Some cleanup of earlier ship struct work; comments
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2800 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -384,7 +384,6 @@ CloneShipFragment (COUNT shipIndex, QUEUE *pDstQueue, COUNT crew_level)
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ShipFragPtr->which_side = TemplatePtr->ship_flags &
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ShipFragPtr->which_side = TemplatePtr->ship_flags &
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(GOOD_GUY | BAD_GUY);
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(GOOD_GUY | BAD_GUY);
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ShipFragPtr->captains_name_index = captains_name_index;
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ShipFragPtr->captains_name_index = captains_name_index;
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// XXX: SHIP_INFO struct copy
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ShipFragPtr->race_strings = TemplatePtr->race_strings;
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ShipFragPtr->race_strings = TemplatePtr->race_strings;
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ShipFragPtr->icons = TemplatePtr->icons;
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ShipFragPtr->icons = TemplatePtr->icons;
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ShipFragPtr->melee_icon = TemplatePtr->melee_icon;
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ShipFragPtr->melee_icon = TemplatePtr->melee_icon;
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@@ -1718,7 +1718,6 @@ RaceCommunication (void)
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hStarShip = GetStarShipFromIndex (&GLOBAL (npc_built_ship_q), i);
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hStarShip = GetStarShipFromIndex (&GLOBAL (npc_built_ship_q), i);
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FragPtr = LockShipFrag (&GLOBAL (npc_built_ship_q), hStarShip);
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FragPtr = LockShipFrag (&GLOBAL (npc_built_ship_q), hStarShip);
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// XXX: SHIP_INFO struct copy
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BSIPtr = &EncounterPtr->ShipList[i];
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BSIPtr = &EncounterPtr->ShipList[i];
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BSIPtr->race_id = FragPtr->race_id;
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BSIPtr->race_id = FragPtr->race_id;
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BSIPtr->crew_level = FragPtr->crew_level;
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BSIPtr->crew_level = FragPtr->crew_level;
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@@ -23,6 +23,12 @@
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#include "libs/memlib.h"
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#include "libs/memlib.h"
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#include "port.h"
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#include "port.h"
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// Note that we MUST use the QUEUE_TABLE variant at this time, because
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// certain gameplay elements depend on it. Namely, the maximum number
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// of HyperSpace encounter globes chasing the player is defined by the
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// allocated size of the encounter_q. If switched to non-table variant,
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// the max number of encounters will be virtually unlimited the way the
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// code works now.
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#define QUEUE_TABLE
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#define QUEUE_TABLE
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#ifdef QUEUE_TABLE
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#ifdef QUEUE_TABLE
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@@ -127,7 +127,6 @@ struct element
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BYTE mass_points;
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BYTE mass_points;
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/* Also: system loc for IP flagship */
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/* Also: system loc for IP flagship */
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BYTE turn_wait;
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BYTE turn_wait;
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/* Also: group_id for IP groups */
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BYTE thrust_wait;
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BYTE thrust_wait;
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VELOCITY_DESC velocity;
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VELOCITY_DESC velocity;
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INTERSECT_CONTROL IntersectControl;
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INTERSECT_CONTROL IntersectControl;
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@@ -239,7 +239,6 @@ InitSIS (void)
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hMasterShip = FindMasterShip (ship_ref);
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hMasterShip = FindMasterShip (ship_ref);
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MasterPtr = LockMasterShip (&master_q, hMasterShip);
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MasterPtr = LockMasterShip (&master_q, hMasterShip);
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// Grab a copy of loaded icons and strings (not owned)
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// Grab a copy of loaded icons and strings (not owned)
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// XXX: SHIP_INFO struct copy
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copyFleetInfo (FleetPtr, &MasterPtr->ShipInfo,
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copyFleetInfo (FleetPtr, &MasterPtr->ShipInfo,
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&MasterPtr->Fleet);
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&MasterPtr->Fleet);
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UnlockMasterShip (&master_q, hMasterShip);
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UnlockMasterShip (&master_q, hMasterShip);
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@@ -251,7 +250,6 @@ InitSIS (void)
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FALSE);
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FALSE);
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if (RDPtr)
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if (RDPtr)
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{ // Grab a copy of loaded icons and strings
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{ // Grab a copy of loaded icons and strings
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// XXX: SHIP_INFO struct copy
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copyFleetInfo (FleetPtr, &RDPtr->ship_info,
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copyFleetInfo (FleetPtr, &RDPtr->ship_info,
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&RDPtr->fleet);
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&RDPtr->fleet);
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// avail_race_q owns these resources now
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// avail_race_q owns these resources now
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@@ -961,7 +961,6 @@ AddEncounterElement (ENCOUNTER *EncounterPtr, POINT *puniverse)
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hStarShip = GetStarShipFromIndex (&GLOBAL (avail_race_q), Type);
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hStarShip = GetStarShipFromIndex (&GLOBAL (avail_race_q), Type);
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FleetPtr = LockFleetInfo (&GLOBAL (avail_race_q), hStarShip);
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FleetPtr = LockFleetInfo (&GLOBAL (avail_race_q), hStarShip);
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// XXX: SHIP_INFO struct copy
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BSIPtr->race_id = Type;
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BSIPtr->race_id = Type;
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BSIPtr->crew_level = FleetPtr->crew_level;
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BSIPtr->crew_level = FleetPtr->crew_level;
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BSIPtr->max_crew = FleetPtr->max_crew;
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BSIPtr->max_crew = FleetPtr->max_crew;
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@@ -582,7 +582,7 @@ spawn_ip_group (IP_GROUP *GroupPtr)
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LockElement (hIPSHIPElement, &IPSHIPElementPtr);
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LockElement (hIPSHIPElement, &IPSHIPElementPtr);
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// XXX: turn_wait hack is not actually used anywhere
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// XXX: turn_wait hack is not actually used anywhere
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IPSHIPElementPtr->turn_wait = GroupPtr->group_id;
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//IPSHIPElementPtr->turn_wait = GroupPtr->group_id;
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IPSHIPElementPtr->mass_points = 1;
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IPSHIPElementPtr->mass_points = 1;
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IPSHIPElementPtr->hit_points = 1;
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IPSHIPElementPtr->hit_points = 1;
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IPSHIPElementPtr->state_flags =
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IPSHIPElementPtr->state_flags =
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@@ -54,7 +54,6 @@ ZapToUrquanEncounter (void)
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EncounterPtr->radius = TemplatePtr->actual_strength;
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EncounterPtr->radius = TemplatePtr->actual_strength;
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EncounterPtr->SD.Type = URQUAN_SHIP;
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EncounterPtr->SD.Type = URQUAN_SHIP;
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EncounterPtr->SD.Index = MAKE_BYTE (1, 0) | ONE_SHOT_ENCOUNTER;
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EncounterPtr->SD.Index = MAKE_BYTE (1, 0) | ONE_SHOT_ENCOUNTER;
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// XXX: SHIP_INFO struct copy
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BSIPtr = &EncounterPtr->ShipList[0];
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BSIPtr = &EncounterPtr->ShipList[0];
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BSIPtr->race_id = URQUAN_SHIP;
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BSIPtr->race_id = URQUAN_SHIP;
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BSIPtr->crew_level = TemplatePtr->crew_level;
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BSIPtr->crew_level = TemplatePtr->crew_level;
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