Files
fs2open.github.com/code/hud/hudwingmanstatus.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

661 lines
17 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 <ctype.h> // for 'tolower'
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "hud/hudtargetbox.h"
#include "hud/hudwingmanstatus.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "mission/missionparse.h"
#include "network/multi.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/emp.h"
#define HUD_WINGMAN_STATUS_NUM_FRAMES 5
#define BACKGROUND_LEFT 0
#define BACKGROUND_MIDDLE 1
#define BACKGROUND_RIGHT 2
#define WINGMAN_STATUS_DOTS 3
#define WINGMAN_STATUS_NAMES 4
#define HUD_WINGMAN_STATUS_NONE 0 // wingman doesn't exist
#define HUD_WINGMAN_STATUS_DEAD 1 // wingman has died
#define HUD_WINGMAN_STATUS_ALIVE 2 // wingman is in the mission
#define HUD_WINGMAN_STATUS_NOT_HERE 3 // wingman hasn't arrived, or has departed
typedef struct Wingman_status
{
int ignore; // set to 1 when we should ignore this item -- used in team v. team
int used;
float hull[MAX_SHIPS_PER_WING]; // 0.0 -> 1.0
int status[MAX_SHIPS_PER_WING]; // HUD_WINGMAN_STATUS_*
} wingman_status;
wingman_status HUD_wingman_status[MAX_SQUADRON_WINGS];
#define HUD_WINGMAN_UPDATE_STATUS_INTERVAL 200
static int HUD_wingman_update_timer;
static int HUD_wingman_flash_duration[MAX_SQUADRON_WINGS][MAX_SHIPS_PER_WING];
static int HUD_wingman_flash_next[MAX_SQUADRON_WINGS][MAX_SHIPS_PER_WING];
static int HUD_wingman_flash_is_bright;
// flag a player wing ship as destroyed
void hud_set_wingman_status_dead(int wing_index, int wing_pos)
{
Assert(wing_index >= 0 && wing_index < MAX_SQUADRON_WINGS);
Assert(wing_pos >= 0 && wing_pos < MAX_SHIPS_PER_WING);
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_DEAD;
}
// flags a given player wing ship as departed
void hud_set_wingman_status_departed(int wing_index, int wing_pos)
{
Assert(wing_index >= 0 && wing_index < MAX_SQUADRON_WINGS);
Assert(wing_pos >= 0 && wing_pos < MAX_SHIPS_PER_WING);
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_NOT_HERE;
}
// flags a given player wing ship as not existing
void hud_set_wingman_status_none( int wing_index, int wing_pos)
{
int i;
Assert(wing_index >= 0 && wing_index < MAX_SQUADRON_WINGS);
Assert(wing_pos >= 0 && wing_pos < MAX_SHIPS_PER_WING);
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_NONE;
int used = 0;
for ( i = 0; i < MAX_SHIPS_PER_WING; i++ ) {
if ( HUD_wingman_status[wing_index].status[i] != HUD_WINGMAN_STATUS_NONE ) {
used = 1;
break;
}
}
HUD_wingman_status[wing_index].used = used;
}
// flags a given player wing ship as "alive" (for multiplayer respawns )
void hud_set_wingman_status_alive( int wing_index, int wing_pos)
{
Assert(wing_index >= 0 && wing_index < MAX_SQUADRON_WINGS);
Assert(wing_pos >= 0 && wing_pos < MAX_SHIPS_PER_WING);
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_ALIVE;
}
void hud_wingman_status_init_late_wings()
{
/*
int i, j, wing_index;
for ( i = 0; i < Num_wings; i++ ) {
wing_index = ship_squadron_wing_lookup(Wings[i].name);
if ( (wing_index >= 0) && (Wings[i].total_arrived_count == 0) ) {
HUD_wingman_status[wing_index].used = 1;
for (j = 0; j < Wings[i].wave_count; j++) {
HUD_wingman_status[wing_index].status[j] = HUD_WINGMAN_STATUS_NOT_HERE;
}
}
}
*/
}
// function which marks the other team wing as not used for the wingman status gauge
void hud_wingman_kill_multi_teams()
{
int wing_index;
// do nothing in single player or non team v. team games
if ( Game_mode & GM_NORMAL )
return;
if ( !IS_MISSION_MULTI_TEAMS )
return;
Assert(MAX_TVT_WINGS == 2); // Goober5000
wing_index = -1;
if ( Net_player->p_info.team == 0 )
wing_index = 1;
else if ( Net_player->p_info.team == 1 )
wing_index = 0;
if ( wing_index == -1 )
return;
HUD_wingman_status[wing_index].ignore = 1;
}
// called once per level to init the wingman status gauge. Loads in the frames the first time
void hud_init_wingman_status_gauge()
{
int i, j;
hud_wingman_status_init_flash();
HUD_wingman_update_timer=timestamp(0); // update status right away
for (i = 0; i < MAX_SQUADRON_WINGS; i++) {
HUD_wingman_status[i].ignore = 0;
HUD_wingman_status[i].used = 0;
for ( j = 0; j < MAX_SHIPS_PER_WING; j++ ) {
HUD_wingman_status[i].status[j] = HUD_WINGMAN_STATUS_NONE;
}
}
hud_wingman_status_init_late_wings();
hud_wingman_kill_multi_teams();
hud_wingman_status_update();
}
// Update the status of the wingman status
void hud_wingman_status_update()
{
if ( timestamp_elapsed(HUD_wingman_update_timer) ) {
int wing_index,wing_pos;
ship_obj *so;
object *ship_objp;
ship *shipp;
HUD_wingman_update_timer=timestamp(HUD_WINGMAN_UPDATE_STATUS_INTERVAL);
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
shipp = &Ships[ship_objp->instance];
wing_index = shipp->wing_status_wing_index;
wing_pos = shipp->wing_status_wing_pos;
if ( (wing_index >= 0) && (wing_pos >= 0) && !(ship_objp->flags[Object::Object_Flags::Should_be_dead]) ) {
HUD_wingman_status[wing_index].used = 1;
if (!(shipp->is_departing()) ) {
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_ALIVE;
}
HUD_wingman_status[wing_index].hull[wing_pos] = get_hull_pct(ship_objp);
if ( HUD_wingman_status[wing_index].hull[wing_pos] <= 0 ) {
HUD_wingman_status[wing_index].status[wing_pos] = HUD_WINGMAN_STATUS_DEAD;
}
}
}
}
}
HudGaugeWingmanStatus::HudGaugeWingmanStatus():
HudGauge(HUD_OBJECT_WINGMAN_STATUS, HUD_WINGMEN_STATUS, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeWingmanStatus::initialize()
{
initFlash();
HudGauge::initialize();
}
void HudGaugeWingmanStatus::initHeaderOffsets(int x, int y)
{
header_offsets[0] = x;
header_offsets[1] = y;
}
void HudGaugeWingmanStatus::initFixedHeaderPosition(bool fixed)
{
fixed_header_position = fixed;
}
void HudGaugeWingmanStatus::initLeftFrameEndX(int x)
{
left_frame_end_x = x;
}
void HudGaugeWingmanStatus::initSingleWingOffsets(int x, int y)
{
single_wing_offsets[0] = x;
single_wing_offsets[1] = y;
}
void HudGaugeWingmanStatus::initMultipleWingOffsets(int x, int y)
{
multiple_wing_offsets[0] = x;
multiple_wing_offsets[1] = y;
}
void HudGaugeWingmanStatus::initWingWidth(int w)
{
wing_width = w;
}
void HudGaugeWingmanStatus::initRightBgOffset(int offset)
{
right_frame_start_offset = offset;
}
void HudGaugeWingmanStatus::initWingNameOffsets(int x, int y)
{
wing_name_offsets[0] = x;
wing_name_offsets[1] = y;
}
void HudGaugeWingmanStatus::initWingmate1Offsets(int x, int y)
{
wingmate_offsets[0][0] = x;
wingmate_offsets[0][1] = y;
}
void HudGaugeWingmanStatus::initWingmate2Offsets(int x, int y)
{
wingmate_offsets[1][0] = x;
wingmate_offsets[1][1] = y;
}
void HudGaugeWingmanStatus::initWingmate3Offsets(int x, int y)
{
wingmate_offsets[2][0] = x;
wingmate_offsets[2][1] = y;
}
void HudGaugeWingmanStatus::initWingmate4Offsets(int x, int y)
{
wingmate_offsets[3][0] = x;
wingmate_offsets[3][1] = y;
}
void HudGaugeWingmanStatus::initWingmate5Offsets(int x, int y)
{
wingmate_offsets[4][0] = x;
wingmate_offsets[4][1] = y;
}
void HudGaugeWingmanStatus::initWingmate6Offsets(int x, int y)
{
wingmate_offsets[5][0] = x;
wingmate_offsets[5][1] = y;
}
void HudGaugeWingmanStatus::initBitmaps(char *fname_left, char *fname_middle, char *fname_right, char *fname_dots)
{
Wingman_status_left.first_frame = bm_load_animation(fname_left, &Wingman_status_left.num_frames);
if ( Wingman_status_left.first_frame == -1 ) {
Warning(LOCATION, "Error loading %s\n", fname_left);
}
Wingman_status_middle.first_frame = bm_load_animation(fname_middle, &Wingman_status_middle.num_frames);
if ( Wingman_status_middle.first_frame == -1 ) {
Warning(LOCATION, "Error loading %s\n", fname_middle);
}
Wingman_status_right.first_frame = bm_load_animation(fname_right, &Wingman_status_right.num_frames);
if ( Wingman_status_right.first_frame == -1 ) {
Warning(LOCATION, "Error loading %s\n", fname_right);
}
Wingman_status_dots.first_frame = bm_load_animation(fname_dots, &Wingman_status_dots.num_frames);
if ( Wingman_status_dots.first_frame == -1 ) {
Warning(LOCATION, "Error loading %s\n", fname_dots);
}
}
void HudGaugeWingmanStatus::initGrowMode(int mode) {
grow_mode = mode;
}
void HudGaugeWingmanStatus::renderBackground(int num_wings_to_draw)
{
int sx, sy, header_x, header_y, bitmap;
if((num_wings_to_draw < 1) || (num_wings_to_draw > 5)){
Int3();
return;
}
if((num_wings_to_draw > 2) && (grow_mode == GROW_LEFT)) {
// make some room for the spacers
sx = position[0] - (num_wings_to_draw - 2)*wing_width;
} else {
sx = position[0];
}
sy = position[1];
bitmap = Wingman_status_left.first_frame;
if ( bitmap > -1 ) {
renderBitmap(bitmap, sx, sy);
}
//Tell renderDots() where to start
actual_origin[0] = sx;
actual_origin[1] = sy;
// write "wingmen" on gauge
if (fixed_header_position) {
header_x = position[0] + header_offsets[0];
header_y = position[1] + header_offsets[1];
} else {
header_x = sx + header_offsets[0];
header_y = sy + header_offsets[1];
}
renderString(header_x, header_y, XSTR( "wingmen", 352));
// bring us to the end of the left portion so we can draw the last or middle bits depending on how many wings we have to draw
if ( grow_mode == GROW_DOWN ) {
sy += left_frame_end_x;
} else {
sx += left_frame_end_x;
}
bitmap = Wingman_status_middle.first_frame;
if ( grow_mode == GROW_DOWN ) {
for ( int i = 0; i < num_wings_to_draw; i++ ) {
renderBitmap(bitmap, sx, sy);
sy += wing_width;
}
sy += right_frame_start_offset;
} else {
if(num_wings_to_draw > 2 && bitmap > 0) {
for(int i = 0; i < num_wings_to_draw - 2; i++){
renderBitmap(bitmap, sx, sy);
sx += wing_width;
}
}
sx += right_frame_start_offset;
}
bitmap = Wingman_status_right.first_frame;
renderBitmap(bitmap, sx, sy);
}
void HudGaugeWingmanStatus::renderDots(int wing_index, int screen_index, int num_wings_to_draw)
{
int i, sx, sy, is_bright, bitmap = -1;
if ( Wingman_status_dots.first_frame < 0 ) {
return;
}
if(num_wings_to_draw == 1) {
sx = position[0] + single_wing_offsets[0];
sy = position[1] + single_wing_offsets[1];
} else if ( grow_mode == GROW_DOWN ) {
sx = actual_origin[0] + multiple_wing_offsets[0]; // wing_width = 35
sy = actual_origin[1] + multiple_wing_offsets[1] + screen_index*wing_width;
} else {
sx = actual_origin[0] + multiple_wing_offsets[0] + (screen_index - 1)*wing_width; // wing_width = 35
sy = actual_origin[1] + multiple_wing_offsets[1];
}
// draw wingman dots
for ( i = 0; i < MAX_SHIPS_PER_WING; i++ ) {
if ( maybeFlashStatus(wing_index, i) ) {
is_bright=1;
} else {
is_bright=0;
}
switch( HUD_wingman_status[wing_index].status[i] ) {
case HUD_WINGMAN_STATUS_ALIVE:
bitmap = Wingman_status_dots.first_frame;
if ( HUD_wingman_status[wing_index].hull[i] > 0.5f ) {
// use gauge color
setGaugeColor(is_bright ? HUD_C_BRIGHT : HUD_C_NORMAL);
} else {
gr_set_color_fast(is_bright ? &Color_bright_red : &Color_red);
}
break;
case HUD_WINGMAN_STATUS_DEAD:
gr_set_color_fast(&Color_red);
bitmap = Wingman_status_dots.first_frame+1;
break;
case HUD_WINGMAN_STATUS_NOT_HERE:
setGaugeColor(is_bright ? HUD_C_BRIGHT : HUD_C_NORMAL);
bitmap = Wingman_status_dots.first_frame+1;
break;
default:
bitmap=-1;
break;
} // end swtich
if ( bitmap > -1 ) {
renderBitmap(bitmap, sx + wingmate_offsets[i][0], sy + wingmate_offsets[i][1]);
}
}
// draw wing name
sx += wing_name_offsets[0];
sy += wing_name_offsets[1];
setGaugeColor();
// Goober5000 - get the lowercase abbreviation
char abbrev[4];
abbrev[0] = (char) tolower(Squadron_wing_names[wing_index][0]);
abbrev[1] = (char) tolower(Squadron_wing_names[wing_index][1]);
abbrev[2] = (char) tolower(Squadron_wing_names[wing_index][2]);
abbrev[3] = '\0';
// Goober5000 - center it (round the offset rather than truncate it)
int abbrev_width;
gr_get_string_size(&abbrev_width, NULL, abbrev);
renderString(sx - (int)((float)abbrev_width/2.0f+0.5f), sy, abbrev);
}
int hud_wingman_status_wingmen_exist(int num_wings_to_draw)
{
int i, j, count = 0;
switch ( num_wings_to_draw ) {
case 0:
count = 0;
break;
case 1:
for (i = 0; i < MAX_SQUADRON_WINGS; i++) {
if ( HUD_wingman_status[i].used > 0 ) {
for ( j = 0; j < MAX_SHIPS_PER_WING; j++ ) {
if ( HUD_wingman_status[i].status[j] != HUD_WINGMAN_STATUS_NONE ) {
count++;
}
}
}
}
break;
default:
count = 2;
break;
}
if ( count > 1 ) {
return 1;
}
return 0;
}
void HudGaugeWingmanStatus::render(float frametime)
{
int i, count, num_wings_to_draw = 0;
for (i = 0; i < MAX_SQUADRON_WINGS; i++) {
if ( (HUD_wingman_status[i].used > 0) && (HUD_wingman_status[i].ignore == 0) ) {
num_wings_to_draw++;
}
}
if ( !hud_wingman_status_wingmen_exist(num_wings_to_draw) ) {
return;
}
// hud_set_default_color();
setGaugeColor();
// blit the background frames
renderBackground(num_wings_to_draw);
count = 0;
for (i = 0; i < MAX_SQUADRON_WINGS; i++) {
if ( (HUD_wingman_status[i].used <= 0) || (HUD_wingman_status[i].ignore == 1) ) {
continue;
}
renderDots(i, count, num_wings_to_draw);
count++;
}
}
// init the flashing timers for the wingman status gauge
void hud_wingman_status_init_flash()
{
int i, j;
for ( i = 0; i < MAX_SQUADRON_WINGS; i++ ) {
for ( j = 0; j < MAX_SHIPS_PER_WING; j++ ) {
HUD_wingman_flash_duration[i][j] = timestamp(0);
HUD_wingman_flash_next[i][j] = timestamp(0);
}
}
HUD_wingman_flash_is_bright = 0;
}
void HudGaugeWingmanStatus::initFlash()
{
int i, j;
for ( i = 0; i < MAX_SQUADRON_WINGS; i++ ) {
for ( j = 0; j < MAX_SHIPS_PER_WING; j++ ) {
next_flash[i][j] = timestamp(0);
}
}
flash_status = 0;
}
// start the targetbox item flashing for TBOX_FLASH_DURATION
void hud_wingman_status_start_flash(int wing_index, int wing_pos)
{
HUD_wingman_flash_duration[wing_index][wing_pos] = timestamp(TBOX_FLASH_DURATION);
}
// set the color for flashing dot
// exit: 1 => set bright color
// 0 => set default color
int hud_wingman_status_maybe_flash(int wing_index, int wing_pos)
{
int index, draw_bright=0;
index = wing_index*MAX_SHIPS_PER_WING + wing_pos;
if ( !timestamp_elapsed(HUD_wingman_flash_duration[wing_index][wing_pos]) ) {
if ( timestamp_elapsed(HUD_wingman_flash_next[wing_index][wing_pos]) ) {
HUD_wingman_flash_next[wing_index][wing_pos] = timestamp(TBOX_FLASH_INTERVAL);
HUD_wingman_flash_is_bright ^= (1<<index); // toggle between default and bright frames
}
if ( HUD_wingman_flash_is_bright & (1<<index) ) {
draw_bright=1;
}
}
return draw_bright;
}
bool HudGaugeWingmanStatus::maybeFlashStatus(int wing_index, int wing_pos)
{
int index;
bool draw_bright = false;
index = wing_index*MAX_SHIPS_PER_WING + wing_pos;
if ( !timestamp_elapsed(HUD_wingman_flash_duration[wing_index][wing_pos]) ) {
if ( timestamp_elapsed(next_flash[wing_index][wing_pos]) ) {
next_flash[wing_index][wing_pos] = timestamp(TBOX_FLASH_INTERVAL);
flash_status ^= (1<<index); // toggle between default and bright frames
}
if ( flash_status & (1<<index) ) {
draw_bright = true;
}
}
return draw_bright;
}
void hud_wingman_status_set_index(wing *wingp, ship *shipp, p_object *pobjp)
{
int wing_index;
// Check for squadron wings
wing_index = ship_squadron_wing_lookup(wingp->name);
if ( wing_index < 0 )
return;
// this wing is shown on the squadron display
shipp->wing_status_wing_index = (char) wing_index;
// for the first wave, just use the parse object position
if (wingp->current_wave == 1)
{
shipp->wing_status_wing_pos = (char) pobjp->pos_in_wing;
}
// for subsequent waves, find the first position not taken
else
{
int i, pos, wing_bitfield = 0;
// fill in all the positions currently used by this wing
for (i = 0; i < wingp->wave_count; i++)
{
pos = Ships[wingp->ship_index[i]].wing_status_wing_pos;
if (pos >= 0)
wing_bitfield |= (1<<pos);
}
// now assign the first available slot
for (i = 0; i < MAX_SHIPS_PER_WING; i++)
{
if (!(wing_bitfield & (1<<i)))
{
shipp->wing_status_wing_pos = (char) i;
break;
}
}
}
}
void HudGaugeWingmanStatus::pageIn()
{
bm_page_in_aabitmap( Wingman_status_left.first_frame, Wingman_status_left.num_frames);
bm_page_in_aabitmap( Wingman_status_middle.first_frame, Wingman_status_middle.num_frames);
bm_page_in_aabitmap( Wingman_status_right.first_frame, Wingman_status_right.num_frames);
bm_page_in_aabitmap( Wingman_status_dots.first_frame, Wingman_status_dots.num_frames);
}