Files
fs2open.github.com/code/hud/hudescort.cpp
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols

Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name.  Rather than truncate the name every time it's displayed, truncate it once when it's parsed.  This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.

This also has the benefit of now allowing hash symbols within display names.  When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.

I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00

1001 lines
26 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"
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;
escort_info Escort_ships[MAX_COMPLETE_ESCORT_LIST];
int Num_escort_ships;
int Max_escort_ships = 3;
static int Last_target_index; // index into Escort_gauges for last targeted via 'Next Escort Target' key
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;
// multiplayer dogfight
if(MULTI_DOGFIGHT)
{
setGaugeColor();
return 0;
}
// set flashing color
if (!timestamp_elapsed(Escort_ships[index].escort_hit_timer))
{
is_flashing = 1;
if (Escort_ships[index].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[Escort_ships[index].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 ( !Show_escort_view ) {
return;
}
if ( !Num_escort_ships ) {
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
Num_escort_ships--;
i=0;
if(Num_escort_ships)
{
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;
}
//Back to right #
Num_escort_ships++;
//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;
char buf[255];
object *objp = &Objects[Escort_ships[index].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
strcpy_s(buf, sp->get_display_name());
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();
// netplayer index
np_index = find_player_id(Escort_ships[index].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()
{
if(Num_escort_ships)
{
for(int i = 0; i < Num_escort_ships; i++)
{
if (!timestamp_elapsed(Escort_ships[i].escort_hit_timer))
{
if (timestamp_elapsed(Escort_ships[i].escort_hit_next_flash))
{
Escort_ships[i].escort_hit_next_flash = timestamp(SHIELD_FLASH_INTERVAL);
Escort_ships[i].escort_show_bright = !Escort_ships[i].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)
{
int i;
Num_escort_ships = 0;
for ( i = 0; i < Max_escort_ships; i++ ) {
if(clear_flags && (Escort_ships[i].objnum >= 0) && (Objects[Escort_ships[i].objnum].type == OBJ_SHIP) && (Objects[Escort_ships[i].objnum].instance >= 0)){
Ships[Objects[Escort_ships[i].objnum].instance].flags.remove(Ship::Ship_Flags::Escort);
}
Escort_ships[i].obj_signature = -99;
Escort_ships[i].np_id = -1;
Escort_ships[i].escort_hit_timer = 0;
Escort_ships[i].escort_hit_next_flash = 0;
Escort_ships[i].escort_show_bright = false;
}
}
// internal helper function for sort.
// sorts first by priority number and then alphabetically
int escort_compare_func(const void *e1, const void *e2)
{
escort_info *escort1, *escort2;
int diff;
int ret;
escort1 = (escort_info*) e1;
escort2 = (escort_info*) e2;
// multiplayer dogfight
if(MULTI_DOGFIGHT){
int n1, n2;
n1 = find_player_id(escort1->np_id);
n2 = find_player_id(escort2->np_id);
if((n1 < 0) || (n2 < 0) || (Net_players[n1].m_player == NULL) || (Net_players[n2].m_player == NULL)){
ret = 0;
} else {
// player 1 is higher than player 2
if(Net_players[n1].m_player->stats.m_kill_count_ok >= Net_players[n2].m_player->stats.m_kill_count_ok){
ret = -1;
} else {
ret = 1;
}
}
} else {
diff = escort2->priority - escort1->priority;
if (diff != 0) {
ret = diff;
} else {
char *name1, *name2;
name1 = Ships[Objects[escort1->objnum].instance].ship_name;
name2 = Ships[Objects[escort2->objnum].instance].ship_name;
ret = stricmp(name1, name2);
}
}
return ret;
}
// 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(escort_info *escorts, int *num_escorts)
{
ship_obj *so;
object *objp;
// start with none on list
*num_escorts = 0;
int idx;
// multiplayer dogfight
if(MULTI_DOGFIGHT){
for(idx=0; idx<MAX_PLAYERS; idx++){
// break out of the loop when we have reached our max
if ( *num_escorts == MAX_COMPLETE_ESCORT_LIST ) {
mprintf(("exceeded max ships in big escort list\n"));
break;
}
// is this a valid player
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
// add the ship
escorts[*num_escorts].objnum = -1;
escorts[*num_escorts].obj_signature = -1;
escorts[*num_escorts].priority = -1;
escorts[*num_escorts].np_id = Net_players[idx].player_id;
escorts[*num_escorts].escort_hit_timer = 0;
escorts[*num_escorts].escort_hit_next_flash = 0;
escorts[*num_escorts].escort_show_bright = false;
(*num_escorts)++;
}
}
}
// 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];
Assert( objp->type == OBJ_SHIP );
if(objp->type != OBJ_SHIP){
continue;
}
// break out of the loop when we have reached our max
if ( *num_escorts == MAX_COMPLETE_ESCORT_LIST ) {
mprintf(("exceeded max ships in big escort list\n"));
break;
}
// 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;
}
}
// don't process objects that should be dead
if ( objp->flags[Object::Object_Flags::Should_be_dead] ) {
continue;
}
// add the ship
escorts[*num_escorts].objnum = so->objnum;
escorts[*num_escorts].obj_signature = objp->signature;
escorts[*num_escorts].priority = Ships[objp->instance].escort_priority;
escorts[*num_escorts].np_id = -1;
escorts[*num_escorts].escort_hit_timer = 0;
escorts[*num_escorts].escort_hit_next_flash = 0;
escorts[*num_escorts].escort_show_bright = false;
(*num_escorts)++;
}
}
}
// ----------------------------------------------------------------------
// hud_init_escort_info()
//
// Set up the escort list
//
void hud_setup_escort_list(int level)
{
int num_escorts, num_complete_escorts;
escort_info complete_escorts[MAX_COMPLETE_ESCORT_LIST];
hud_escort_clear_all();
// get complete escort list
hud_create_complete_escort_list(complete_escorts, &num_complete_escorts);
// sort escort list by priority
insertion_sort(complete_escorts, num_complete_escorts, sizeof(escort_info), escort_compare_func);
// set number in escort list
num_escorts = num_complete_escorts;
if (num_escorts > Max_escort_ships) {
num_escorts = Max_escort_ships;
}
// add ships to escort list
for (Num_escort_ships=0; Num_escort_ships<num_escorts; Num_escort_ships++) {
Escort_ships[Num_escort_ships].obj_signature = complete_escorts[Num_escort_ships].obj_signature;
Escort_ships[Num_escort_ships].priority = complete_escorts[Num_escort_ships].priority;
Escort_ships[Num_escort_ships].objnum = complete_escorts[Num_escort_ships].objnum;
Escort_ships[Num_escort_ships].np_id = complete_escorts[Num_escort_ships].np_id;
Escort_ships[Num_escort_ships].escort_hit_timer = 0;
Escort_ships[Num_escort_ships].escort_hit_next_flash = 0;
Escort_ships[Num_escort_ships].escort_show_bright = false;
}
if(level){
Show_escort_view = 1;
}
}
// combine complete escort list with Escort_ships, keeping valid hit info
void merge_escort_lists(escort_info *complete_escorts, int num_complete_escorts)
{
int i, j, top_complete_escorts;
int valid_hit_info[MAX_COMPLETE_ESCORT_LIST];
// may be > 1 ship change to list (ie, 2 or 3 culled during same frame)
// set Num_escort_ships and cap
Num_escort_ships = num_complete_escorts;
if (Num_escort_ships > Max_escort_ships) {
Num_escort_ships = Max_escort_ships;
}
// nothing to do
if (Num_escort_ships == 0) {
return;
}
// check used as a flag whether top slots in complete_escorts were copied
// this is important re. hit info
for (i=0; i<Max_escort_ships; i++) {
valid_hit_info[i] = 0;
}
// get the top slots in complete escort list that will be copied onto Escort_ships
top_complete_escorts = num_complete_escorts;
if (top_complete_escorts > Max_escort_ships) {
top_complete_escorts = Max_escort_ships;
}
// copy for Escort_ships to complete_escorts to retain hit_info
if(!MULTI_DOGFIGHT) {
for (i=0; i<top_complete_escorts; i++) {
for (j=0; j<Num_escort_ships; j++) {
if (Escort_ships[j].obj_signature == complete_escorts[i].obj_signature) {
complete_escorts[i] = Escort_ships[j];
valid_hit_info[i] = 1;
break;
}
}
}
// copy top slots to Escort_ships
for (i=0; i<top_complete_escorts; i++) {
Escort_ships[i] = complete_escorts[i];
// check all ships are valid
int objnum = Escort_ships[i].objnum;
Assert( objnum >=0 && objnum < MAX_OBJECTS );
if((objnum < 0) || (objnum >= MAX_OBJECTS)){
continue;
}
if ( !valid_hit_info[i] ) {
Escort_ships[i].escort_hit_timer = 0;
Escort_ships[i].escort_hit_next_flash = 0;
Escort_ships[i].escort_show_bright = false;
}
}
}
// reset Num_escort_ships
Num_escort_ships = top_complete_escorts;
}
// ----------------------------------------------------------------------
// hud_remove_ship_from_escort_index()
//
// Take a ship out of the escort list
void hud_remove_ship_from_escort_index(int dead_index, int objnum)
{
int i, count, num_complete_escorts;
escort_info bakup_arr[MAX_COMPLETE_ESCORT_LIST], complete_escorts[MAX_COMPLETE_ESCORT_LIST];
// remove him from escort list
if((objnum >= 0) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0)){
Ships[Objects[objnum].instance].flags.remove(Ship::Ship_Flags::Escort);
}
count = 0;
for ( i = 0; i < Num_escort_ships; i++ ) {
if ( i != dead_index ) {
bakup_arr[count++] = Escort_ships[i];
}
}
for ( i = 0; i < count; i++ ) {
Escort_ships[i] = bakup_arr[i];
}
Num_escort_ships--;
Assert(Num_escort_ships >= 0);
// get complete escort list
hud_create_complete_escort_list(complete_escorts, &num_complete_escorts);
// sort escort list by priority
insertion_sort(complete_escorts, num_complete_escorts, sizeof(escort_info), escort_compare_func);
// merge list
merge_escort_lists(complete_escorts, num_complete_escorts);
hud_gauge_popup_start(HUD_ESCORT_VIEW);
}
// called once per frame to refresh the escort list if important flags changed
void hud_escort_cull_list()
{
int i;
int np_index;
// multiplayer dogfight
if(MULTI_DOGFIGHT){
for ( i = 0; i < Num_escort_ships; i++ ) {
np_index = find_player_id(Escort_ships[i].np_id);
// maybe remove him if he left
if ( np_index < 0 ) {
hud_setup_escort_list(0);
break;
}
}
}
// everything else
else {
for ( i = 0; i < Num_escort_ships; i++ ) {
int objnum = Escort_ships[i].objnum;
Assert( objnum >=0 && objnum < MAX_OBJECTS );
if ( Objects[objnum].flags[Object::Object_Flags::Should_be_dead] ) {
hud_setup_escort_list(0);
break;
} 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::Hidden_from_sensors])
|| ((Ships[shipnum].flags[Ship::Ship_Flags::Stealth]) && ((Ships[shipnum].team != Player_ship->team) || (Ships[shipnum].flags[Ship::Ship_Flags::Friendly_stealth_invis])))
) {
hud_setup_escort_list(0);
break;
}
}
}
}
}
// ----------------------------------------------------------------------
// 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)
{
escort_info complete_escorts[MAX_COMPLETE_ESCORT_LIST];
int num_complete_escorts, idx, found;
// get complete escort list
hud_create_complete_escort_list(complete_escorts, &num_complete_escorts);
// ensure the complete escort list is not full already
if (num_complete_escorts == MAX_COMPLETE_ESCORT_LIST)
{
return;
}
// check if ship is already on complete escort list
found = 0;
for (idx=0; idx<num_complete_escorts; idx++) {
if (complete_escorts[idx].obj_signature == Objects[objnum].signature) {
found = 1;
break;
}
}
// add new ship into complete list
if ( !found ) {
complete_escorts[num_complete_escorts].objnum = objnum;
complete_escorts[num_complete_escorts].obj_signature = Objects[objnum].signature;
complete_escorts[num_complete_escorts].priority = Ships[Objects[objnum].instance].escort_priority;
complete_escorts[num_complete_escorts].escort_hit_timer = 0;
complete_escorts[num_complete_escorts].escort_hit_next_flash = 0;
complete_escorts[num_complete_escorts].escort_show_bright = false;
// add him to escort list
Ships[Objects[objnum].instance].flags.set(Ship::Ship_Flags::Escort);
num_complete_escorts++;
}
// sort escort list by priority
insertion_sort(complete_escorts, num_complete_escorts, sizeof(escort_info), escort_compare_func);
// merge list
merge_escort_lists(complete_escorts, num_complete_escorts);
// maybe do feedback
if ( (Num_escort_ships == Max_escort_ships) && !supress_feedback) {
found = 0;
// search thru list for objnum
for (idx=0; idx<Num_escort_ships; idx++) {
if (Escort_ships[idx].objnum == objnum) {
found = 1;
break;
}
}
if (!found) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Escort list is full with %d ships", 288), Num_escort_ships);
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)
{
int in_escort, i;
// 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;
}
in_escort = 0;
for ( i = 0; i < Num_escort_ships; i++ ) {
if ( Escort_ships[i].obj_signature == Objects[objnum].signature ) {
in_escort = 1;
break;
}
}
if ( in_escort ) {
hud_remove_ship_from_escort_index(i, objnum);
return;
}
hud_add_ship_to_escort(objnum, supress_feedback);
}
void hud_remove_ship_from_escort(int objnum)
{
int in_escort, i;
// no ships on the escort list in multiplayer dogfight
if(MULTI_DOGFIGHT){
return;
}
if ( objnum < 0 ) {
Int3();
return;
}
in_escort = 0;
for ( i = 0; i < Num_escort_ships; i++ ) {
if ( Escort_ships[i].obj_signature == Objects[objnum].signature ) {
in_escort = 1;
break;
}
}
if ( in_escort ) {
hud_remove_ship_from_escort_index(i, objnum);
return;
}
}
/**
* 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;
}
for ( int i = 0; i < Num_escort_ships; i++ ) {
if ( Escort_ships[i].objnum == OBJ_INDEX(objp) ) {
hud_gauge_popup_start(HUD_ESCORT_VIEW);
Escort_ships[i].escort_hit_timer = timestamp(SHIELD_HIT_DURATION);
Escort_ships[i].escort_hit_next_flash = timestamp(SHIELD_FLASH_INTERVAL);
}
}
}
// target the next ship in the escort list
void hud_escort_target_next()
{
int objnum;
if ( Num_escort_ships == 0 ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
return;
}
Last_target_index++;
if ( Last_target_index >= Num_escort_ships ) {
Last_target_index = 0;
}
objnum = Escort_ships[Last_target_index].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 Num_escort_ships;
}
// 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 >= Num_escort_ships || index >= MAX_COMPLETE_ESCORT_LIST) {
return -1;
}
escort_objnum = Escort_ships[index].objnum;
escort_sig = Escort_ships[index].obj_signature;
if ( escort_objnum < 0 ) {
return -1;
}
// ensure this is still a valid index
if ( Objects[escort_objnum].signature != escort_sig ) {
return -1;
}
return Escort_ships[index].objnum;
}
void hud_escort_add_player(short id)
{
Assert(Game_mode & GM_MULTIPLAYER);
if(!(Game_mode & GM_MULTIPLAYER)){
return;
}
int idx;
// just go through and add as long as its not a duplicate
for(idx=0; idx<Num_escort_ships; idx++){
if(Escort_ships[idx].np_id == id){
return;
}
}
// re-setup the escort list
hud_setup_escort_list(0);
}
void hud_escort_remove_player(short id)
{
Assert(Game_mode & GM_MULTIPLAYER);
if(!(Game_mode & GM_MULTIPLAYER)){
return;
}
int idx;
// find the instance and remove it if possible
for(idx=0; idx<Num_escort_ships; idx++){
if(Escort_ships[idx].np_id == id){
hud_remove_ship_from_escort_index(idx, -1);
return;
}
}
}