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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/hudconfig.h"
#include "hud/hudobserver.h"
#include "hud/hudtargetbox.h"
#include "network/multi.h"
#include "ship/ship.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_ai, aip, sizeof(ai_info));
// (we used to do a memcpy here, but that doesn't work any longer, so let's just assign the values we need)
Hud_obs_ship.clear();
strcpy_s(Hud_obs_ship.ship_name, shipp->ship_name);
Hud_obs_ship.team = shipp->team;
Hud_obs_ship.ai_index = shipp->ai_index;
Hud_obs_ship.flags = shipp->flags;
Hud_obs_ship.flags2 = shipp->flags2;
Hud_obs_ship.ship_info_index = shipp->ship_info_index;
Hud_obs_ship.objnum = shipp->objnum;
Hud_obs_ship.wingnum = shipp->wingnum;
Hud_obs_ship.alt_type_index = shipp->alt_type_index;
Hud_obs_ship.callsign_index = shipp->callsign_index;
memcpy(&Hud_obs_ship.np_updates, shipp->np_updates, MAX_PLAYERS * sizeof(np_update));
Hud_obs_ship.ship_max_hull_strength = shipp->ship_max_hull_strength;
Hud_obs_ship.ship_max_shield_strength = shipp->ship_max_shield_strength;
memcpy(&Hud_obs_ship.weapons, &shipp->weapons, sizeof(ship_weapon));
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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