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This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
84 lines
2.4 KiB
C++
84 lines
2.4 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 "hud/hudconfig.h"
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#include "hud/hudobserver.h"
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#include "hud/hudtargetbox.h"
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#include "network/multi.h"
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#include "ship/ship.h"
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// use these to redirect Player_ship and Player_ai when switching into ai mode
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ship Hud_obs_ship;
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ai_info Hud_obs_ai;
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/**
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* Initialize observer hud stuff
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*/
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void hud_observer_init(ship *shipp, ai_info *aip)
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{
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// setup the pseduo ship and ai
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memcpy(&Hud_obs_ai, aip, sizeof(ai_info));
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// (we used to do a memcpy here, but that doesn't work any longer, so let's just assign the values we need)
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Hud_obs_ship.clear();
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strcpy_s(Hud_obs_ship.ship_name, shipp->ship_name);
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Hud_obs_ship.team = shipp->team;
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Hud_obs_ship.ai_index = shipp->ai_index;
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Hud_obs_ship.flags = shipp->flags;
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Hud_obs_ship.ship_info_index = shipp->ship_info_index;
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Hud_obs_ship.objnum = shipp->objnum;
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Hud_obs_ship.wingnum = shipp->wingnum;
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Hud_obs_ship.alt_type_index = shipp->alt_type_index;
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Hud_obs_ship.callsign_index = shipp->callsign_index;
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memcpy(&Hud_obs_ship.np_updates, shipp->np_updates, MAX_PLAYERS * sizeof(np_update));
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Hud_obs_ship.ship_max_hull_strength = shipp->ship_max_hull_strength;
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Hud_obs_ship.ship_max_shield_strength = shipp->ship_max_shield_strength;
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memcpy(&Hud_obs_ship.weapons, &shipp->weapons, sizeof(ship_weapon));
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HUD_config.is_observer = 1;
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HUD_config.show_flags = HUD_observer_default_flags;
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HUD_config.show_flags2 = HUD_observer_default_flags2;
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HUD_config.popup_flags = 0x0;
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HUD_config.popup_flags2 = 0x0;
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// shutdown any playing static animations
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hud_init_target_static();
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}
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void hud_obs_render_player(int loc,net_player *pl)
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{
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}
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void hud_obs_render_players_all()
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{
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int idx,count;
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// render kills and stats information for all players
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count = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) ){
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hud_obs_render_player(count,&Net_players[idx]);
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}
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}
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}
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/**
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* Render any specific observer stuff
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*/
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void hud_render_observer()
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{
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Assert((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
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// render individual player text
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hud_obs_render_players_all();
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}
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