/*
 * Copyright (C) Volition, Inc. 1999.  All rights reserved.
 *
 * All source code herein is the property of Volition, Inc. You may not sell 
 * or otherwise commercially exploit the source or things you created based on the 
 * source.
 *
*/ 





#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "globalincs/systemvars.h"
#include "hud/hudescort.h"
#include "hud/hudmessage.h"
#include "hud/hudparse.h"
#include "hud/hudshield.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "weapon/emp.h"


int Show_escort_view;

typedef struct escort_info
{
	int					objnum;
	int					obj_signature;	// so we are sure we have a valid objnum
	int					priority;		// higher priority is higher in the list
	short				np_id;			// netplayer id (for multiplayer dogfight mode)

	// These parallel the way the shield_hit_info struct works; intentionally
	// not using it here because this is a lot simpler and less error-prone
	int					escort_hit_timer;
	int					escort_hit_next_flash;
	bool				escort_show_bright;
} escort_info;

escort_info		Escort_ships[MAX_COMPLETE_ESCORT_LIST];
int				Num_escort_ships;
int				Max_escort_ships = 3;

//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::initRightAlignNames(bool align)
{
	right_align_names = align;
}

void HudGaugeEscort::initBitmaps(char *fname_top, char *fname_middle, char *fname_bottom)
{
	Escort_gauges[0].first_frame = bm_load_animation(fname_top, &Escort_gauges[0].num_frames);
	if (Escort_gauges[0].first_frame == -1) {
		Warning(LOCATION, "Could not load in ani: %s\n", fname_top);
		return;
	}

	Escort_gauges[1].first_frame = bm_load_animation(fname_middle, &Escort_gauges[1].num_frames);
	if (Escort_gauges[1].first_frame == -1) {
		Warning(LOCATION, "Could not load in ani: %s\n", fname_middle);
		return;
	}

	Escort_gauges[2].first_frame = bm_load_animation(fname_bottom, &Escort_gauges[2].num_frames);
	if (Escort_gauges[2].first_frame == -1) {
		Warning(LOCATION, "Could not load in ani: %s\n", fname_bottom);
		return;
	}
}

void HudGaugeEscort::pageIn()
{
	int i;

	for ( i = 0; i < NUM_ESCORT_FRAMES; i++ ) {
		bm_page_in_aabitmap( Escort_gauges[i].first_frame, Escort_gauges[i].num_frames);
	}
}

int HudGaugeEscort::setGaugeColorEscort(int index, int team)
{
	int is_flashing = 0;
	int is_bright = 0;
	int seen_from_team = (Player_ship != NULL) ? Player_ship->team : -1;

	// multiplayer dogfight
	if(MULTI_DOGFIGHT)
	{
		setGaugeColor();
		return 0;
	}
	
	// set flashing color
	if (!timestamp_elapsed(Escort_ships[index].escort_hit_timer))
	{
		is_flashing = 1;
		if (Escort_ships[index].escort_show_bright)
		{
			is_bright = 1;
		}
	}

	// Goober5000 - now base this on team color
	gr_set_color_fast(iff_get_color_by_team_and_object(team, seen_from_team, is_bright, &Objects[Escort_ships[index].objnum]));


	// Goober5000 - an alternative; same as original but incorporating teams for non-friendlies
	/*
	if ((seen_from_team == team) || (seen_from_team < 0))	// :V: sez assume friendly if Player_ship is NULL
		hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
	else
		gr_set_color_fast(iff_get_color_by_team(team, seen_from_team, is_bright));
	*/


	// Goober5000 - original color logic
	/*
	if ((seen_from_team == team) || (seen_from_team < 0))	// :V: sez assume friendly if Player_ship is NULL
		hud_set_gauge_color(HUD_ESCORT_VIEW, is_bright ? HUD_C_BRIGHT : HUD_C_DIM);
	else
		gr_set_color_fast(is_bright ? &Color_bright_red : &Color_red);
	*/


	return is_flashing;
}

void HudGaugeEscort::render(float frametime)
{
	int	i = 0;

	if ( !Show_escort_view ) {
		return;
	}

	if ( !Num_escort_ships ) {
		return;
	}

	// hud_set_default_color();
	setGaugeColor();

	// draw the top of the escort view
	renderBitmap(Escort_gauges[0].first_frame, position[0], position[1]);	
	renderString(position[0] + header_text_offsets[0], position[1] + header_text_offsets[1], header_text);

	int x = position[0] + list_start_offsets[0];
	int y = position[1] + list_start_offsets[1];

	//This is temporary
	Num_escort_ships--;
	i=0;

	if(Num_escort_ships)
	{
		for(; i < Num_escort_ships; i++)
		{
			if(i != 0)
			{
				x += entry_stagger_w;
				y += entry_h;
			}
			renderBitmap(Escort_gauges[1].first_frame, x, y);
			
			//Now we just show the ships info
			renderIcon(x, y, i);
		}

		//Increment for last entry
		x += entry_stagger_w;
		y += entry_h;
	}

	//Back to right #
	Num_escort_ships++;

	//Show the last escort entry
	renderBitmap(Escort_gauges[2].first_frame, x, y + bottom_bg_offset);
	renderIcon(x, y, i);
}

// draw the shield icon and integrity for the escort ship
void HudGaugeEscort::renderIcon(int x, int y, int index)
{
	if(MULTI_DOGFIGHT && index <= 2)
	{
		renderIconDogfight(x, y, index);
		return;
	}

	float	shields, integrity;
	int		screen_integrity, offset;
	char	buf[255];

	object	*objp	= &Objects[Escort_ships[index].objnum];
	ship	*sp		= &Ships[objp->instance];

	// determine if its "friendly" or not	
	// Goober5000 - changed in favor of just passing the team
	setGaugeColorEscort(index, sp->team);
	/*
	if(Player_ship != NULL){
		hud_escort_set_gauge_color(index, (sp->team == Player_ship->team) ? 1 : 0);
	} else {
		hud_escort_set_gauge_color(index, 1);
	}
	*/

	// draw a 'D' if a ship is disabled
	if ( (sp->flags & 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);
    end_string_at_first_hash_symbol(buf);
	const int w = gr_force_fit_string(buf, 255, ship_name_max_width);

	if (right_align_names) {
		renderString( x + ship_name_offsets[0] + ship_name_max_width - w, y + ship_name_offsets[1], EG_ESCORT1 + index, buf);
	} else {
		renderString( x + ship_name_offsets[0], y + ship_name_offsets[1], EG_ESCORT1 + index, buf);
	}

	// show ship integrity
	hud_get_target_strength(objp, &shields, &integrity);
	screen_integrity = 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;
		}
	}
}
