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https://github.com/scp-fs2open/fs2open.github.com.git
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* coverity - using `std::move` instead of copying, and change some parameters from value to reference * coverity - fix or mark potential copy-paste mistakes * coverity - various checking of parameter and return values * coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
490 lines
14 KiB
C++
490 lines
14 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "globalincs/linklist.h"
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#include "iff_defs/iff_defs.h"
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#include "io/timer.h"
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#include "mission/missionparse.h"
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#include "nebula/neb.h"
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#include "network/multi.h"
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#include "ship/awacs.h"
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#include "ship/ship.h"
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#include "species_defs/species_defs.h"
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// ----------------------------------------------------------------------------------------------------
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// AWACS DEFINES/VARS
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//
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// timestamp for updating AWACS stuff
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constexpr int AWACS_STAMP_TIME = 1 * MILLISECONDS_PER_SECOND;
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static TIMESTAMP Awacs_stamp;
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// total awacs levels for all teams
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static SCP_vector<float> Awacs_team; // total AWACS capabilities for each team // Awacs_friendly - Awacs_hostile
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// list of all AWACS sources
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#define MAX_AWACS 30
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typedef struct awacs_entry {
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int team;
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ship_subsys *subsys;
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object *objp;
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} awacs_entry;
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static awacs_entry Awacs[MAX_AWACS];
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static int Awacs_count = 0;
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// TEAM SHIP VISIBILITY
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// team-wide shared visibility info
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// at start of each frame (maybe timestamp), compute visibility
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static SCP_vector<std::bitset<MAX_SHIPS>> Ship_visibility_by_team;
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// ----------------------------------------------------------------------------------------------------
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// AWACS FORWARD DECLARATIONS
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//
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// update the total awacs levels
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void awacs_update_all_levels();
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// update team visibility info
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void team_visibility_update();
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// ----------------------------------------------------------------------------------------------------
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// AWACS FUNCTIONS
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//
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// call when initializing level, before parsing mission
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void awacs_level_init()
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{
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static bool arrays_initted = false;
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// when the mission starts, update immediately before we update on intervals
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Awacs_stamp = TIMESTAMP::immediate();
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if ( !arrays_initted ) {
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Awacs_team.reserve(Iff_info.size());
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Ship_visibility_by_team.reserve(Iff_info.size());
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for (auto idx = 0; idx < (int)Iff_info.size(); idx++) {
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Awacs_team.push_back(0.0f);
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Ship_visibility_by_team.emplace_back();
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}
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arrays_initted = true;
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}
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}
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// call every frame to process AWACS details
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void awacs_process()
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{
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// if we need to update total AWACS levels, do so now
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if (timestamp_elapsed(Awacs_stamp))
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{
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// reset the timestamp
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Awacs_stamp = _timestamp(AWACS_STAMP_TIME);
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// recalculate everything
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awacs_update_all_levels();
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// update team visibility
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team_visibility_update();
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}
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}
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// ----------------------------------------------------------------------------------------------------
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// AWACS FORWARD DEFINITIONS
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//
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// update the total awacs levels
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void awacs_update_all_levels()
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{
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ship_obj *moveup;
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ship *shipp;
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ship_subsys *ship_system;
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// zero all levels
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Awacs_count = 0;
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// we need to traverse all subsystems on all ships
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for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup))
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{
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if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
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continue;
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// make sure its a valid ship
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if ((Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0))
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continue;
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// get a handle to the ship
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shipp = &Ships[Objects[moveup->objnum].instance];
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// ignore dying, departing, or arriving ships
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if ((shipp->is_dying_or_departing() || shipp->is_arriving()))
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continue;
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// only look at ships that have awacs subsystems
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if (!(Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Has_awacs]))
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continue;
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// traverse all subsystems
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for (ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system))
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{
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// if this is an AWACS subsystem
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if ((ship_system->system_info != NULL) && (ship_system->system_info->flags[Model::Subsystem_Flags::Awacs]))
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{
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// add the intensity to the team total
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Awacs_team[shipp->team] += ship_system->awacs_intensity * (ship_system->current_hits / ship_system->max_hits);
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// add an Awacs source
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if (Awacs_count < MAX_AWACS)
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{
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Awacs[Awacs_count].subsys = ship_system;
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Awacs[Awacs_count].team = shipp->team;
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Awacs[Awacs_count].objp = &Objects[moveup->objnum];
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Awacs_count++;
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}
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}
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}
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}
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// Goober5000 - Awacs_level isn't used anywhere that I can see
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// awacs level
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//Awacs_level = Awacs_team[TEAM_FRIENDLY] - Awacs_team[TEAM_HOSTILE];
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// spew all the info
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#ifndef NDEBUG
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/*
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for (idx=0; idx<MAX_TVT_TEAMS; idx++){
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nprintf(("General", "Team %d AWACS == %f\n", idx, Awacs_team[idx]));
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}
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nprintf(("General", "AWACS level == %f\n", Awacs_level));
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*/
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#endif
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}
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// get the total AWACS level for target to viewer
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// < 0.0f : untargetable
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// 0.0 - 1.0f : marginally targetable
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// >= 1.0f : fully targetable as normal
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float awacs_get_level(const object *target, const ship *viewer, bool use_awacs)
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{
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Assert(target); // Goober5000
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Assert(viewer); // Goober5000
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vec3d dist_vec, subsys_pos;
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float closest = 0.0f;
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float test;
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int closest_index = -1;
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int idx, stealth_ship = 0, check_huge_ship = 0, friendly_stealth_invisible = 0;
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ship *shipp = nullptr;
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ship_info *sip = nullptr;
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int viewer_has_primitive_sensors = (viewer->flags[Ship::Ship_Flags::Primitive_sensors]);
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// calc distance from viewer to target
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vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos);
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int distance = (int) vm_vec_mag_quick(&dist_vec);
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// redone by Goober5000
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constexpr float ALWAYS_TARGETABLE = 1.5f;
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constexpr float MARGINALLY_TARGETABLE = 0.5f;
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constexpr float UNTARGETABLE = -1.0f;
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const float FULLY_TARGETABLE = (viewer_has_primitive_sensors ? ((distance < viewer->primitive_sensor_range) ? MARGINALLY_TARGETABLE : UNTARGETABLE) : ALWAYS_TARGETABLE);
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// if the viewer is me, and I'm a multiplayer observer, its always viewable
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if ((viewer == Player_ship) && (Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM]))
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return ALWAYS_TARGETABLE;
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if (target->type == OBJ_SHIP) {
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// if no valid target then bail as never viewable
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if (target->instance < 0)
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return UNTARGETABLE;
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// Goober5000
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shipp = &Ships[target->instance];
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sip = &Ship_info[shipp->ship_info_index];
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stealth_ship = (shipp->flags[Ship::Ship_Flags::Stealth]);
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friendly_stealth_invisible = (shipp->flags[Ship::Ship_Flags::Friendly_stealth_invis]);
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check_huge_ship = (sip->is_huge_ship());
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}
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// check for an exempt ship. Exempt ships are _always_ visible
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if (target->type == OBJ_SHIP) {
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Assert(shipp != nullptr);
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int target_is_exempt = (shipp->flags[Ship::Ship_Flags::No_targeting_limits]);
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if (target_is_exempt)
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return FULLY_TARGETABLE;
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}
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// check the targeting threshold
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if ((Hud_max_targeting_range > 0) && (distance > Hud_max_targeting_range)) {
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return UNTARGETABLE;
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}
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int nebula_enabled = (The_mission.flags[Mission::Mission_Flags::Fullneb]);
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// ships on the same team are always viewable
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if ((target->type == OBJ_SHIP) && (shipp->team == viewer->team))
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{
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// not necessarily now! -- Goober5000
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if ( !(stealth_ship && friendly_stealth_invisible) )
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return FULLY_TARGETABLE;
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}
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// check for a tagged ship. TAG'd ships are _always_ visible
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if (target->type == OBJ_SHIP)
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{
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Assert( shipp != nullptr );
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if (shipp->tag_left > 0.0f || shipp->level2_tag_left > 0.0f)
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return FULLY_TARGETABLE;
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}
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// only check for Awacs if stealth ship or Nebula mission
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// determine the closest awacs on our team
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if ((stealth_ship || nebula_enabled) && use_awacs)
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{
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for (idx=0; idx<Awacs_count; idx++)
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{
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// if not on the same team as the viewer
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if (Awacs[idx].team != viewer->team)
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continue;
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// if this awacs source has somehow become invalid
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if (Awacs[idx].objp->type != OBJ_SHIP)
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continue;
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// get the subsystem position
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if (!get_subsystem_pos(&subsys_pos, Awacs[idx].objp, Awacs[idx].subsys))
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continue;
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// determine if its the closest
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// special case for HUGE_SHIPS
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if (check_huge_ship)
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{
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// check if inside bbox expanded by awacs_radius
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if (check_world_pt_in_expanded_ship_bbox(&subsys_pos, target, Awacs[idx].subsys->awacs_radius))
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{
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closest_index = idx;
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break;
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}
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}
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// not a huge ship
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else
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{
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// get distance from Subsys to target
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vm_vec_sub(&dist_vec, &subsys_pos, &target->pos);
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test = vm_vec_mag_quick(&dist_vec);
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if (test > Awacs[idx].subsys->awacs_radius)
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continue;
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// coverity[dead_error_line:FALSE] - closest_index will be a value other than -1 on future loop iterations
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if ((closest_index == -1) || (test < closest))
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{
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closest = test;
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closest_index = idx;
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break;
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}
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}
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}
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}
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// if this is a stealth ship
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if (stealth_ship)
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{
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// if the ship is within range of an awacs
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if (closest_index >= 0)
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{
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// if the nebula effect is active, stealth ships are only partially targetable
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if (nebula_enabled)
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return MARGINALLY_TARGETABLE;
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// otherwise it's targetable
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return FULLY_TARGETABLE;
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}
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// otherwise its completely hidden
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else
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{
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return UNTARGETABLE;
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}
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}
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// all other objects
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else
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{
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// if this is not a nebula mission, it's always targetable
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if (!nebula_enabled)
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return FULLY_TARGETABLE;
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// if the object is within range of an awacs, it's fully targetable
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if (closest_index >= 0)
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return FULLY_TARGETABLE;
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// fully targetable at half the nebula value
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// modify distance by species
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float scan_nebula_range = Neb2_awacs * Species_info[Ship_info[viewer->ship_info_index].species].awacs_multiplier;
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// special case for huge ship - check inside expanded bounding boxes
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if (check_huge_ship)
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{
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if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, scan_nebula_range))
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{
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if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, 0.5f * scan_nebula_range))
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return FULLY_TARGETABLE;
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return MARGINALLY_TARGETABLE;
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}
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}
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// otherwise check straight up nebula numbers
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else
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{
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vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos);
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test = vm_vec_mag_quick(&dist_vec);
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if (test < (0.5f * scan_nebula_range))
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return FULLY_TARGETABLE;
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else if (test < scan_nebula_range)
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return MARGINALLY_TARGETABLE;
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}
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// untargetable at longer range
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return UNTARGETABLE;
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}
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}
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// update team visibility
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void team_visibility_update()
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{
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auto team_count = std::unique_ptr<int[]>(new int[Iff_info.size()]());
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auto team_ships = std::unique_ptr<int[][MAX_SHIPS]>(new int[Iff_info.size()][MAX_SHIPS]());
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ship_obj *moveup;
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ship *shipp;
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for (auto& ship_visible : Ship_visibility_by_team)
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ship_visible.reset();
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// Go through list of ships and mark those visible for their own team
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for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup))
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{
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if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
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continue;
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// make sure its a valid ship
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if ((Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0))
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continue;
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// get a handle to the ship
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int ship_num = Objects[moveup->objnum].instance;
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shipp = &Ships[ship_num];
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// ignore dying, departing, or arriving ships
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if (shipp->is_dying_or_departing() || shipp->is_arriving())
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continue;
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// check if ship is flagged as invisible
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if (shipp->flags[Ship::Ship_Flags::Hidden_from_sensors])
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continue;
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// check if ship is stealthed and friendly-invisible
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if ((shipp->flags[Ship::Ship_Flags::Stealth] && shipp->flags[Ship::Ship_Flags::Friendly_stealth_invis]))
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continue;
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Ship_visibility_by_team[shipp->team][ship_num] = true;
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team_ships[shipp->team][team_count[shipp->team]] = ship_num;
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team_count[shipp->team]++;
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}
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int idx, en_idx, cur_count, en_count;
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int *cur_team_ships, *en_team_ships;
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// Do for all teams that cooperate with visibility
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for (int cur_team = 0; cur_team < (int)Iff_info.size(); cur_team++)
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{
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// set up current team
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cur_count = team_count[cur_team];
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cur_team_ships = team_ships[cur_team];
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// short circuit if team has no presence
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if (cur_count == 0)
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continue; // Goober5000 10/06/2005 changed from break; probably a bug
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// check against all enemy teams
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for (int en_team = 0; en_team < (int)Iff_info.size(); en_team++)
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{
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// NOTE: we no longer skip our own team because we must adjust visibility for friendly-stealth-invisible ships
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// if (en_team == cur_team)
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// continue;
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// set up enemy team
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en_count = team_count[en_team];
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en_team_ships = team_ships[en_team];
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// check if current team can see enemy team's ships
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for (en_idx = 0; en_idx < en_count; en_idx++)
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{
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// for each ship on other team
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for (idx = 0; idx < cur_count; idx++)
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{
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// ignore nav buoys and cargo containers
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if (Ship_info[Ships[cur_team_ships[idx]].ship_info_index].flags[Ship::Info_Flags::Cargo] || Ship_info[Ships[cur_team_ships[idx]].ship_info_index].flags[Ship::Info_Flags::Navbuoy])
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{
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continue;
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}
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// check against each ship on my team (and AWACS only once)
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if (awacs_get_level(&Objects[Ships[en_team_ships[en_idx]].objnum], &Ships[cur_team_ships[idx]], (idx == 0)) > 1.0f)
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{
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Ship_visibility_by_team[cur_team][en_team_ships[en_idx]] = true;
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break;
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}
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}
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}
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}
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}
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}
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// Determine is ship is visible by team
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// Goober5000 - now accounts for primitive sensors
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int ship_is_visible_by_team(const object *target, const ship *viewer)
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{
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Assert(target);
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Assert(viewer);
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Assert(target->type == OBJ_SHIP);
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// not visible if viewer has primitive sensors
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if (viewer->flags[Ship::Ship_Flags::Primitive_sensors])
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return 0;
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// not visible if out of range
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if ((Hud_max_targeting_range > 0) && (vm_vec_dist_quick(&target->pos, &Objects[viewer->objnum].pos) > Hud_max_targeting_range))
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return 0;
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// now evaluate this the old way
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int ship_num = target->instance;
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int team = viewer->team;
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// this can happen in multi, where networking is processed before first frame sim
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if (Awacs_stamp.isImmediate()) {
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awacs_process();
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}
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return Ship_visibility_by_team[team][ship_num] ? 1 : 0;
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}
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