Files
fs2open.github.com/code/hud/hudescort.cpp
MageKing17 305a7f6630 Show both name and callsign in escort list.
In #5477, I made the escort list respect hidden names by copying the behavior from `message_queue_process()`, which already checked those flags; however, this resulted in some dramatic behavioral changes for mods using callsigns for escort ships, and while making the behavior optional was a possibility, feedback suggested everyone would rather it just behaved like the target box and displayed both. So I replaced the code with similar logic from hudtargetbox.cpp, except with the "replace hidden name with ship class" code taking priority.
2023-09-26 16:33:45 -07:00

1006 lines
24 KiB
C++

/*
* 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 "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "globalincs/systemvars.h"
#include "hud/hudescort.h"
#include "hud/hudmessage.h"
#include "hud/hudparse.h"
#include "hud/hudshield.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "weapon/emp.h"
static int Show_escort_view;
typedef struct escort_info
{
int objnum;
int obj_signature; // so we are sure we have a valid objnum
int priority; // higher priority is higher in the list
short np_id; // netplayer id (for multiplayer dogfight mode)
// These parallel the way the shield_hit_info struct works; intentionally
// not using it here because this is a lot simpler and less error-prone
int escort_hit_timer;
int escort_hit_next_flash;
bool escort_show_bright;
escort_info() : objnum(-1), obj_signature(-1), priority(-1), np_id(-1),
escort_hit_timer(0), escort_hit_next_flash(0), escort_show_bright(false) {}
} escort_info;
static SCP_list<escort_info> Escort_ships;
int Max_escort_ships = 3;
static int Last_target_index; // index into Escort_gauges for last targeted via 'Next Escort Target' key
static SCP_list<escort_info>::iterator get_escort_entry_from_index(int index)
{
int e_idx = 0;
auto it = Escort_ships.begin();
while ( (e_idx != index) && (it != Escort_ships.end()) ) {
++it;
++e_idx;
}
return it;
}
HudGaugeEscort::HudGaugeEscort():
HudGauge(HUD_OBJECT_ESCORT, HUD_ESCORT_VIEW, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeEscort::initHeaderText(char *text)
{
strcpy_s(header_text, text);
}
void HudGaugeEscort::initHeaderTextOffsets(int x, int y)
{
header_text_offsets[0] = x;
header_text_offsets[1] = y;
}
void HudGaugeEscort::initListStartOffsets(int x, int y)
{
list_start_offsets[0] = x;
list_start_offsets[1] = y;
}
void HudGaugeEscort::initEntryHeight(int h)
{
entry_h = h;
}
void HudGaugeEscort::initEntryStaggerWidth(int w)
{
entry_stagger_w = w;
}
void HudGaugeEscort::initBottomBgOffset(int offset)
{
bottom_bg_offset = offset;
}
void HudGaugeEscort::initShipNameOffsets(int x, int y)
{
ship_name_offsets[0] = x;
ship_name_offsets[1] = y;
}
void HudGaugeEscort::initShipIntegrityOffsets(int x, int y)
{
ship_integrity_offsets[0] = x;
ship_integrity_offsets[1] = y;
}
void HudGaugeEscort::initShipStatusOffsets(int x, int y)
{
ship_status_offsets[0] = x;
ship_status_offsets[1] = y;
}
void HudGaugeEscort::initShipNameMaxWidth(int w)
{
ship_name_max_width = w;
}
void HudGaugeEscort::initRightAlignNames(bool align)
{
right_align_names = align;
}
void HudGaugeEscort::initBitmaps(char *fname_top, char *fname_middle, char *fname_bottom)
{
Escort_gauges[0].first_frame = bm_load_animation(fname_top, &Escort_gauges[0].num_frames);
if (Escort_gauges[0].first_frame == -1) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_top);
return;
}
Escort_gauges[1].first_frame = bm_load_animation(fname_middle, &Escort_gauges[1].num_frames);
if (Escort_gauges[1].first_frame == -1) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_middle);
return;
}
Escort_gauges[2].first_frame = bm_load_animation(fname_bottom, &Escort_gauges[2].num_frames);
if (Escort_gauges[2].first_frame == -1) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_bottom);
return;
}
}
void HudGaugeEscort::pageIn()
{
int i;
for ( i = 0; i < NUM_ESCORT_FRAMES; i++ ) {
bm_page_in_aabitmap( Escort_gauges[i].first_frame, Escort_gauges[i].num_frames);
}
}
int HudGaugeEscort::setGaugeColorEscort(int index, int team)
{
int is_flashing = 0;
int is_bright = 0;
int seen_from_team = (Player_ship != NULL) ? Player_ship->team : -1;
int objnum = -1;
// multiplayer dogfight
if(MULTI_DOGFIGHT)
{
setGaugeColor();
return 0;
}
auto eship = get_escort_entry_from_index(index);
if (eship == Escort_ships.end()) {
return 0;
}
if ( (Game_mode & GM_MULTIPLAYER) && (eship->np_id >= 0) ) {
int np_index = find_player_index(eship->np_id);
if ( (np_index >= 0) && (Net_players[np_index].m_player != nullptr) ) {
objnum = Net_players[np_index].m_player->objnum;
}
} else {
objnum = eship->objnum;
}
if (objnum < 0) {
return 0;
}
// set flashing color
if (!timestamp_elapsed(eship->escort_hit_timer))
{
is_flashing = 1;
if (eship->escort_show_bright)
{
is_bright = 1;
}
}
// Goober5000 - now base this on team color
gr_set_color_fast(iff_get_color_by_team_and_object(team, seen_from_team, is_bright, &Objects[objnum]));
// Goober5000 - an alternative; same as original but incorporating teams for non-friendlies
/*
if ((seen_from_team == team) || (seen_from_team < 0)) // :V: sez assume friendly if Player_ship is NULL
hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
else
gr_set_color_fast(iff_get_color_by_team(team, seen_from_team, is_bright));
*/
// Goober5000 - original color logic
/*
if ((seen_from_team == team) || (seen_from_team < 0)) // :V: sez assume friendly if Player_ship is NULL
hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
else
gr_set_color_fast(is_bright ? &Color_bright_red : &Color_red);
*/
return is_flashing;
}
void HudGaugeEscort::render(float /*frametime*/)
{
int i = 0;
if (Escort_gauges[0].first_frame < 0)
return;
if ( !Show_escort_view ) {
return;
}
if ( Escort_ships.empty() ) {
return;
}
// hud_set_default_color();
setGaugeColor();
// draw the top of the escort view
renderBitmap(Escort_gauges[0].first_frame, position[0], position[1]);
renderString(position[0] + header_text_offsets[0], position[1] + header_text_offsets[1], header_text);
int x = position[0] + list_start_offsets[0];
int y = position[1] + list_start_offsets[1];
//This is temporary
int num_escort_ships = std::min(hud_escort_num_ships_on_list(), Max_escort_ships) - 1;
i=0;
if(num_escort_ships > 0)
{
for(; i < num_escort_ships; i++)
{
if(i != 0)
{
x += entry_stagger_w;
y += entry_h;
}
renderBitmap(Escort_gauges[1].first_frame, x, y);
//Now we just show the ships info
renderIcon(x, y, i);
}
//Increment for last entry
x += entry_stagger_w;
y += entry_h;
}
//Show the last escort entry
renderBitmap(Escort_gauges[2].first_frame, x, y + bottom_bg_offset);
renderIcon(x, y, i);
}
// draw the shield icon and integrity for the escort ship
void HudGaugeEscort::renderIcon(int x, int y, int index)
{
if(MULTI_DOGFIGHT && index <= 2)
{
renderIconDogfight(x, y, index);
return;
}
float shields, integrity;
int screen_integrity, offset, objnum = -1;
char buf[255];
auto eship = get_escort_entry_from_index(index);
if (eship == Escort_ships.end()) {
return;
}
if ( (Game_mode & GM_MULTIPLAYER) && (eship->np_id >= 0) ) {
int np_index = find_player_index(eship->np_id);
if (np_index >= 0) {
objnum = Net_players[np_index].m_player->objnum;
// this can occassionally happen in multi when a player still needs to respawn.
if (objnum < 0 || Objects[objnum].type != OBJ_SHIP){
return;
}
}
} else {
objnum = eship->objnum;
}
if (objnum < 0) {
return;
}
object *objp = &Objects[objnum];
ship *sp = &Ships[objp->instance];
// determine if its "friendly" or not
// Goober5000 - changed in favor of just passing the team
setGaugeColorEscort(index, sp->team);
/*
if(Player_ship != NULL){
hud_escort_set_gauge_color(index, (sp->team == Player_ship->team) ? 1 : 0);
} else {
hud_escort_set_gauge_color(index, 1);
}
*/
// draw a 'D' if a ship is disabled
if ( (sp->flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(sp, SUBSYSTEM_ENGINE)) ) {
renderString( x + ship_status_offsets[0], y + ship_status_offsets[1], EG_NULL, XSTR( "D", 284));
}
// print out ship name
// original behavior replaced with similar logic to hudtargetbox.cpp, except
// if the name is hidden, it's replaced with the class name.
if (((Iff_info[sp->team].flags & IFFF_WING_NAME_HIDDEN) && (sp->wingnum != -1)) || (sp->flags[Ship::Ship_Flags::Hide_ship_name]))
{
// If we're hiding the ship name, we probably shouldn't append the callsign either
hud_stuff_ship_class(buf, sp);
}
else
{
hud_stuff_ship_name(buf, sp);
// maybe concatenate the callsign
if (*buf)
{
char callsign[NAME_LENGTH];
hud_stuff_ship_callsign(callsign, sp);
if (*callsign)
sprintf(&buf[strlen(buf)], " (%s)", callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(buf, sp);
}
}
const int w = font::force_fit_string(buf, 255, ship_name_max_width);
if (right_align_names) {
renderString( x + ship_name_offsets[0] + ship_name_max_width - w, y + ship_name_offsets[1], EG_ESCORT1 + index, buf);
} else {
renderString( x + ship_name_offsets[0], y + ship_name_offsets[1], EG_ESCORT1 + index, buf);
}
// show ship integrity
hud_get_target_strength(objp, &shields, &integrity);
screen_integrity = (int)std::lround(integrity * 100);
offset = 0;
if ( screen_integrity < 100 ) {
offset = 2;
if ( screen_integrity == 0 ) {
if ( integrity > 0 ) {
screen_integrity = 1;
}
}
}
renderPrintf( x+ship_integrity_offsets[0] + offset, y+ship_integrity_offsets[1], EG_NULL, "%d", screen_integrity);
//Let's be nice.
setGaugeColor();
}
// multiplayer dogfight
void HudGaugeEscort::renderIconDogfight(int x, int y, int index)
{
int hull_integrity = 100;
char buf[255];
int np_index;
object *objp;
int stat_shift = 40;
// always use the standard color to avoid confusion
setGaugeColor();
auto eship = get_escort_entry_from_index(index);
if (eship == Escort_ships.end()) {
return;
}
// netplayer index
np_index = find_player_index(eship->np_id);
if((np_index < 0) || (np_index >= MAX_PLAYERS) || (Net_players[np_index].m_player == NULL)){
return;
}
// print out player name
strcpy_s(buf, Net_players[np_index].m_player->callsign);
font::force_fit_string(buf, 255, 100 - stat_shift);
renderString( x + ship_name_offsets[0], y + ship_name_offsets[1], EG_ESCORT1 + index, buf);
// can we get the player object?
objp = NULL;
if((Net_players[np_index].m_player->objnum >= 0) && (Net_players[np_index].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].m_player->objnum].type == OBJ_SHIP)){
objp = &Objects[Net_players[np_index].m_player->objnum];
if((objp->instance >= 0) && (objp->instance < MAX_SHIPS) && (Ships[objp->instance].ship_info_index >= 0) && (Ships[objp->instance].ship_info_index < MAX_SHIPS)){
//
} else {
return;
}
hull_integrity = (int)(((float)objp->hull_strength / (float)Ships[objp->instance].ship_max_hull_strength) * 100.0f);
if(hull_integrity < 0){
hull_integrity = 0;
}
}
// show ship integrity
if(objp == NULL){
renderPrintf( x+ship_integrity_offsets[0] - stat_shift, y+ship_integrity_offsets[1], EG_NULL, "%d", Net_players[np_index].m_player->stats.m_kill_count_ok);
} else {
renderPrintf( x+ship_integrity_offsets[0] - stat_shift, y+ship_integrity_offsets[1], EG_NULL, "(%d%%) %d", hull_integrity, Net_players[np_index].m_player->stats.m_kill_count_ok);
}
}
void hud_escort_update_list()
{
for (auto &es : Escort_ships) {
if ( !timestamp_elapsed(es.escort_hit_timer) ) {
if (timestamp_elapsed(es.escort_hit_next_flash)) {
es.escort_hit_next_flash = timestamp(SHIELD_FLASH_INTERVAL);
es.escort_show_bright = !es.escort_show_bright; // toggle between default and bright frames
}
}
}
}
// called from HUD init, loads the bitmap data in once, and resets any data for each level
void hud_escort_init()
{
Last_target_index = -1;
if (Max_escort_ships > MAX_COMPLETE_ESCORT_LIST) {
Max_escort_ships = MAX_COMPLETE_ESCORT_LIST;
}
}
// ----------------------------------------------------------------------
// hud_escort_clear_all()
//
void hud_escort_clear_all(bool clear_flags)
{
if (clear_flags) {
for (auto &es : Escort_ships) {
if ( (es.objnum >= 0) && (Objects[es.objnum].type == OBJ_SHIP) && (Objects[es.objnum].instance >= 0) ) {
Ships[Objects[es.objnum].instance].flags.remove(Ship::Ship_Flags::Escort);
}
}
}
Escort_ships.clear();
}
// internal helper function for sort.
// sorts first by priority number and then alphabetically
static bool escort_compare(const escort_info &escort1, const escort_info &escort2)
{
if (MULTI_DOGFIGHT) {
int n1 = find_player_index(escort1.np_id);
int n2 = find_player_index(escort2.np_id);
if ( (n1 < 0) || (n2 < 0) || (Net_players[n1].m_player == nullptr) || (Net_players[n2].m_player == nullptr) ) {
return false;
}
return (Net_players[n1].m_player->stats.m_kill_count_ok >= Net_players[n2].m_player->stats.m_kill_count_ok);
} else {
// in multi, players go to the top
if (Game_mode & GM_MULTIPLAYER) {
if ( (escort1.np_id >= 0) && (escort2.np_id < 0) ) {
return true;
} else if ( (escort1.np_id < 0) && (escort2.np_id >= 0) ) {
return false;
}
}
if (escort1.priority != escort2.priority) {
return (escort1.priority > escort2.priority);
} else if ( (escort1.objnum >= 0) && (Objects[escort1.objnum].instance >= 0) &&
(escort2.objnum >= 0) && (Objects[escort2.objnum].instance >= 0) )
{
const char *name1 = Ships[Objects[escort1.objnum].instance].ship_name;
const char *name2 = Ships[Objects[escort2.objnum].instance].ship_name;
return (stricmp(name1, name2) > 0);
}
}
return false;
}
// create complete priority sorted escort list for all active ships
// escorts - array of escort info
// num_escorts - number of escorts requests in field of active ships
// This will be culled to MAX_ESCORTS, selecting the top set from escorts
void hud_create_complete_escort_list()
{
ship_obj *so;
object *objp;
int idx;
// multiplayer dogfight
if (MULTI_DOGFIGHT) {
for (idx = 0; idx < MAX_PLAYERS; idx++) {
// is this a valid player
if ( MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) ) {
// add the ship
escort_info einfo;
einfo.np_id = Net_players[idx].player_id;
Escort_ships.push_back(einfo);
}
}
}
// all others
else {
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
Assert( so->objnum >= 0 && so->objnum < MAX_OBJECTS);
if((so->objnum < 0) || (so->objnum >= MAX_OBJECTS)){
continue;
}
objp = &Objects[so->objnum];
// don't process objects that should be dead
if (objp->flags[Object::Object_Flags::Should_be_dead]) {
continue;
}
Assert( objp->type == OBJ_SHIP );
if(objp->type != OBJ_SHIP){
continue;
}
// only process ships that might be on the list
if ( !(Ships[objp->instance].flags[Ship::Ship_Flags::Escort]) ) {
continue;
}
// only process ships that can be seen by sensors
if ( (Ships[objp->instance].flags[Ship::Ship_Flags::Hidden_from_sensors]) ) {
continue;
}
// don't process most stealth ships
if ( (Ships[objp->instance].flags[Ship::Ship_Flags::Stealth]) )
{
if ( Ships[objp->instance].team == Player_ship->team )
{
// friendly stealths are only not seen when explicitly specified
if ( Ships[objp->instance].flags[Ship::Ship_Flags::Friendly_stealth_invis] )
{
continue;
}
}
// non-friendly stealths are never seen
else
{
continue;
}
}
// add the ship
escort_info einfo;
einfo.objnum = so->objnum;
einfo.obj_signature = objp->signature;
einfo.priority = Ships[objp->instance].escort_priority;
Escort_ships.push_back(einfo);
}
}
}
// ----------------------------------------------------------------------
// hud_init_escort_info()
//
// Set up the initial escort list
//
void hud_setup_escort_list(int level)
{
// this should never be called while in a mission
if (Game_mode & GM_IN_MISSION) {
return;
}
Escort_ships.clear();
// build escort list
hud_create_complete_escort_list();
// and sort it by priority
Escort_ships.sort(escort_compare);
// then resize the list to fit max
if (hud_escort_num_ships_on_list() > MAX_COMPLETE_ESCORT_LIST) {
Escort_ships.resize(MAX_COMPLETE_ESCORT_LIST);
}
if(level){
Show_escort_view = 1;
}
}
// re-sort the escort list
void hud_resort_escort_list()
{
Escort_ships.sort(escort_compare);
}
// called once per frame to refresh the escort list if important flags changed
void hud_escort_cull_list()
{
if ( Escort_ships.empty() ) {
return;
}
int np_index;
auto it = Escort_ships.begin();
// multiplayer dogfight
if(MULTI_DOGFIGHT){
while (it != Escort_ships.end()) {
np_index = find_player_index(it->np_id);
// maybe remove him if he left
if (np_index < 0) {
it = Escort_ships.erase(it);
} else {
++it;
}
}
}
// everything else
else {
int objnum;
bool remove;
while (it != Escort_ships.end()) {
remove = false;
objnum = it->objnum;
// player ships should stay so long as they are valid
if ( (Game_mode & GM_MULTIPLAYER) && (it->np_id >= 0) ) {
np_index = find_player_index(it->np_id);
// maybe remove him if he left
if (np_index < 0) {
remove = true;
}
} else if (Objects[objnum].flags[Object::Object_Flags::Should_be_dead]) {
remove = true;
} else if (Objects[objnum].type == OBJ_SHIP) {
int shipnum = Objects[objnum].instance;
Assert( shipnum >= 0 && shipnum < MAX_SHIPS );
if ( !(Ships[shipnum].flags[Ship::Ship_Flags::Escort]) ) {
remove = true;
} else if (Ships[shipnum].flags[Ship::Ship_Flags::Hidden_from_sensors]) {
remove = true;
} else if (Ships[shipnum].flags[Ship::Ship_Flags::Stealth]) {
if (Ships[shipnum].team == Player_ship->team) {
// friendly stealths are only not seen when explicitly specified
if ( Ships[shipnum].flags[Ship::Ship_Flags::Friendly_stealth_invis]) {
remove = true;
}
}
// non-friendly stealths are never seen
else {
remove = true;
}
}
}
if (remove) {
it = Escort_ships.erase(it);
} else {
++it;
}
}
}
}
// ----------------------------------------------------------------------
// hud_escort_view_toggle()
//
void hud_escort_view_toggle()
{
Show_escort_view ^= 1;
if ( Show_escort_view ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Escort view enabled", 286));
} else {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Escort view disabled", 287));
}
}
// try to add a ship to the escort list, if slot available
void hud_add_ship_to_escort(int objnum, int supress_feedback)
{
// no ships on the escort list in multiplayer dogfight
if (MULTI_DOGFIGHT) {
return;
}
if (objnum < 0) {
UNREACHABLE("Invalid objnum passed to hud_add_ship_to_escort()!");
return;
}
if (Objects[objnum].type != OBJ_SHIP) {
if ( !supress_feedback ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
// check if ship is already on complete escort list
bool found = false;
for (auto &es : Escort_ships) {
if (es.obj_signature == Objects[objnum].signature) {
found = true;
break;
}
}
// add new ship into complete list
if ( !found ) {
escort_info einfo;
einfo.objnum = objnum;
einfo.obj_signature = Objects[objnum].signature;
einfo.priority = Ships[Objects[objnum].instance].escort_priority;
// add him to escort list and re-sort
Escort_ships.push_back(einfo);
Escort_ships.sort(escort_compare);
Ships[Objects[objnum].instance].flags.set(Ship::Ship_Flags::Escort);
}
if (hud_escort_num_ships_on_list() > MAX_COMPLETE_ESCORT_LIST) {
Escort_ships.resize(MAX_COMPLETE_ESCORT_LIST);
// maybe do feedback
if ( !supress_feedback ) {
found = false;
// search thru list for objnum
for (auto &es : Escort_ships) {
if (es.objnum == objnum) {
found = true;
break;
}
}
if ( !found ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Escort list is full with %d ships", 288), hud_escort_num_ships_on_list());
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
}
hud_gauge_popup_start(HUD_ESCORT_VIEW);
}
// ----------------------------------------------------------------------
// hud_add_remove_ship_escort()
//
void hud_add_remove_ship_escort(int objnum, int supress_feedback)
{
// no ships on the escort list in multiplayer dogfight
if(MULTI_DOGFIGHT){
return;
}
if ( objnum < 0 ) {
Int3();
return;
}
if ( Objects[objnum].type != OBJ_SHIP ) {
if ( !supress_feedback ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
// if it's in the list already just remove it
for (auto it = Escort_ships.begin(); it != Escort_ships.end(); ++it) {
if (it->obj_signature == Objects[objnum].signature) {
if ( (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) ) {
Ships[Objects[objnum].instance].flags.remove(Ship::Ship_Flags::Escort);
}
Escort_ships.erase(it);
hud_gauge_popup_start(HUD_ESCORT_VIEW);
return;
}
}
// otherwise add ship to list
hud_add_ship_to_escort(objnum, supress_feedback);
}
void hud_remove_ship_from_escort(int objnum)
{
// no ships on the escort list in multiplayer dogfight
if(MULTI_DOGFIGHT){
return;
}
if ( objnum < 0 ) {
Int3();
return;
}
for (auto it = Escort_ships.begin(); it != Escort_ships.end(); ++it) {
if (it->obj_signature == Objects[objnum].signature) {
if ( (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) ) {
Ships[Objects[objnum].instance].flags.remove(Ship::Ship_Flags::Escort);
}
Escort_ships.erase(it);
hud_gauge_popup_start(HUD_ESCORT_VIEW);
break;
}
}
}
/**
* Called whenever a ship is hit to determine if that ship is in the escort list. If it
* is, then start timers to flash the name hull/shield icon for that ship.
*
* @param objp The object hit
* @param quadrant Shield quadrant on the object that was hit, alternatively -1 if no shield
*/
void hud_escort_ship_hit(object *objp, int /*quadrant*/)
{
// no ships on the escort list in multiplayer dogfight
if(MULTI_DOGFIGHT){
return;
}
int objnum = OBJ_INDEX(objp);
for (auto &es : Escort_ships) {
if (es.objnum == objnum) {
hud_gauge_popup_start(HUD_ESCORT_VIEW);
es.escort_hit_timer = timestamp(SHIELD_HIT_DURATION);
es.escort_hit_next_flash = timestamp(SHIELD_FLASH_INTERVAL);
break;
}
}
}
// target the next ship in the escort list
void hud_escort_target_next()
{
int objnum;
if ( Escort_ships.empty() ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
return;
}
Last_target_index++;
if ( Last_target_index >= hud_escort_num_ships_on_list() ) {
Last_target_index = 0;
}
auto eship = get_escort_entry_from_index(Last_target_index);
if ( (eship == Escort_ships.end()) || (eship->objnum < 0) ) {
return;
}
objnum = eship->objnum;
set_target_objnum( Player_ai, objnum);
hud_restore_subsystem_target(&Ships[Objects[objnum].instance]);
}
// return the number of ships currently on the escort list
int hud_escort_num_ships_on_list()
{
return static_cast<int>(Escort_ships.size());
}
// Return the object number for the ship at index position in the escort list
int hud_escort_return_objnum(int index)
{
int escort_objnum, escort_sig;
if (index < 0) {
return -1;
}
auto eship = get_escort_entry_from_index(index);
if ( (eship == Escort_ships.end()) || (eship->objnum < 0) ) {
return -1;
}
escort_objnum = eship->objnum;
escort_sig = eship->obj_signature;
// ensure this is still a valid index
if (Objects[escort_objnum].signature != escort_sig) {
return -1;
}
return escort_objnum;
}
void hud_escort_add_player(short id)
{
Assert(Game_mode & GM_MULTIPLAYER);
if(!(Game_mode & GM_MULTIPLAYER)){
return;
}
// just go through and add as long as its not a duplicate
for (auto it = Escort_ships.begin(); it != Escort_ships.end(); ++it) {
if (it->np_id == id) {
return;
}
}
escort_info einfo;
einfo.np_id = id;
Escort_ships.push_back(einfo);
Escort_ships.sort(escort_compare);
// resize the list to fit
if (hud_escort_num_ships_on_list() > MAX_COMPLETE_ESCORT_LIST) {
Escort_ships.resize(MAX_COMPLETE_ESCORT_LIST);
}
}
void hud_escort_remove_player(short id)
{
Assert(Game_mode & GM_MULTIPLAYER);
if(!(Game_mode & GM_MULTIPLAYER)){
return;
}
// find the instance and remove it if possible
for (auto it = Escort_ships.begin(); it != Escort_ships.end(); ++it) {
if (it->np_id == id) {
Escort_ships.erase(it);
return;
}
}
}