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News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Log of chat with the Creators
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Author Topic: Log of chat with the Creators  (Read 4652 times)
Spurk
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Re: Log of chat with the Creators
« Reply #15 on: September 21, 2003, 08:12:57 am »

Quote
GOOD_GUY and BAD_GUY were the flags indicating bottom and top of the status screen, according to them in that interview.

Is that all they mean? I've been peeking at the source code, trying to figure it out some, and I get confused by ship_flags having a GOOD_GUY and BAD_GUY flag.

And I'm still missing what lines like
Code:
PkunkPtr->ShipInfo.ship_flags &= ~(GOOD_GUY | BAD_GUY);

in the middle of the Pkunk Absorbsion are actually supposed to do. Is there some sort of documentation that traces the code, or do I just need a better IDE and a larger time investment to figure it all out?
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meep-eep
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Re: Log of chat with the Creators
« Reply #16 on: September 21, 2003, 11:05:31 am »

Many fields and values are used for multiple purposes.
In this case, it looks like that GOOD_GUY and BAD_GUY are used in two seperate situations. In combat, to decide which player is which, but also in the game, to decide whether the player is alied with a race, and even whether the race is still active in the game. (See ActivateStarShip())

As for documentation... originally, there was close to nothing. Now there's a little bit. But nothing on this.

IDEs aren't necessary, though they could be useful. I'm happy with grep and ctags myself. But yes, you'll need a lot of time often when working with this code.

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“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
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