Files
fs2open.github.com/code/hud/hudescort.cpp
T
zookeeper 54a4f26146 Replaced shield_hit_info in escort_info with its own simple set of timer variables. Fixes Mantis #2966 and makes the code simpler and safer.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10185 387891d4-d844-0410-90c0-e4c51a9137d3
2013-12-08 19:52:56 +10:00

1084 lines
27 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 "object/object.h"
#include "ship/ship.h"
#include "globalincs/linklist.h"
#include "hud/hud.h"
#include "hud/hudmessage.h"
#include "hud/hudtargetbox.h"
#include "hud/hudescort.h"
#include "hud/hudshield.h"
#include "gamesnd/gamesnd.h"
#include "graphics/font.h"
#include "io/timer.h"
#include "weapon/emp.h"
#include "globalincs/alphacolors.h"
#include "globalincs/systemvars.h"
#include "playerman/player.h"
#include "hud/hudparse.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "iff_defs/iff_defs.h"
#include "parse/parselo.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;
//int Escort_gauge_y[MAX_ESCORT_SHIPS] = { 219, 230, 241 };
/*
int Escort_gauge_text_coords[GR_NUM_RESOLUTIONS][MAX_ESCORT_SHIPS][4][2] =
{
{ // GR_640
{
{489,219},
{599,212},
{604,219},
{474,219}
},
{
{489,230},
{599,223},
{604,230},
{474,230}
},
{
{489,241},
{599,234},
{604,241},
{474,241}
},
},
{ // GR_1024
{
{869,343},
{973,338},
{981,343},
{854,343}
},
{
{869,354},
{973,349},
{981,354},
{854,354}
},
{
{869,365},
{973,360},
{981,365},
{854,365}
},
}
};
// escort gauge coords
int Escort_coords[GR_NUM_RESOLUTIONS][4][2] = {
{ // GR_640
{486, 206},
{486, 219},
{486, 230},
{486, 241}
},
{ // GR_1024
{865, 330},
{865, 343},
{865, 354},
{865, 365}
}
};
// monitoring text coords
int Monitoring_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
489, 208
},
{ // GR_1024
869, 331
}
};
char *Escort_gauge_filenames[GR_NUM_RESOLUTIONS][MAX_ESCORT_SHIPS] =
{
//XSTR:OFF
{ // GR_640
"escort1",
"escort2",
"escort3"
},
{ // GR_1024
"escort1",
"escort2",
"escort3"
}
//XSTR:ON
};*/
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::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 & SF_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->ship_name);
gr_force_fit_string(buf, 255, ship_name_max_width);
end_string_at_first_hash_symbol(buf);
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 = fl2i(integrity*100 + 0.5f);
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);
gr_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 &= ~SF_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 & SF_ESCORT) ){
continue;
}
// only process ships that can be seen by sensors
if ( (Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS) ){
continue;
}
// don't process most stealth ships
if ( (Ships[objp->instance].flags2 & SF2_STEALTH) )
{
if ( Ships[objp->instance].team == Player_ship->team )
{
// friendly stealths are only not seen when explicitly specified
if ( Ships[objp->instance].flags2 & SF2_FRIENDLY_STEALTH_INVIS )
{
continue;
}
}
// non-friendly stealths are never seen
else
{
continue;
}
}
// don't process objects that should be dead
if ( objp->flags & OF_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 &= ~SF_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 & OF_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 & SF_HIDDEN_FROM_SENSORS)
|| ((Ships[shipnum].flags2 & SF2_STEALTH) && ((Ships[shipnum].team != Player_ship->team) || (Ships[shipnum].flags2 & SF2_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, XSTR( "Escort view enabled", 286));
} else {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, 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 |= SF_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( &Snds[SND_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( &Snds[SND_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( &Snds[SND_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;
}
}
}