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* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
---------
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
1075 lines
27 KiB
C++
1075 lines
27 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "globalincs/linklist.h"
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#include "globalincs/systemvars.h"
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#include "hud/hudescort.h"
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#include "hud/hudmessage.h"
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#include "hud/hudparse.h"
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#include "hud/hudshield.h"
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#include "hud/hudtargetbox.h"
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#include "iff_defs/iff_defs.h"
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#include "io/timer.h"
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#include "network/multi.h"
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#include "network/multiutil.h"
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#include "object/object.h"
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#include "parse/parselo.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "weapon/emp.h"
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static int Show_escort_view;
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typedef struct escort_info
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{
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int objnum;
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int obj_signature; // so we are sure we have a valid objnum
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int priority; // higher priority is higher in the list
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short np_id; // netplayer id (for multiplayer dogfight mode)
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// These parallel the way the shield_hit_info struct works; intentionally
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// not using it here because this is a lot simpler and less error-prone
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int escort_hit_timer;
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int escort_hit_next_flash;
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bool escort_show_bright;
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escort_info() : objnum(-1), obj_signature(-1), priority(-1), np_id(-1),
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escort_hit_timer(0), escort_hit_next_flash(0), escort_show_bright(false) {}
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} escort_info;
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static SCP_list<escort_info> Escort_ships;
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int Max_escort_ships = 3;
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static int Last_target_index; // index into Escort_gauges for last targeted via 'Next Escort Target' key
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static SCP_list<escort_info>::iterator get_escort_entry_from_index(int index)
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{
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int e_idx = 0;
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auto it = Escort_ships.begin();
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while ( (e_idx != index) && (it != Escort_ships.end()) ) {
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++it;
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++e_idx;
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}
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return it;
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}
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HudGaugeEscort::HudGaugeEscort():
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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)
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{
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}
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void HudGaugeEscort::initHeaderText(const char *text)
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{
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strcpy_s(header_text, text);
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}
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void HudGaugeEscort::initHeaderTextOffsets(int x, int y)
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{
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header_text_offsets[0] = x;
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header_text_offsets[1] = y;
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}
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void HudGaugeEscort::initListStartOffsets(int x, int y)
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{
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list_start_offsets[0] = x;
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list_start_offsets[1] = y;
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}
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void HudGaugeEscort::initEntryHeight(int h)
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{
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entry_h = h;
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}
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void HudGaugeEscort::initEntryStaggerWidth(int w)
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{
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entry_stagger_w = w;
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}
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void HudGaugeEscort::initBottomBgOffset(int offset)
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{
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bottom_bg_offset = offset;
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}
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void HudGaugeEscort::initShipNameOffsets(int x, int y)
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{
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ship_name_offsets[0] = x;
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ship_name_offsets[1] = y;
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}
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void HudGaugeEscort::initShipIntegrityOffsets(int x, int y)
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{
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ship_integrity_offsets[0] = x;
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ship_integrity_offsets[1] = y;
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}
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void HudGaugeEscort::initShipStatusOffsets(int x, int y)
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{
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ship_status_offsets[0] = x;
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ship_status_offsets[1] = y;
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}
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void HudGaugeEscort::initShipNameMaxWidth(int w)
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{
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ship_name_max_width = w;
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}
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void HudGaugeEscort::initRightAlignNames(bool align)
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{
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right_align_names = align;
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}
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void HudGaugeEscort::initBitmaps(const char *fname_top, const char *fname_middle, const char *fname_bottom)
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{
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Escort_gauges[0].first_frame = bm_load_animation(fname_top, &Escort_gauges[0].num_frames);
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if (Escort_gauges[0].first_frame == -1) {
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Warning(LOCATION, "Could not load in ani: %s\n", fname_top);
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return;
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}
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Escort_gauges[1].first_frame = bm_load_animation(fname_middle, &Escort_gauges[1].num_frames);
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if (Escort_gauges[1].first_frame == -1) {
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Warning(LOCATION, "Could not load in ani: %s\n", fname_middle);
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return;
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}
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Escort_gauges[2].first_frame = bm_load_animation(fname_bottom, &Escort_gauges[2].num_frames);
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if (Escort_gauges[2].first_frame == -1) {
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Warning(LOCATION, "Could not load in ani: %s\n", fname_bottom);
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return;
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}
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}
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void HudGaugeEscort::pageIn()
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{
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int i;
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for ( i = 0; i < NUM_ESCORT_FRAMES; i++ ) {
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bm_page_in_aabitmap( Escort_gauges[i].first_frame, Escort_gauges[i].num_frames);
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}
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}
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int HudGaugeEscort::setGaugeColorEscort(int index, int team)
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{
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int is_flashing = 0;
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int is_bright = 0;
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int seen_from_team = (Player_ship != NULL) ? Player_ship->team : -1;
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int objnum = -1;
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// multiplayer dogfight
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if(MULTI_DOGFIGHT)
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{
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setGaugeColor();
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return 0;
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}
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auto eship = get_escort_entry_from_index(index);
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if (eship == Escort_ships.end()) {
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return 0;
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}
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if ( (Game_mode & GM_MULTIPLAYER) && (eship->np_id >= 0) ) {
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int np_index = find_player_index(eship->np_id);
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if ( (np_index >= 0) && (Net_players[np_index].m_player != nullptr) ) {
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objnum = Net_players[np_index].m_player->objnum;
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}
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} else {
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objnum = eship->objnum;
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}
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if (objnum < 0) {
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return 0;
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}
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// set flashing color
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if (!timestamp_elapsed(eship->escort_hit_timer))
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{
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is_flashing = 1;
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if (eship->escort_show_bright)
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{
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is_bright = 1;
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}
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}
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// Goober5000 - now base this on team color
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gr_set_color_fast(iff_get_color_by_team_and_object(team, seen_from_team, is_bright, &Objects[objnum]));
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// Goober5000 - an alternative; same as original but incorporating teams for non-friendlies
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/*
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if ((seen_from_team == team) || (seen_from_team < 0)) // :V: sez assume friendly if Player_ship is NULL
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hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
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else
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gr_set_color_fast(iff_get_color_by_team(team, seen_from_team, is_bright));
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*/
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// Goober5000 - original color logic
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/*
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if ((seen_from_team == team) || (seen_from_team < 0)) // :V: sez assume friendly if Player_ship is NULL
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hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
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else
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gr_set_color_fast(is_bright ? &Color_bright_red : &Color_red);
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*/
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return is_flashing;
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}
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void HudGaugeEscort::render(float /*frametime*/, bool config)
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{
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if (Escort_gauges[0].first_frame < 0)
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return;
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if (!config && !Show_escort_view ) {
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return;
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}
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if (!config && Escort_ships.empty() ) {
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return;
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}
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int x = position[0];
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int y = position[1];
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float scale = 1.0;
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if (config) {
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std::tie(x, y, scale) = hud_config_convert_coord_sys(position[0], position[1], base_w, base_h);
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}
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// hud_set_default_color();
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setGaugeColor(HUD_C_NONE, config);
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// draw the top of the escort view
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renderBitmap(Escort_gauges[0].first_frame, x, y, scale, config);
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renderString(x + fl2i(header_text_offsets[0] * scale), y + fl2i(header_text_offsets[1] * scale), header_text, scale, config);
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int lx = x + fl2i(list_start_offsets[0] * scale);
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int ly = y + fl2i(list_start_offsets[1] * scale);
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//This is temporary. Oh really?
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int num_escort_ships = config ? 2 : std::min(hud_escort_num_ships_on_list(), Max_escort_ships) - 1;
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if (num_escort_ships > 0) {
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for (int i = 0; i < num_escort_ships; i++) {
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renderBitmap(Escort_gauges[1].first_frame, lx, ly, scale, config);
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renderIcon(lx, ly, i, scale, config);
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// Apply offset for next entry
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lx += fl2i(entry_stagger_w * scale);
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ly += fl2i(entry_h * scale);
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}
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}
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// Show the last escort entry (already positioned correctly)
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renderBitmap(Escort_gauges[2].first_frame, lx, ly + fl2i(bottom_bg_offset * scale), scale, config);
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renderIcon(lx, ly, num_escort_ships, scale, config);
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// Now that we know the height of the list, we can send the coords to hud config
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if (config) {
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int bmw, bmh;
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bm_get_info(Escort_gauges[2].first_frame, &bmw, &bmh);
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hud_config_set_mouse_coords(gauge_config_id, x, lx + fl2i(bmw * scale), y, ly + fl2i(bmh * scale));
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}
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}
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// draw the shield icon and integrity for the escort ship
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void HudGaugeEscort::renderIcon(int x, int y, int index, float scale, bool config)
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{
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if(!config && MULTI_DOGFIGHT && index <= 2)
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{
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renderIconDogfight(x, y, index);
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return;
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}
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auto eship = get_escort_entry_from_index(index);
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if (!config && eship == Escort_ships.end()) {
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return;
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}
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int objnum = -1;
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if (!config) {
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if ((Game_mode & GM_MULTIPLAYER) && (eship->np_id >= 0)) {
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int np_index = find_player_index(eship->np_id);
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if (np_index >= 0) {
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objnum = Net_players[np_index].m_player->objnum;
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// this can occassionally happen in multi when a player still needs to respawn.
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if (objnum < 0 || Objects[objnum].type != OBJ_SHIP) {
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return;
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}
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}
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} else {
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objnum = eship->objnum;
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}
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if (objnum < 0) {
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return;
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}
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}
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object* objp = nullptr;
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ship* sp = nullptr;
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if (!config) {
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objp = &Objects[objnum];
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sp = &Ships[objp->instance];
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// determine if its "friendly" or not
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// Goober5000 - changed in favor of just passing the team
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setGaugeColorEscort(index, sp->team);
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} else {
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// For config we do friendly, friendly disable, and hostile in that order
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// But try to find defined IFFs that match, else just use red and green
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bool found;
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switch (index) {
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case 2:
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// Try to find hostile
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found = false;
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for (iff_info& iff : Iff_info) {
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if (!stricmp(iff.iff_name, "hostile")) {
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gr_set_color_fast(iff_get_color(iff.color_index, false));
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found = true;
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break;
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}
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}
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if (!found) {
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gr_set_color_fast(&Color_bright_red);
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}
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break;
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default:
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// Try to find friendly
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found = false;
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for (iff_info& iff : Iff_info) {
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if (!stricmp(iff.iff_name, "friendly")) {
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gr_set_color_fast(iff_get_color(iff.color_index, false));
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found = true;
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break;
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}
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}
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if (!found) {
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gr_set_color_fast(&Color_bright_green);
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}
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break;
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}
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}
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// draw a 'D' if a ship is disabled
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if ((config && index == 1) || (!config && (( (sp->flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(sp, SUBSYSTEM_ENGINE)) )))) {
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renderString( x + fl2i(ship_status_offsets[0] * scale), y + fl2i(ship_status_offsets[1] * scale), EG_NULL, XSTR( "D", 284), scale, config);
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}
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// print out ship name
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// original behavior replaced with similar logic to hudtargetbox.cpp, except
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// if the name is hidden, it's replaced with the class name.
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char buf[256];
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if (!config) {
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if (((Iff_info[sp->team].flags & IFFF_WING_NAME_HIDDEN) && (sp->wingnum != -1)) ||
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(sp->flags[Ship::Ship_Flags::Hide_ship_name])) {
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// If we're hiding the ship name, we probably shouldn't append the callsign either
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hud_stuff_ship_class(buf, sp);
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} else {
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hud_stuff_ship_name(buf, sp);
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if (!Dont_show_callsigns_in_escort_list) {
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// maybe concatenate the callsign
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if (*buf) {
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char callsign[NAME_LENGTH];
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hud_stuff_ship_callsign(callsign, sp);
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if (*callsign)
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sprintf(&buf[strlen(buf)], " (%s)", callsign);
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}
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// maybe substitute the callsign
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else {
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hud_stuff_ship_callsign(buf, sp);
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}
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}
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}
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} else {
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switch (index) {
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case 0:
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strcpy(buf, "Friendly Ship");
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break;
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case 1:
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strcpy(buf, "Friendly Disabled Ship");
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break;
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case 2:
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strcpy(buf, "Hostile Ship");
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break;
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default:
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strcpy(buf, "Escort Ship");
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break;
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}
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}
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const int w = font::force_fit_string(buf, 255, fl2i(ship_name_max_width * scale), scale);
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if (right_align_names) {
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renderString( x + fl2i(ship_name_offsets[0] * scale) + fl2i(ship_name_max_width * scale) - w, y + fl2i(ship_name_offsets[1] * scale), EG_ESCORT1 + index, buf, scale, config);
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} else {
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renderString( x + fl2i(ship_name_offsets[0] * scale), y + fl2i(ship_name_offsets[1] * scale), EG_ESCORT1 + index, buf, scale, config);
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}
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int screen_integrity;
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// show ship integrity
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float integrity = 0.0f;
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if (!config) {
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float shields;
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hud_get_target_strength(objp, &shields, &integrity);
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screen_integrity = fl2i(std::lround(integrity * 100));
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} else {
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switch (index) {
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case 1:
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screen_integrity = 25;
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break;
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case 2:
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screen_integrity = 50;
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break;
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default:
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screen_integrity = 100;
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break;
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}
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}
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// set offsets based on integrity
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int offset = 0;
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if (screen_integrity < 100) {
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offset = 2;
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if (screen_integrity == 0) {
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if (integrity > 0) {
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screen_integrity = 1;
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}
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}
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}
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renderPrintfWithGauge( x+fl2i(ship_integrity_offsets[0] * scale) + offset, y+fl2i(ship_integrity_offsets[1] * scale), EG_NULL, scale, config, "%d", screen_integrity);
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//Let's be nice.
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setGaugeColor(HUD_C_NONE, config);
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}
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|
|
|
// multiplayer dogfight
|
|
void HudGaugeEscort::renderIconDogfight(int x, int y, int index)
|
|
{
|
|
int hull_integrity = 100;
|
|
char buf[256];
|
|
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){
|
|
renderPrintfWithGauge( x+ship_integrity_offsets[0] - stat_shift, y+ship_integrity_offsets[1], EG_NULL, 1.0f, false, "%d", Net_players[np_index].m_player->stats.m_kill_count_ok);
|
|
} else {
|
|
renderPrintfWithGauge( x+ship_integrity_offsets[0] - stat_shift, y+ship_integrity_offsets[1], EG_NULL, 1.0f, false, "(%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;
|
|
}
|
|
|
|
Assertion(objnum >= 0, "Invalid objnum passed to hud_add_ship_to_escort()!");
|
|
if (objnum < 0) {
|
|
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(const 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_FLASH_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;
|
|
}
|
|
}
|
|
}
|