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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "hud/hudobserver.h"
#include "hud/hudtargetbox.h"
#include "hud/hudconfig.h"
#include "ship/ship.h"
#include "network/multi.h"
// use these to redirect Player_ship and Player_ai when switching into ai mode
ship Hud_obs_ship;
ai_info Hud_obs_ai;
/**
* Initialize observer hud stuff
*/
void hud_observer_init(ship *shipp,ai_info *aip)
{
// setup the pseduo ship and ai
memcpy(&Hud_obs_ship,shipp,sizeof(ship));
memcpy(&Hud_obs_ai,aip,sizeof(ai_info));
HUD_config.is_observer = 1;
HUD_config.show_flags = HUD_observer_default_flags;
HUD_config.show_flags2 = HUD_observer_default_flags2;
HUD_config.popup_flags = 0x0;
HUD_config.popup_flags2 = 0x0;
// shutdown any playing static animations
hud_init_target_static();
}
void hud_obs_render_player(int loc,net_player *pl)
{
}
void hud_obs_render_players_all()
{
int idx,count;
// render kills and stats information for all players
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) ){
hud_obs_render_player(count,&Net_players[idx]);
}
}
}
/**
* Render any specific observer stuff
*/
void hud_render_observer()
{
Assert((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
// render individual player text
hud_obs_render_players_all();
}
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