Files
fs2open.github.com/code/hud/hudshield.cpp
T
2003-04-29 01:03:24 +00:00

885 lines
22 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.
*
*/
/*
* $Logfile: /Freespace2/code/Hud/HUDshield.cpp $
* $Revision: 2.4 $
* $Date: 2003-04-29 01:03:23 $
* $Author: Goober5000 $
*
* C file for the display and management of the HUD shield
*
* $Log: not supported by cvs2svn $
* Revision 2.3 2003/03/17 10:37:32 Goober5000
* pressing Q no longer makes a sound if the player's ship doesn't have shields
* --Goober5000
*
* Revision 2.2 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 2.1 2002/07/20 23:51:59 DTP
* Bumped Max Shield Icons to 80
*
* Revision 2.0 2002/06/03 04:02:23 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.1 2002/05/02 18:03:08 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 12 8/27/99 10:36a Dave
* Impose a 2% penalty for hitting the shield balance key.
*
* 11 8/23/99 11:34a Dave
* Fixed shield intensity rendering problems.
*
* 10 8/01/99 12:39p Dave
* Added HUD contrast control key (for nebula).
*
* 9 7/22/99 4:00p Dave
* Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
*
* 8 6/10/99 3:43p Dave
* Do a better job of syncing text colors to HUD gauges.
*
* 7 1/07/99 9:06a Jasen
* coords...
*
* 6 12/30/98 8:57a Jasen
* updated coords for hi res
*
* 5 12/28/98 3:17p Dave
* Support for multiple hud bitmap filenames for hi-res mode.
*
* 4 12/21/98 5:02p Dave
* Modified all hud elements to be multi-resolution friendly.
*
* 3 12/14/98 1:15p Jasen
* added new HUD shield gauges
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 35 9/19/98 3:11p Adam
* Added new hardcoded values for Hud_shield_filenames
*
* 34 8/25/98 1:48p Dave
* First rev of EMP effect. Player side stuff basically done. Next comes
* AI code.
*
* 33 5/17/98 3:32p Lawrance
* Make shield gauge more readable when flashing
*
* 32 4/25/98 5:39p Dave
* Removed an unneeded assert.
*
* 31 4/25/98 3:56p Mike
* Make player's shield icon flash when Fred tells it to.
*
* 30 4/25/98 2:00p Dave
* Installed a bunch of multiplayer context help screens. Reworked ingame
* join ship select screen. Fix places where network timestamps get hosed.
*
* 29 4/21/98 12:19a Allender
* only play equalize shield sound if player equalizes shields
*
* 28 3/26/98 5:26p John
* added new paging code. nonfunctional.
*
* 27 3/21/98 3:35p Lawrance
* Tweak position of numeric integrity for target
*
* 26 3/14/98 4:59p Lawrance
* Flash shield/ship icons when ships are hit
*
* 25 3/02/98 5:42p John
* Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
* afterburner. Made gr_set_clip work good with negative x &y. Made
* model_caching be on by default. Made each cached model have it's own
* bitmap id. Made asteroids not rotate when model_caching is on.
*
* 24 2/22/98 12:19p John
* Externalized some strings
*
* 23 2/12/98 4:58p Lawrance
* Change to new flashing method.
*
* 22 1/12/98 11:16p Lawrance
* Wonderful HUD config.
*
* 21 1/08/98 4:36p Lawrance
* Fix bug in shield drawing code.
*
* 20 1/05/98 9:38p Lawrance
* Implement flashing HUD gauges.
*
* 19 1/02/98 9:10p Lawrance
* Big changes to how colors get set on the HUD.
*
* 18 12/29/97 9:48p Mike
* Prevent indexing before array start when quadrant_num = -1.
*
* 17 12/01/97 12:27a Lawrance
* redo default alpha color for HUD, make it easy to modify in the future
*
* 16 11/18/97 5:58p Lawrance
* flash escort view info when that ship is taking hits
*
* 15 11/18/97 1:21p Mitri
* ALAN: be sure to only draw shield icons for targets that are ships
*
* 14 11/17/97 6:37p Lawrance
* new gauges: extended target view, new lock triangles, support ship view
*
* 13 11/13/97 10:46p Lawrance
* implemented new escort view, damage view and weapons
*
* 12 11/12/97 9:42a Lawrance
* show player ship integrity above shield icon
*
* 11 11/11/97 5:06p Lawrance
* fix bug with flashing frequency of hull
*
* 10 11/09/97 11:27p Lawrance
* move target shield icon closer to center
*
* 9 11/09/97 4:39p Lawrance
* don't draw mini ship icon anymore
*
* 8 11/08/97 11:08p Lawrance
* implement new "mini-shield" view that sits near bottom of reticle
*
* 7 11/05/97 11:21p Lawrance
* implement dynamic alpha on the shields
*
* 6 11/04/97 8:34p Lawrance
* fix warning: remove unused variable
*
* 5 11/04/97 7:49p Lawrance
* integrating new HUD reticle and shield icons
*
* 4 10/24/97 5:51p Lawrance
* don't show shield % if ship has no shields
*
* 3 9/03/97 4:32p John
* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
* to bm_load functions not needed. Made bmpman keep track of palettes
* for bitmaps not mapped into game palettes.
*
* 2 8/25/97 12:24a Lawrance
* implemented HUD shield management
*
* 1 8/24/97 10:31p Lawrance
*
* $NoKeywords: $
*/
#include "graphics/2d.h"
#include "object/object.h"
#include "hud/hud.h"
#include "hud/hudtarget.h"
#include "hud/hudtargetbox.h"
#include "hud/hudets.h"
#include "playerman/player.h"
#include "gamesnd/gamesnd.h"
#include "freespace2/freespace.h"
#include "bmpman/bmpman.h"
#include "io/timer.h"
#include "hud/hudshield.h"
#include "hud/hudescort.h"
#include "weapon/emp.h"
#ifndef NO_NETWORK
#include "network/multi.h"
#endif
#define NUM_SHIELD_LEVELS 8
#define SHIELD_TRANSFER_PERCENT 0.083f // 1/12 total shield strength
#define SHIELD_HIT_DURATION_SHORT 300 // time a shield quadrant flashes after being hit
#define SHIELD_FLASH_INTERVAL_FAST 200 // time between shield quadrant flashes
// now read in from hud.tbl
#define MAX_SHIELD_ICONS 80 //DTP bumped from 40 to 80
int Hud_shield_filename_count = 0;
char Hud_shield_filenames[MAX_SHIELD_ICONS][MAX_FILENAME_LEN];
char Shield_mini_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
"targhit1",
"targhit1"
};
hud_frames Shield_gauges[MAX_SHIELD_ICONS];
static int Player_shield_coords[GR_NUM_RESOLUTIONS][2] =
{
{ // GR_640
396, 379
},
{ // GR_1024
634, 670
}
};
static int Target_shield_coords[GR_NUM_RESOLUTIONS][2] =
{
{ // GR_640
142, 379
},
{ // GR_1024
292, 670
}
};
static int Hud_shield_inited = 0;
int Shield_mini_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
305, 291
},
{ // GR_1024
497, 470
}
};
// draw on the mini shield icon what the ship integrity is
int Hud_mini_3digit[GR_NUM_RESOLUTIONS][3] = {
{ // GR_640
310, 298, 0
},
{ // GR_1024
502, 477, 0
}
};
int Hud_mini_2digit[GR_NUM_RESOLUTIONS][3] = {
{ // GR_640
213, 298, 2
},
{ // GR_1024
346, 477, 2
}
};
int Hud_mini_1digit[GR_NUM_RESOLUTIONS][3] = {
{ // GR_640
316, 298, 6
},
{ // GR_1024
511, 477, 6
}
};
int Hud_mini_base[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
310, 298
},
{ // GR_1024
502, 477
}
};
int Shield_mini_loaded = 0;
hud_frames Shield_mini_gauge;
#define SHIELD_HIT_PLAYER 0
#define SHIELD_HIT_TARGET 1
static shield_hit_info Shield_hit_data[2];
// translate between clockwise-from-top shield quadrant ordering to way quadrants are numbered in the game
ubyte Quadrant_xlate[4] = {1,0,2,3};
void hud_shield_game_init()
{
char name[MAX_FILENAME_LEN+1] = "";
// read in hud.tbl
read_file_text("hud.tbl");
reset_parse();
Hud_shield_filename_count = 0;
required_string("#Shield Icons Begin");
while(!optional_string("#End")){
required_string("$Shield:");
stuff_string(name, F_NAME, NULL);
// maybe store
Assert(Hud_shield_filename_count < MAX_SHIELD_ICONS);
if(Hud_shield_filename_count < MAX_SHIELD_ICONS){
strcpy(Hud_shield_filenames[Hud_shield_filename_count++], name);
}
}
}
// called at the start of each level from HUD_init. Use Hud_shield_init so we only init Shield_gauges[] once.
void hud_shield_level_init()
{
int i;
hud_shield_hit_reset(1); // reset for the player
if ( Hud_shield_inited ) {
return;
}
for ( i = 0; i < MAX_SHIELD_ICONS; i++ ) {
Shield_gauges[i].first_frame = -1;
Shield_gauges[i].num_frames = 0;
}
Hud_shield_inited = 1;
if ( !Shield_mini_loaded ) {
Shield_mini_gauge.first_frame = bm_load_animation(Shield_mini_fname[gr_screen.res], &Shield_mini_gauge.num_frames);
if ( Shield_mini_gauge.first_frame == -1 ) {
Warning(LOCATION, "Could not load in the HUD shield ani: Shield_mini_fname[gr_screen.res]\n");
return;
}
Shield_mini_loaded = 1;
}
}
int hud_shield_maybe_flash(int gauge, int target_index, int shield_offset)
{
int flashed = 0;
shield_hit_info *shi;
shi = &Shield_hit_data[target_index];
if ( !timestamp_elapsed(shi->shield_hit_timers[shield_offset]) ) {
if ( timestamp_elapsed(shi->shield_hit_next_flash[shield_offset]) ) {
shi->shield_hit_next_flash[shield_offset] = timestamp(SHIELD_FLASH_INTERVAL_FAST);
shi->shield_show_bright ^= (1<<shield_offset); // toggle between default and bright frames
}
if ( shi->shield_show_bright & (1<<shield_offset) ) {
// hud_set_bright_color();
hud_set_gauge_color(gauge, HUD_C_BRIGHT);
flashed = 1;
} else {
hud_set_gauge_color(gauge, HUD_C_NORMAL);
// hud_set_default_color();
}
}
return flashed;
}
// ------------------------------------------------------------------
// hud_shield_show()
//
// Show the players shield strength and integrity
//
void hud_shield_show(object *objp)
{
float max_shield;
int hud_color_index, range;
int sx, sy, i;
ship *sp;
ship_info *sip;
hud_frames *sgp;
if ( objp->type != OBJ_SHIP )
return;
sp = &Ships[objp->instance];
sip = &Ship_info[sp->ship_info_index];
if ( sip->shield_icon_index == 255 ) {
return;
}
if (objp == Player_obj) {
hud_set_gauge_color(HUD_PLAYER_SHIELD_ICON);
} else {
hud_set_gauge_color(HUD_TARGET_SHIELD_ICON);
}
// load in shield frames if not already loaded
Assert(sip->shield_icon_index >= 0 && sip->shield_icon_index < Hud_shield_filename_count);
sgp = &Shield_gauges[sip->shield_icon_index];
if ( sgp->first_frame == -1 ) {
sgp->first_frame = bm_load_animation(Hud_shield_filenames[sip->shield_icon_index], &sgp->num_frames);
if ( sgp->first_frame == -1 ) {
Warning(LOCATION, "Could not load in the HUD shield ani: %s\n", Hud_shield_filenames[sip->shield_icon_index]);
return;
}
}
if ( objp == Player_obj ) {
sx = Player_shield_coords[gr_screen.res][0];
sy = Player_shield_coords[gr_screen.res][1];
} else {
sx = Target_shield_coords[gr_screen.res][0];
sy = Target_shield_coords[gr_screen.res][1];
}
sx += fl2i(HUD_offset_x);
sy += fl2i(HUD_offset_y);
// draw the ship first
if ( objp == Player_obj ) {
hud_shield_maybe_flash(HUD_PLAYER_SHIELD_ICON, SHIELD_HIT_PLAYER, HULL_HIT_OFFSET);
} else {
hud_shield_maybe_flash(HUD_TARGET_SHIELD_ICON, SHIELD_HIT_TARGET, HULL_HIT_OFFSET);
}
GR_AABITMAP(sgp->first_frame, sx, sy);
// draw the four quadrants
//
// Draw shield quadrants at one of NUM_SHIELD_LEVELS
max_shield = sp->ship_initial_shield_strength/4.0f;
for ( i = 0; i < 4; i++ ) {
if ( objp->flags & OF_NO_SHIELDS ) {
break;
}
if ( objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f ) {
continue;
}
range = max(HUD_COLOR_ALPHA_MAX, HUD_color_alpha + 4);
hud_color_index = fl2i( (objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range + 0.5);
Assert(hud_color_index >= 0 && hud_color_index <= range);
if ( hud_color_index < 0 ) {
hud_color_index = 0;
}
if ( hud_color_index >= HUD_NUM_COLOR_LEVELS ) {
hud_color_index = HUD_NUM_COLOR_LEVELS - 1;
}
int flash=0;
if ( objp == Player_obj ) {
flash = hud_shield_maybe_flash(HUD_PLAYER_SHIELD_ICON, SHIELD_HIT_PLAYER, i);
} else {
flash = hud_shield_maybe_flash(HUD_TARGET_SHIELD_ICON, SHIELD_HIT_TARGET, i);
}
if ( !flash ) {
// gr_set_color_fast(&HUD_color_defaults[hud_color_index]);
if ( objp == Player_obj ) {
hud_set_gauge_color(HUD_PLAYER_SHIELD_ICON, hud_color_index);
} else {
hud_set_gauge_color(HUD_TARGET_SHIELD_ICON, hud_color_index);
}
GR_AABITMAP(sgp->first_frame+i+1, sx, sy);
}
}
// hud_set_default_color();
}
// called at beginning of level to page in all ship icons
// used in this level
void hud_ship_icon_page_in(ship_info *sip)
{
hud_frames *sgp;
if ( sip->shield_icon_index == 255 ) {
return;
}
// load in shield frames if not already loaded
Assert(sip->shield_icon_index >= 0 && sip->shield_icon_index < Hud_shield_filename_count);
sgp = &Shield_gauges[sip->shield_icon_index];
if ( sgp->first_frame == -1 ) {
sgp->first_frame = bm_load_animation(Hud_shield_filenames[sip->shield_icon_index], &sgp->num_frames);
if ( sgp->first_frame == -1 ) {
Warning(LOCATION, "Could not load in the HUD shield ani: %s\n", Hud_shield_filenames[sip->shield_icon_index]);
return;
}
}
int i;
for (i=0; i<sgp->num_frames; i++ ) {
bm_page_in_aabitmap(sgp->first_frame+i);
}
}
// ------------------------------------------------------------------
// hud_shield_equalize()
//
// Equalize the four shield quadrants for an object
//
void hud_shield_equalize(object *objp, player *pl)
{
float strength;
int idx;
int all_equal = 1;
Assert(objp != NULL);
if(objp == NULL){
return;
}
Assert(pl != NULL);
if(pl == NULL){
return;
}
Assert(objp->type == OBJ_SHIP);
if(objp->type != OBJ_SHIP){
return;
}
// Goober5000 - quick out if we have no shields
// (mainly to prevent the sound if player presses Q)
if (objp->flags & OF_NO_SHIELDS)
{
return;
}
// are all quadrants equal?
for(idx=0; idx<MAX_SHIELD_SECTIONS-1; idx++){
if(objp->shield_quadrant[idx] != objp->shield_quadrant[idx+1]){
all_equal = 0;
break;
}
}
// not all equal
if(!all_equal){
strength = get_shield_strength(objp);
if ( strength != 0 ) {
// maybe impose a 2% penalty - server side and single player only
#ifndef NO_NETWORK
if(!MULTIPLAYER_CLIENT && (pl->shield_penalty_stamp < 0) || timestamp_elapsed_safe(pl->shield_penalty_stamp, 1000) ){
#else
if((pl->shield_penalty_stamp < 0) || timestamp_elapsed_safe(pl->shield_penalty_stamp, 1000) ){
#endif
strength *= 0.98f;
// reset the penalty timestamp
pl->shield_penalty_stamp = timestamp(1000);
}
set_shield_strength(objp, strength);
}
}
// beep
if ( objp == Player_obj ){
snd_play( &Snds[SND_SHIELD_XFER_OK] );
}
}
// ------------------------------------------------------------------
// hud_augment_shield_quadrant()
//
// Transfer shield energy to a shield quadrant from the three other
// quadrants. Works by trying to transfer a fixed amount of shield
// energy from the other three quadrants, taking the same percentage
// from each quadrant.
//
// input: objp => object to perform shield transfer on
// direction => which quadrant to augment:
// 0 - right
// 1 - top
// 2 - bottom
// 3 - left
//
void hud_augment_shield_quadrant(object *objp, int direction)
{
float full_shields, xfer_amount, energy_avail, percent_to_take, delta;
float max_quadrant_val;
int i;
Assert(direction >= 0 && direction < 4);
Assert(objp->type == OBJ_SHIP);
full_shields = Ships[objp->instance].ship_initial_shield_strength;
xfer_amount = full_shields * SHIELD_TRANSFER_PERCENT;
max_quadrant_val = full_shields/4.0f;
if ( (objp->shield_quadrant[direction] + xfer_amount) > max_quadrant_val )
xfer_amount = max_quadrant_val - objp->shield_quadrant[direction];
Assert(xfer_amount >= 0);
if ( xfer_amount == 0 ) {
// TODO: provide a feedback sound
return;
}
else {
snd_play( &Snds[SND_SHIELD_XFER_OK] );
}
energy_avail = 0.0f;
for ( i = 0; i < MAX_SHIELD_SECTIONS; i++ ) {
if ( i == direction )
continue;
energy_avail += objp->shield_quadrant[i];
}
percent_to_take = xfer_amount/energy_avail;
if ( percent_to_take > 1.0f )
percent_to_take = 1.0f;
for ( i = 0; i < MAX_SHIELD_SECTIONS; i++ ) {
if ( i == direction )
continue;
delta = percent_to_take * objp->shield_quadrant[i];
objp->shield_quadrant[i] -= delta;
Assert(objp->shield_quadrant[i] >= 0 );
objp->shield_quadrant[direction] += delta;
if ( objp->shield_quadrant[direction] > max_quadrant_val )
objp->shield_quadrant[direction] = max_quadrant_val;
}
}
// Try to find a match between filename and the names inside
// of Hud_shield_filenames. This will provide us with an
// association of ship class to shield icon information.
void hud_shield_assign_info(ship_info *sip, char *filename)
{
ubyte i;
for ( i = 0; i < Hud_shield_filename_count; i++ ) {
if ( !stricmp(filename, Hud_shield_filenames[i]) ) {
sip->shield_icon_index = i;
}
}
}
void hud_show_mini_ship_integrity(object *objp, int x_force, int y_force)
{
char text_integrity[64];
int numeric_integrity;
float p_target_integrity,initial_hull;
int nx, ny;
initial_hull = Ships[objp->instance].ship_initial_hull_strength;
if ( initial_hull <= 0 ) {
Int3(); // illegal initial hull strength
p_target_integrity = 0.0f;
} else {
p_target_integrity = objp->hull_strength / initial_hull;
if (p_target_integrity < 0){
p_target_integrity = 0.0f;
}
}
numeric_integrity = fl2i(p_target_integrity*100 + 0.5f);
if(numeric_integrity > 100){
numeric_integrity = 100;
}
// Assert(numeric_integrity <= 100);
// base coords
nx = (x_force == -1) ? Hud_mini_base[gr_screen.res][0] : x_force;
ny = (y_force == -1) ? Hud_mini_base[gr_screen.res][1] : y_force;
// 3 digit hull strength
if ( numeric_integrity == 100 ) {
nx += Hud_mini_3digit[gr_screen.res][2];
}
// 2 digit hull strength
else if ( numeric_integrity < 10 ) {
nx += Hud_mini_1digit[gr_screen.res][2];
}
// 1 digit hull strength
else {
nx += Hud_mini_2digit[gr_screen.res][2];
}
if ( numeric_integrity == 0 ) {
if ( p_target_integrity > 0 ) {
numeric_integrity = 1;
}
}
nx += fl2i( HUD_offset_x );
ny += fl2i( HUD_offset_y );
sprintf(text_integrity, "%d", numeric_integrity);
if ( numeric_integrity < 100 ) {
hud_num_make_mono(text_integrity);
}
gr_string(nx, ny, text_integrity);
}
// Draw the miniature shield icon that is drawn near the reticle
void hud_shield_show_mini(object *objp, int x_force, int y_force, int x_hull_offset, int y_hull_offset)
{
float max_shield;
int hud_color_index, range, frame_offset;
int sx, sy, i;
ship *sp;
ship_info *sip;
shield_hit_info *shi;
shi = &Shield_hit_data[SHIELD_HIT_TARGET];
if ( objp->type != OBJ_SHIP ) {
return;
}
sp = &Ships[objp->instance];
sip = &Ship_info[sp->ship_info_index];
hud_set_gauge_color(HUD_TARGET_MINI_ICON);
if (!Shield_mini_loaded)
return;
sx = (x_force == -1) ? Shield_mini_coords[gr_screen.res][0]+fl2i(HUD_offset_x) : x_force;
sy = (y_force == -1) ? Shield_mini_coords[gr_screen.res][1]+fl2i(HUD_offset_y) : y_force;
// draw the ship first
hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, HULL_HIT_OFFSET);
hud_show_mini_ship_integrity(objp,x_force + x_hull_offset,y_force + y_hull_offset);
// draw the four quadrants
// Draw shield quadrants at one of NUM_SHIELD_LEVELS
max_shield = sp->ship_initial_shield_strength/4.0f;
for ( i = 0; i < 4; i++ ) {
if ( objp->flags & OF_NO_SHIELDS ) {
break;
}
if ( objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f ) {
continue;
}
if ( hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, i) ) {
frame_offset = i+4;
} else {
frame_offset = i;
}
range = HUD_color_alpha;
hud_color_index = fl2i( (objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range + 0.5);
Assert(hud_color_index >= 0 && hud_color_index <= range);
if ( hud_color_index < 0 ) {
hud_color_index = 0;
}
if ( hud_color_index >= HUD_NUM_COLOR_LEVELS ) {
hud_color_index = HUD_NUM_COLOR_LEVELS - 1;
}
if ( hud_gauge_maybe_flash(HUD_TARGET_MINI_ICON) == 1) {
// hud_set_bright_color();
hud_set_gauge_color(HUD_TARGET_MINI_ICON, HUD_C_BRIGHT);
} else {
// gr_set_color_fast(&HUD_color_defaults[hud_color_index]);
hud_set_gauge_color(HUD_TARGET_MINI_ICON, hud_color_index);
}
GR_AABITMAP(Shield_mini_gauge.first_frame + frame_offset, sx, sy);
}
// hud_set_default_color();
}
// reset the shield_hit_info data structure
void shield_info_reset(shield_hit_info *shi)
{
int i;
shi->shield_hit_status = 0;
shi->shield_show_bright = 0;
for ( i = 0; i < NUM_SHIELD_HIT_MEMBERS; i++ ) {
shi->shield_hit_timers[i] = 1;
shi->shield_hit_next_flash[i] = 1;
}
}
// reset the timers and hit flags for the shield gauges
//
// This needs to be called whenever the player selects a new target
//
// input: player => optional parameter (default value 0). This is to indicate that player shield hit
// info should be reset. This is normally not the case.
// is for the player's current target
void hud_shield_hit_reset(int player)
{
shield_hit_info *shi;
if (player) {
shi = &Shield_hit_data[SHIELD_HIT_PLAYER];
} else {
shi = &Shield_hit_data[SHIELD_HIT_TARGET];
}
shield_info_reset(shi);
}
// called once per frame to update the state of Shield_hit_status based on the Shield_hit_timers[]
void hud_shield_hit_update()
{
int i, j, limit;
limit = 1;
if ( Player_ai->target_objnum >= 0 ) {
limit = 2;
}
for ( i = 0; i < limit; i++ ) {
for ( j = 0; j < NUM_SHIELD_HIT_MEMBERS; j++ ) {
if ( timestamp_elapsed(Shield_hit_data[i].shield_hit_timers[j]) ) {
Shield_hit_data[i].shield_hit_status &= ~(1<<j);
Shield_hit_data[i].shield_show_bright &= ~(1<<j);
}
}
}
}
// called when a shield quadrant is struct, so we can update the timer that will draw the quadrant
// as flashing
//
// input:
// objp => object pointer for ship that has been hit
// quadrant => quadrant of shield getting hit (-1 if no shield is present)
void hud_shield_quadrant_hit(object *objp, int quadrant)
{
shield_hit_info *shi;
int num;
if ( objp->type != OBJ_SHIP )
return;
hud_escort_ship_hit(objp, quadrant);
hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
if ( OBJ_INDEX(objp) == Player_ai->target_objnum ) {
shi = &Shield_hit_data[SHIELD_HIT_TARGET];
} else if ( objp == Player_obj ) {
shi = &Shield_hit_data[SHIELD_HIT_PLAYER];
} else {
return;
}
if ( quadrant >= 0 ) {
num = Quadrant_xlate[quadrant];
shi->shield_hit_timers[num] = timestamp(300);
} else {
shi->shield_hit_timers[HULL_HIT_OFFSET] = timestamp(SHIELD_HIT_DURATION_SHORT);
hud_targetbox_start_flash(TBOX_FLASH_HULL);
}
}
void hudshield_page_in()
{
bm_page_in_aabitmap( Shield_mini_gauge.first_frame, Shield_mini_gauge.num_frames );
}