__ReplyMessage *message);
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void
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VehicleDeadMessageHandler(VehicleDeadMessage *message);
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void
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ScoreMessageHandler(ScoreMessage *message);
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void
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ScoreInflictedMessageHandler(ScoreMessage *message);
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void
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ScoreUpdateMessageHandler(ScoreMessage *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Vehicle creation
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//
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protected:
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virtual void
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CreatePlayerVehicle(Origin mech_location);
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void
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InitializePlayerLink();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef BTPlayer__MakeMessage MakeMessage;
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static BTPlayer*
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Make(MakeMessage *creation_message);
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BTPlayer(
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MakeMessage *creation_message,
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SharedData &shared_data = DefaultData
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);
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~BTPlayer();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Experience support
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//
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public:
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Enumeration
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GetExperienceLevel();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(BTPlayer::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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PlayerSimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Mission
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*btMission;
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char
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teamName[64];
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BTTeam
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*teamEntity;
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Logical
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freeForAll;
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Logical
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consoleAttached;
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Logical
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suppressConsole;
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//
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// EXPERIENCE-LEVEL game-mode flags, derived in the constructor from the
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// mission's experience level (novice / standard / veteran / expert) and
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// advanced-damage technician flag. TRUE SEMANTICS (the early "display
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// toggles" reading of this block was wrong -- see BTPLAYER.NOTES.md):
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// binary rows for (simLive, heatModelOn, levelFlag26c, levelFlag270) =
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// nov 0,0,0,0 / std 1,0,1,1 / vet 1,1,1,1 / exp 1,1,0,1.
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// simLive -- the novice lockout: jams, searchlight, powersub
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// short events (CheckForJam's LiveFireEnabled gate);
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// heatModelOn -- THE heat-model master switch (HeatModelActive):
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// weapon-fire heat, the heat sim, coolant, movement
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// heat. Standard mode has NO heat consequences --
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// authentic, not a gap;
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// advancedDamageOn/2 -- the egg's technician flag (an int pair in the
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// binary; NOT part of the level switch);
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// experienceLevel -- the raw 0..3 (the ==0 novice-lockout predicate).
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//
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Logical
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simLive;
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Logical
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heatModelOn;
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Logical
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advancedDamageOn;
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Logical
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advancedDamageOn2;
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Logical
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levelFlag26c;
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Logical
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levelFlag270;
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int
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experienceLevel;
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public:
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Logical
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IsSimLive() const { Check(this); return simLive; }
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Logical
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IsHeatModelOn() const { Check(this); return heatModelOn; }
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Logical
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IsAdvancedDamageOn() const { Check(this); return advancedDamageOn; }
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protected:
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int
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killCount;
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int
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padScore;
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Mech
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*objectiveMech;
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Time
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lastConsoleUpdate;
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Logical
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deathPending;
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};
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#endif
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