/* * 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 "hud/hud.h" #include "asteroid/asteroid.h" #include "cmdline/cmdline.h" #include "freespace2/freespace.h" #include "gamesnd/eventmusic.h" #include "gamesnd/gamesnd.h" #include "globalincs/alphacolors.h" #include "globalincs/linklist.h" #include "graphics/font.h" #include "hud/hudconfig.h" #include "hud/hudescort.h" #include "hud/hudets.h" #include "hud/hudlock.h" #include "hud/hudmessage.h" #include "hud/hudobserver.h" #include "hud/hudreticle.h" #include "hud/hudshield.h" #include "hud/hudsquadmsg.h" #include "hud/hudtarget.h" #include "hud/hudtargetbox.h" #include "hud/hudwingmanstatus.h" #include "hud/hudparse.h" #include "object/objectdock.h" #include "hud/hudnavigation.h" //kazan #include "io/timer.h" #include "localization/localize.h" #include "mission/missiongoals.h" #include "mission/missionmessage.h" #include "mission/missionparse.h" #include "mission/missiontraining.h" #include "missionui/redalert.h" #include "model/model.h" #include "object/object.h" #include "playerman/player.h" #include "radar/radar.h" #include "render/3d.h" #include "ai/aigoals.h" #include "ship/ship.h" #include "starfield/supernova.h" #include "weapon/emp.h" #include "weapon/weapon.h" #include "radar/radarsetup.h" #include "iff_defs/iff_defs.h" #include "network/multiutil.h" #include "network/multi_voice.h" #include "network/multi_pmsg.h" // new values for HUD alpha #define HUD_NEW_ALPHA_DIM 80 #define HUD_NEW_ALPHA_NORMAL 120 #define HUD_NEW_ALPHA_BRIGHT 220 // high contrast #define HUD_NEW_ALPHA_DIM_HI 130 #define HUD_NEW_ALPHA_NORMAL_HI 190 #define HUD_NEW_ALPHA_BRIGHT_HI 255 // Externals not related to the HUD code itself extern float View_zoom; // This is used to prevent drawing of hud (and pause popup) // globals that will control the color of the HUD gauges int HUD_color_red = 0; int HUD_color_green = 255; int HUD_color_blue = 0; int HUD_color_alpha = HUD_COLOR_ALPHA_DEFAULT; // 1 -> HUD_COLOR_ALPHA_USER_MAX int HUD_draw = 1; int HUD_contrast = 0; // high or lo contrast (for nebula, etc) // Goober5000 int HUD_disable_except_messages = 0; color HUD_color_defaults[HUD_NUM_COLOR_LEVELS]; // array of colors with different alpha blending color HUD_color_debug; // grey debug text shown on HUD static int Player_engine_snd_loop = -1; // animations for damages gauges hud_anim Target_static; hud_anim Radar_static; // HUD render frame offsets float HUD_offset_x = 0.0f; float HUD_offset_y = 0.0f; // the offset of the player's view vector and the ship forward vector in pixels (Swifty) int HUD_nose_x; int HUD_nose_y; // Global: integrity of player's target float Pl_target_integrity; int Hud_max_targeting_range; static int Hud_last_can_target; // whether Player is able to target in the last frame static int Hud_can_target_timer; // timestamp to allow target gauge to draw static once targeting functions are not allowed // centered text message gauges (collision, emp, etc) char Hud_text_flash[512] = ""; int Hud_text_flash_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 172 }, { // GR_1024 -1, 275 } }; void hud_init_text_flash_gauge(); void hud_start_text_flash(char *txt, int t); void hud_maybe_show_text_flash_icon(); // multiplayer messaging text int Multi_msg_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 5, 150 }, { // GR_1024 8, 240 } }; // multiplayer voice stuff int Voice_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 5, 165 }, { // GR_1024 8, 255 } }; // redalert downloading new orders text int Red_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 116 }, { // GR_1024 -1, 186 } }; int Red_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 124 }, { // GR_1024 -1, 194 } }; // subspace popup int Subspace_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 116 }, { // GR_1024 -1, 186 } }; int Subspace_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 100, 124 }, { // GR_1024 140, 194 } }; // message text coords int Head_message_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 7, 37 }, { // GR_1024 11, 57 } }; // ping text coords int Ping_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 560, 3 }, { // GR_1024 896, 5 } }; // supernova coords int Supernova_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 100, 100 }, { // GR_1024 170, 170 } }; // used to draw the netlag icon on the HUD hud_frames Netlag_icon; int Netlag_icon_loaded=0; int Netlag_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 386, 331 }, { // GR_1024 627, 529 } }; char Netlag_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "netlag1", "netlag1" }; // used to draw the kills gauge hud_frames Kills_gauge; int Kills_gauge_loaded = 0; int Kills_gauge_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 497, 361 }, { // GR_1024 880, 624 } }; int Kills_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 503, 365 }, { // GR_1024 886, 628 } }; int Kills_text_val_coords_gr[GR_NUM_RESOLUTIONS][2] = { { // GR_640 615, 365 }, { // GR_1024 984, 628 } }; int Kills_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 571, 365 }, { // GR_1024 954, 628 } }; char Kills_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "kills1", "kills1" }; // used to draw border around a talking head static hud_frames Head_frame_gauge; static int Head_frame_gauge_loaded = 0; int Head_frame_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 5, 35 }, { // GR_1024 5, 56 } }; char Head_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "head1", "head1" }; // mission time frame static hud_frames Mission_time_gauge; static int Mission_time_gauge_loaded = 0; int Mission_time_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 587, 448 }, { // GR_1024 969, 716 } }; int Mission_time_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 591, 452 }, { // GR_1024 973, 720 } }; int Mission_time_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 613, 460 }, { // GR_640 995, 728 } }; char Mission_time_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "time1", "time1" }; // used to draw the hud support view static hud_frames Support_view_gauge; static int Support_view_gauge_loaded = 0; static int Hud_support_view_active; static int Hud_support_view_abort; // active when we need to display abort message static int Hud_support_view_fade; // timer static int Hud_support_obj_sig, Hud_support_objnum, Hud_support_target_sig; int Support_view_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 265, 334 }, { // GR_1024 459, 534 } }; int Support_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 267, 335 }, { // GR_1024 462, 536 } }; int Support_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 348 }, { // GR_1024 -1, 546 } }; int Support_text_dock_coords[GR_NUM_RESOLUTIONS][2] = { // "dock in" x coord { // GR_640 270, -1 }, { // GR_1024 465, -1 } }; int Support_text_dock_val_coords[GR_NUM_RESOLUTIONS][2] = { // time value for "dock in" x coord { // GR_640 328, -1 }, { // GR_1024 524, -1 } }; char Support_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "support1", "support1" }; // damage gauge stuff #define NUM_DAMAGE_GAUGES 3 static hud_frames Damage_gauges[NUM_DAMAGE_GAUGES]; static int Damage_gauges_loaded = 0; char *Damage_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_DAMAGE_GAUGES] = { //XSTR:OFF { // GR_640 "damage1", "damage2", "damage3", }, { // GR_1024 "damage1", "damage2", "damage3", } //XSTR:ON }; int Damage_gauge_line_h[GR_NUM_RESOLUTIONS] = { 9, 9 }; int Damage_gauge_coords[GR_NUM_RESOLUTIONS][2][2] = { { // GR_640 {245, 38}, {245, 63} }, { // GR_1024 {440, 61}, {440, 86} } // These #'s seem to work, although I really don't know why. Frankly, it frightens me, // because it means the 640 coords _shouldn't_. This may be due to D3D strangeness, so // we'll have to investigate when we get hi-res Glide in. }; int Damage_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 248, 40 }, { // GR_1024 443, 63 } }; int Hull_integ_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 249, 53 }, { // GR_1024 444, 76 } }; int Hull_integ_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 387, 53 }, { // GR_1024 582, 76 }, }; int Damage_subsys_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 249, 65 }, { // GR_1024 444, 88 } }; // flashing gauges #define HUD_GAUGE_FLASH_DURATION 5000 #define HUD_GAUGE_FLASH_INTERVAL 200 int HUD_gauge_flash_duration[NUM_HUD_GAUGES]; int HUD_gauge_flash_next[NUM_HUD_GAUGES]; int HUD_gauge_bright; // Objective display typedef struct objective_display_info { int display_timer; int goal_type; int goal_status; int goal_ntotal; int goal_nresolved; } objective_display_info; static objective_display_info Objective_display; static int Objective_display_gauge_inited=0; static hud_frames Objective_display_gauge; int Objective_display_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 245, 114 }, { // GR_1024 436, 184 } }; int Objective_text_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 116 }, { // GR_1024 -1, 186 } }; int Objective_text_val_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 -1, 125 }, { // GR_1024 -1, 195 } }; char Objective_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "objective1", "objective1" }; // Subspace notify display static int Subspace_notify_active; static int Objective_notify_active; static int HUD_abort_subspace_timer = 1; // used to track how player subsystems are getting damaged typedef struct hud_subsys_info { float last_str; int flash_duration_timestamp; } hud_subsys_info; static hud_subsys_info Pl_hud_subsys_info[SUBSYSTEM_MAX]; static int Pl_hud_next_flash_timestamp; static int Pl_hud_is_bright; #define SUBSYS_DAMAGE_FLASH_DURATION 1800 #define SUBSYS_DAMAGE_FLASH_INTERVAL 100 // timers used for popup gauges int HUD_popup_timers[NUM_HUD_GAUGES]; float Player_rearm_eta = 0; // forward declarations void update_throttle_sound(); void hud_show_damage_popup(); void hud_damage_popup_init(); void hud_support_view_init(); void hud_gauge_flash_init(); void hud_objective_message_init(); void hud_maybe_display_objective_message(); void hud_stop_subspace_notify(); void hud_start_subspace_notify(); void hud_stop_objective_notify(); void hud_start_objective_notify(); int hud_subspace_notify_active(); int hud_objective_notify_active(); void hud_subspace_notify_abort(); void hud_maybe_display_subspace_notify(); void hud_init_netlag_icon(); void hud_maybe_show_netlag_icon(); void hud_maybe_display_red_alert(); void hud_init_kills_gauge(); void hud_show_kills_gauge(); int hud_maybe_render_emp_icon(); void hud_init_emp_icon(); void hud_maybe_blit_head_border(); // Saturate a value in minv..maxv. void saturate(int *i, int minv, int maxv) { if (*i < minv) *i = minv; else if (*i > maxv) *i = maxv; } // init the colors used for the different shades of the HUD void HUD_init_hud_color_array() { int i; for ( i = 0; i < HUD_NUM_COLOR_LEVELS; i++ ) { gr_init_alphacolor( &HUD_color_defaults[i], HUD_color_red, HUD_color_green, HUD_color_blue, (i+1)*16 ); } } // HUD_init will call all the various HUD gauge init functions. This function is called at the // start of each mission (level) void HUD_init_colors() { saturate(&HUD_color_red, 0, 255); saturate(&HUD_color_green, 0, 255); saturate(&HUD_color_blue, 0, 255); saturate(&HUD_color_alpha, 0, HUD_COLOR_ALPHA_USER_MAX); gr_init_alphacolor( &HUD_color_debug, 128, 255, 128, HUD_color_alpha*16 ); HUD_init_hud_color_array(); hud_init_targeting_colors(); hud_gauge_flash_init(); } // The following global data is used to determine if we should change the engine sound. // We only check if the throttle has changed every THROTTLE_SOUND_CHECK_INTERVAL ms, and // then we make sure that the throttle has actually changed. If it has changed, we start // a new sound and/or adjust the volume. This occurs in update_throttle_sound() // static float last_percent_throttle; #define THROTTLE_SOUND_CHECK_INTERVAL 50 // in ms static int throttle_sound_check_id; // used for the display of damaged subsystems typedef struct hud_subsys_damage { int str; int type; char *name; } hud_subsys_damage; #define DAMAGE_FLASH_TIME 150 static int Damage_flash_bright; static int Damage_flash_timer; // initialize the timers used for popup gauges void hud_init_popup_timers() { int i; for (i=0; iweapons; int i; for ( i = 0; i < swp->num_secondary_banks; i++ ) { if ( swp->secondary_bank_ammo[i] > 0 ) { int ms_till_fire = timestamp_until(swp->next_secondary_fire_stamp[i]); if ( ms_till_fire >= 1000 ) { hud_gauge_popup_start(HUD_WEAPONS_GAUGE, 2500); } } } } } // hud_update_frame() will update hud systems // // This function updates those parts of the hud that are not dependant on the // rendering of the hud. void hud_update_frame() { object *targetp; int can_target; update_throttle_sound(); hud_check_reticle_list(); hud_wingman_status_update(); // Check hotkey selections to see if any ships need to be removed hud_prune_hotkeys(); // Remove dead/departed ships from the escort list hud_escort_cull_list(); hud_update_reticle( Player ); hud_shield_hit_update(); hud_maybe_popup_weapons_gauge(); // if emp is active we have to allow targeting by the "random emp" system // we will intercept player targeting requests in hud_sensors_ok() when checking key commands // DB - 8/24/98 can_target = hud_sensors_ok(Player_ship, 0); if(emp_active_local()){ can_target = 1; } if ( !can_target && Hud_last_can_target ) { Hud_can_target_timer = timestamp(1200); } Hud_last_can_target = can_target; if ( timestamp_elapsed(Hud_can_target_timer) ) { if ( (Player_ai->target_objnum != -1) && !can_target ){ Player_ai->target_objnum = -1; } } // if there is no target, check if auto-targeting is enabled, and select new target int retarget = 0; int retarget_turret = 0; if (Player_ai->target_objnum == -1){ retarget = 1; } else if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) { if (Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING){ if (timestamp_elapsed(Ships[Objects[Player_ai->target_objnum].instance].final_death_time)) { retarget = 1; } } } // check if big ship and currently selected subsys is turret and turret is dead // only do this is not retargeting if ((!retarget) && (Player_ai->target_objnum != -1)) { if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) { if ( !(Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING) ) { if ( Ship_info[Ships[Objects[Player_ai->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) { ship_subsys *ss = Player_ai->targeted_subsys; if (ss != NULL) { if ((ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits == 0)) { retarget_turret = 1; } } } } } } if ( retarget && can_target ) { Player_ai->current_target_is_locked = 0; if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) { Player_ai->target_objnum = -1; hud_target_auto_target_next(); } } if (retarget_turret && can_target) { Assert(!retarget); // get closest weighted live turret // hud_target_closest(OBJ_INDEX(Player_obj), FALSE, FALSE); void hud_update_closest_turret(); hud_update_closest_turret(); } hud_target_change_check(); if (Player_ai->target_objnum == -1) { if ( Target_static_looping != -1 ) { snd_stop(Target_static_looping); } return; } targetp = &Objects[Player_ai->target_objnum]; int stop_targetting_this_thing = 0; // check to see if the target is still alive if ( targetp->flags&OF_SHOULD_BE_DEAD ) { stop_targetting_this_thing = 1; } Player->target_is_dying = FALSE; ship *target_shipp = NULL; if ( targetp->type == OBJ_SHIP ) { Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS ); target_shipp = &Ships[targetp->instance]; Player->target_is_dying = target_shipp->flags & SF_DYING; // If it is warping out (or exploded), turn off targeting if ( target_shipp->flags & (SF_DEPART_WARP|SF_EXPLODED) ) { stop_targetting_this_thing = 1; } } // Check if can still be seen in Nebula if ( hud_target_invalid_awacs(targetp) ) { stop_targetting_this_thing = 1; } // If this was found to be something we shouldn't // target anymore, just remove it if ( stop_targetting_this_thing ) { Player_ai->target_objnum = -1; Player_ai->targeted_subsys = NULL; hud_stop_looped_locking_sounds(); } if (Player->target_is_dying) { hud_stop_looped_locking_sounds(); if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) { hud_target_auto_target_next(); } } // Switch to battle track when a targeted ship is hostile (it attacks you) and within BATTLE_START_MIN_TARGET_DIST if (targetp->type == OBJ_SHIP && Event_Music_battle_started == 0 ) { Assert( target_shipp != NULL ); // Goober5000 if (iff_x_attacks_y(target_shipp->team, Player_ship->team)) { float dist_to_target; dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos); if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) { // If the target has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive // ship, so don't start the battle music if (stricmp(Ai_class_names[Ai_info[target_shipp->ai_index].ai_class], NOX("none"))) event_music_battle_start(); } } } // Since we need to reference the player's target integrity in several places this upcoming // frame, only calculate once here if ( target_shipp ) { Pl_target_integrity = get_hull_pct(targetp); } hud_update_cargo_scan_sound(); } void render_offscreen_crosshair(object *objp) { vertex v0; vec3d p0; vm_vec_scale_add(&p0, &objp->pos, &objp->orient.vec.fvec, 100.0f); g3_rotate_vertex(&v0, &p0); color *use_color = &HUD_config.clr[HUD_CENTER_RETICLE]; gr_set_color(use_color->red, use_color->green, use_color->blue); if (v0.codes != 0) { // target center is not on screen // draw the offscreen indicator at the edge of the screen where the target is closest to hud_draw_offscreen_indicator(&v0, &p0); } } // Draw white brackets around asteroids which has the AF_DRAW_BRACKETS flag set void hud_show_asteroid_brackets() { if ( hud_sensors_ok(Player_ship, 0) ) { asteroid_show_brackets(); } } // Draw radar gauge on the HUD void hud_show_radar() { if ( hud_disabled_except_messages() ) { return; } if ( hud_disabled() ) { return; } //WMC - This strikes me as a bit hackish bool g3_yourself = !g3_in_frame(); if(g3_yourself) g3_start_frame(1); if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) { if ( Game_detail_flags & DETAIL_FLAG_HUD ) { if ( hud_gauge_active(HUD_RADAR) ) { HUD_reset_clip(); radar_frame_render(flFrametime); } } } if(g3_yourself) g3_end_frame(); } // Render model of target in the target view box void hud_show_target_model() { if ( hud_disabled_except_messages() ) { return; } if ( hud_disabled() ) { return; } // display the miniature model of the target in the target box and shade // RT Might be faster to use full detail model if ( Game_detail_flags & DETAIL_FLAG_HUD ) { if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY))) hud_render_target_model(); } } void hud_show_common_3d_gauges(float frametime, int in_cockpit) { // draw the targeting data around any message sender hud_show_message_sender(); // if messages are disabled then skip everything else if ( hud_disabled_except_messages() ) { return; } // Draw Navigation stuff HUD_Draw_Navigation(); // draw boxes around current selection set, if any hud_show_selection_set(); // draw brackets around asteroids is necessary hud_show_asteroid_brackets(); // draw targetting data around the current target hud_show_targeting_gauges(frametime, in_cockpit); // draw brackets and distance to remote detonate missile hud_show_remote_detonate_missile(); } // Render gauges that need to be between a g3_start_frame() and a g3_end_frame() void HUD_render_3d(float frametime) { Player->subsys_in_view = -1; if ( hud_disabled() ) { return; } if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY))) { hud_show_common_3d_gauges(frametime, 1); // Show all homing missiles locked onto the player. // Currently not supporting a way to toggle this as I'm not sure we'll stick wtih this gauge. -- MK, 3/17/97. if ( hud_gauge_active(HUD_MISSILE_WARNING_ARROW) && !hud_disabled_except_messages() ) { hud_show_homing_missiles(); } if ( !(Viewer_mode & VM_OTHER_SHIP) ) { // Added to prevent the offscreen crosshair indicator from drawing when viewing other ships (Swifty) render_offscreen_crosshair(Player_obj); // If the gun sight is not on screen, draw offscreen indicator } } else if ( Viewer_mode & (/*VM_CHASE |*/ VM_EXTERNAL | VM_WARP_CHASE | VM_PADLOCK_ANY ) ) { // If the player is warping out, don't draw the targeting gauges Assert(Player != NULL); if ( Player->control_mode != PCM_NORMAL ) { return; } hud_show_common_3d_gauges(frametime, 0); } } // call from HUD_render_2d() when in gameplay, and call when in navmap void hud_show_messages() { // draw the message window hud_show_msg_window(); hud_show_fixed_text(); } // decide if we want to blit damage status to the screen void hud_maybe_show_damage() { if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) { return; } // display the current weapon info for the player ship, with ammo/energy counts if ( hud_gauge_active(HUD_DAMAGE_GAUGE) ) { int show_gauge_flag; if ( (Player_ship->ship_max_hull_strength - Player_obj->hull_strength) > 1.0f ) { show_gauge_flag = 1; } else { show_gauge_flag = 0; } // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) { if ( !hud_gauge_popup_active(HUD_DAMAGE_GAUGE) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_show_damage_popup(); } } } // The damage toggle button was pressed, so change state void hud_damage_popup_toggle() { snd_play(&Snds[SND_SQUADMSGING_ON]); // If gague is disabled (off), make it on all the time if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) { hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0); return; } // if gauge is popup, turn it off if it is current up, otherwise force it to be up if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) { if ( Player_obj->hull_strength == Player_ship->ship_max_hull_strength ) { hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0); } else { hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0); } return; } // gauge is on, without any popup... so force it to be off hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0); } // Display the current mission time in MM:SS format void hud_show_mission_time() { float mission_time, time_comp; int minutes=0; int seconds=0; mission_time = f2fl(Missiontime); // convert to seconds minutes=(int)(mission_time/60); seconds=(int)mission_time%60; hud_set_gauge_color(HUD_MISSION_TIME); // blit background frame if ( Mission_time_gauge.first_frame >= 0 ) { GR_AABITMAP(Mission_time_gauge.first_frame, Mission_time_coords[gr_screen.res][0], Mission_time_coords[gr_screen.res][1]); } // print out mission time in MM:SS format gr_printf(Mission_time_text_coords[gr_screen.res][0], Mission_time_text_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds); // display time compression as xN time_comp = f2fl(Game_time_compression); if ( time_comp < 1 ) { gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], /*XSTR( "x%.1f", 215), time_comp)*/ NOX("%.2f"), time_comp); } else { gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], XSTR( "x%.2f", 216), time_comp); } } // If a head animation is playing, then blit a border around it void hud_maybe_blit_head_border() { if ( Head_frame_gauge.first_frame == -1 ){ return; } if ( message_anim_is_playing() ) { // draw frame // hud_set_default_color(); hud_set_gauge_color(HUD_TALKING_HEAD); GR_AABITMAP(Head_frame_gauge.first_frame, Head_frame_coords[gr_screen.res][0], Head_frame_coords[gr_screen.res][1]); // draw title gr_string(Head_message_coords[gr_screen.res][0], Head_message_coords[gr_screen.res][1], XSTR("message", 217)); } } // Black out area behind head animation void hud_maybe_clear_head_area() { if ( Head_frame_gauge.first_frame == -1 ) { return; } if ( message_anim_is_playing() ) { // clear if (gr_screen.res == GR_640) { HUD_set_clip(7, 45, 160, 120); // these coords are set in MissionMessage.cpp } else { HUD_set_clip(7, 66, 160, 120); } gr_clear(); HUD_reset_clip(); } } void hud_maybe_display_supernova() { float time_left; // if there's a supernova coming time_left = supernova_time_left(); if(time_left < 0.0f){ return; } gr_set_color_fast(&Color_bright_red); gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Supernova Warning: %.2f s", time_left); } // render multiplayer ping time to the server if appropriate void hud_render_multi_ping() { // if we shouldn't be displaying a ping time, return here if(!multi_show_ingame_ping()){ return; } // if we're in multiplayer mode, display our ping time to the server if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){ char ping_str[50]; memset(ping_str,0,50); // if our ping is positive, display it if((Netgame.server != NULL) && (Netgame.server->s_info.ping.ping_avg > 0)){ // get the string if(Netgame.server->s_info.ping.ping_avg >= 1000){ sprintf(ping_str,XSTR("> 1 sec",628)); } else { sprintf(ping_str,XSTR("%d ms",629),Netgame.server->s_info.ping.ping_avg); } // blit the string out hud_set_default_color(); gr_string(Ping_coords[gr_screen.res][0], Ping_coords[gr_screen.res][1], ping_str); } } } // render all the 2D gauges on the HUD void HUD_render_2d(float frametime) { int show_gauge_flag; HUD_reset_clip(); //make sure that the player isn't targeting a 3rd stage local ssm if (Player_ai->target_objnum > -1) { if (Objects[Player_ai->target_objnum].type == OBJ_WEAPON) { if (Weapons[Objects[Player_ai->target_objnum].instance].lssm_stage==3) { set_target_objnum( Player_ai, -1 ); hud_lock_reset(); } } } /* // show some scoring debug stuff { extern char Scoring_debug_text[]; gr_string( 10, 40, Scoring_debug_text ); } */ // Goober5000 - special case... hud is off, but we're still displaying messages if ( hud_disabled_except_messages() ) { if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) { // draw a border around a talking head if it is playing hud_maybe_blit_head_border(); // show the directives popup and/or training popup message_training_display(); } hud_show_messages(); return; } if ( hud_disabled() ) { return; } if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) { //Custom hud stuff int i; static bool image_ids_set = false; static hud_frames image_ids[MAX_CUSTOM_HUD_GAUGES]; if(!image_ids_set) { for(i = 0; i < Num_custom_gauges; i++) { if(strlen(current_hud->custom_gauge_images[i])) { image_ids[i].first_frame = bm_load_animation(current_hud->custom_gauge_images[i], &image_ids[i].num_frames); if(image_ids[i].first_frame != -1) { bm_page_in_aabitmap( image_ids[i].first_frame, image_ids[i].num_frames ); } else { image_ids[i].first_frame = bm_load(current_hud->custom_gauge_images[i]); } } else { image_ids[i].first_frame = -1; } } image_ids_set = true; } //Display the gauges for(i = 0; i < Num_custom_gauges; i++) { if(current_hud->custom_gauge_colors[i].red != 0 || current_hud->custom_gauge_colors[i].green != 0 || current_hud->custom_gauge_colors[i].blue != 0) { //No custom alpha gauge color... gr_init_alphacolor(¤t_hud->custom_gauge_colors[i], current_hud->custom_gauge_colors[i].red, current_hud->custom_gauge_colors[i].green, current_hud->custom_gauge_colors[i].blue, (HUD_color_alpha+1)*16); gr_set_color_fast(¤t_hud->custom_gauge_colors[i]); } if(strlen(current_hud->custom_gauge_text[i])) { hud_num_make_mono(current_hud->custom_gauge_text[i]); gr_string(current_hud->custom_gauge_coords[i][0], current_hud->custom_gauge_coords[i][1], current_hud->custom_gauge_text[i]); } if(image_ids[i].first_frame != -1) { GR_AABITMAP(image_ids[i].first_frame + current_hud->custom_gauge_frames[i], current_hud->custom_gauge_coords[i][0], current_hud->custom_gauge_coords[i][1]); } //So we're back to normal hud_set_default_color(); } } if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) { // display Energy Transfer System gauges if ( hud_gauge_active(HUD_ETS_GAUGE) ) { show_gauge_flag=1; // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_ETS_GAUGE) ) { if ( !hud_gauge_popup_active(HUD_ETS_GAUGE) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_show_ets(); } } // display afterburner fuel gauge if ( hud_gauge_active(HUD_AFTERBURNER_ENERGY) ) { hud_set_gauge_color(HUD_AFTERBURNER_ENERGY); hud_show_afterburner_gauge(); } // text flash gauge hud_maybe_show_text_flash_icon(); // maybe show the netlag icon if(Game_mode & GM_MULTIPLAYER){ hud_maybe_show_netlag_icon(); if(Net_player->flags & NETINFO_FLAG_OBSERVER){ hud_render_observer(); } } // draw the reticle hud_show_reticle(); // display info on the ships in the escort list if ( hud_gauge_active(HUD_ESCORT_VIEW) ) { show_gauge_flag=1; // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_ESCORT_VIEW) ) { if ( !hud_gauge_popup_active(HUD_ESCORT_VIEW) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_set_gauge_color(HUD_ESCORT_VIEW); hud_display_escort(); } } // display the current weapon info for the player ship, with ammo/energy counts if ( hud_gauge_active(HUD_WEAPONS_GAUGE) ) { show_gauge_flag=1; // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) { if ( !hud_gauge_popup_active(HUD_WEAPONS_GAUGE) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_show_weapons(); } } // display player countermeasures count if ( hud_gauge_active(HUD_CMEASURE_GAUGE) ) { show_gauge_flag=1; // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_CMEASURE_GAUGE) ) { if ( !hud_gauge_popup_active(HUD_CMEASURE_GAUGE) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_show_cmeasure_gauge(); } } if ( hud_gauge_active(HUD_WEAPONS_ENERGY) ) { hud_show_weapon_energy_gauge(); } // show the auto-target icons hud_show_auto_icons(); // draw a border around a talking head if it is playing hud_maybe_blit_head_border(); // draw the status of support ship servicing the player hud_support_view_blit(); // draw the damage status hud_maybe_show_damage(); // show mission time if ( hud_gauge_active(HUD_MISSION_TIME) ) { hud_show_mission_time(); } // show subspace notify gauge hud_maybe_display_subspace_notify(); // show objective status gauge if ( hud_gauge_active(HUD_OBJECTIVES_NOTIFY_GAUGE) ) { hud_maybe_display_objective_message(); } if ( hud_gauge_active(HUD_WINGMEN_STATUS) ) { hud_wingman_status_render(); } if ( hud_gauge_active(HUD_KILLS_GAUGE) ) { show_gauge_flag=1; // is gauge configured as a popup? if ( hud_gauge_is_popup(HUD_KILLS_GAUGE) ) { if ( !hud_gauge_popup_active(HUD_KILLS_GAUGE) ) { show_gauge_flag=0; } } if ( show_gauge_flag ) { hud_show_kills_gauge(); } } // show the player shields if ( hud_gauge_active(HUD_PLAYER_SHIELD_ICON) ) { hud_shield_show(Player_obj); } // show the directives popup and/or training popup message_training_display(); // if this is a multiplayer game, blit any icons/bitmaps indicating voice recording or playback if(Game_mode & GM_MULTIPLAYER){ hud_show_voice_status(); } } hud_show_messages(); // maybe render any necessary multiplayer text messaging strings being entered hud_maybe_render_multi_text(); // show red alert notify gauge when moving to red alert hud_maybe_display_red_alert(); // display supernova warning hud_maybe_display_supernova(); // check to see if we are in messaging mode. If so, send the key to the code // to deal with the message. hud_sqaudmsg_do_frame will return 0 if the key // wasn't used in messaging mode, otherwise 1. In the event the key was used, // return immediately out of this function. if ( Players->flags & PLAYER_FLAGS_MSG_MODE ) { if ( hud_squadmsg_do_frame() ){ return; } } hud_render_multi_ping(); } // hud_stop_looped_engine_sounds() // // This function will set the loop id's for the engine noises to -1, this will force any // looping engine sounds to stop. This should only be called when the game decides to // stop all looping sounds // void hud_stop_looped_engine_sounds() { if ( Player_engine_snd_loop > -1 ) { snd_stop(Player_engine_snd_loop); //snd_chg_loop_status(Player_engine_snd_loop, 0); Player_engine_snd_loop = -1; } } #define ZERO_PERCENT 0.01f #define ENGINE_MAX_VOL 1.0f #define ENGINE_MAX_PITCH 44100 void update_throttle_sound() { // determine what engine sound to play float percent_throttle; // int throttle_pitch; // if we're a multiplayer observer, stop any engine sounds from playing and return if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){ // stop engine sound if it is playing if(Player_engine_snd_loop != -1){ snd_stop(Player_engine_snd_loop); Player_engine_snd_loop = -1; } // return return; } if ( timestamp_elapsed(throttle_sound_check_id) ) { throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL); if ( object_get_gliding(Player_obj) ) { // Backslash percent_throttle = Player_obj->phys_info.forward_thrust; } else if ( Ships[Player_obj->instance].current_max_speed == 0 ) { percent_throttle = Player_obj->phys_info.fspeed / Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed; } else { percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed; } // If the throttle has changed, modify the sound if ( percent_throttle != last_percent_throttle || Player_engine_snd_loop == -1 ) { if ( percent_throttle < ZERO_PERCENT ) { if ( Player_engine_snd_loop > -1 ) { snd_chg_loop_status(Player_engine_snd_loop, 0); snd_stop(Player_engine_snd_loop); // Backslash - otherwise, long engine loops keep playing Player_engine_snd_loop = -1; } } else { if ( Player_engine_snd_loop == -1 ){ Player_engine_snd_loop = snd_play_looping( &Snds[SND_ENGINE], 0.0f , -1, -1, percent_throttle * ENGINE_MAX_VOL ); } else { // The sound may have been trashed at the low-level if sound channel overflow. // TODO: implement system where certain sounds cannot be interrupted (priority?) if ( snd_is_playing(Player_engine_snd_loop) ) { snd_set_volume(Player_engine_snd_loop, percent_throttle * ENGINE_MAX_VOL); } else { Player_engine_snd_loop = -1; } } } // throttle_pitch = snd_get_pitch(Player_engine_snd_loop); // if ( percent_throttle > 0.5 ) { // snd_set_pitch(Player_engine_snd_loop, fl2i(22050 + (percent_throttle-0.5f)*1000)); // } } // end if (percent_throttle != last_percent_throttle) last_percent_throttle = percent_throttle; } // end if ( timestamp_elapsed(throttle_sound_check_id) ) } // called at the beginning of each level. Loads frame data in once, and initializes any damage // gauge specific data void hud_damage_popup_init() { int i; if ( !Damage_gauges_loaded ) { for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) { Damage_gauges[i].first_frame = bm_load_animation(Damage_gauge_fnames[gr_screen.res][i], &Damage_gauges[i].num_frames); if ( Damage_gauges[i].first_frame == -1 ) { Warning(LOCATION, "Could not load in the ani: %s\n", Damage_gauge_fnames[gr_screen.res][i]); return; } } Damage_gauges_loaded = 1; } Damage_flash_bright = 0; Damage_flash_timer = 1; for ( i = 0; i < SUBSYSTEM_MAX; i++ ) { Pl_hud_subsys_info[i].last_str = 1000.0f; Pl_hud_subsys_info[i].flash_duration_timestamp = 1; Pl_hud_next_flash_timestamp = 1; Pl_hud_is_bright = 0; } } // --------------------------------------------------------- // show player damage status via a popup window void hud_show_damage_popup() { model_subsystem *psub; ship_subsys *pss; ship_info *sip; int sx, sy, bx, by, w, h, screen_integrity, num, best_str, best_index; float strength, shield, integrity; char buf[128]; hud_subsys_damage hud_subsys_list[SUBSYSTEM_MAX]; if ( Damage_gauges[0].first_frame == -1 ) { return; } if ( (The_mission.game_type & MISSION_TYPE_TRAINING) && Training_message_visible ){ return; } sip = &Ship_info[Player_ship->ship_info_index]; hud_get_target_strength(Player_obj, &shield, &integrity); screen_integrity = fl2i(integrity*100); if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) { if ( screen_integrity >= 100 ) { return; } } if ( timestamp_elapsed(Damage_flash_timer) ) { Damage_flash_timer = timestamp(DAMAGE_FLASH_TIME); Damage_flash_bright ^= 1; } hud_set_gauge_color(HUD_DAMAGE_GAUGE); // draw the top of the damage pop-up GR_AABITMAP(Damage_gauges[0].first_frame, Damage_gauge_coords[gr_screen.res][0][0], Damage_gauge_coords[gr_screen.res][0][1]); gr_string(Damage_text_coords[gr_screen.res][0], Damage_text_coords[gr_screen.res][1], XSTR( "damage", 218)); // show hull integrity if ( screen_integrity < 100 ) { if ( screen_integrity == 0 ) { screen_integrity = 1; } sprintf(buf, XSTR( "%d%%", 219), screen_integrity); hud_num_make_mono(buf); gr_get_string_size(&w, &h, buf); if ( screen_integrity < 30 ) { gr_set_color_fast(&Color_red); } gr_string(Hull_integ_coords[gr_screen.res][0], Hull_integ_coords[gr_screen.res][1], XSTR( "Hull Integrity", 220)); gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, Hull_integ_val_coords[gr_screen.res][1], buf); } // show damaged subsystems sx = Damage_subsys_text_coords[gr_screen.res][0]; sy = Damage_subsys_text_coords[gr_screen.res][1]; bx = Damage_gauge_coords[gr_screen.res][1][0]; by = Damage_gauge_coords[gr_screen.res][1][1]; num = 0; for ( pss = GET_FIRST(&Player_ship->subsys_list); pss !=END_OF_LIST(&Player_ship->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; strength = ship_get_subsystem_strength(Player_ship, psub->type); if ( strength < 1 ) { screen_integrity = fl2i(strength*100); if ( screen_integrity == 0 ) { if ( strength > 0 ) { screen_integrity = 1; } } if (strlen(psub->alt_dmg_sub_name)) hud_subsys_list[num].name = psub->alt_dmg_sub_name; else { hud_subsys_list[num].name = ship_subsys_get_name(pss); } hud_subsys_list[num].str = screen_integrity; hud_subsys_list[num].type = psub->type; num++; if ( strength < Pl_hud_subsys_info[psub->type].last_str ) { Pl_hud_subsys_info[psub->type].flash_duration_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_DURATION); } Pl_hud_subsys_info[psub->type].last_str = strength; //Don't display more than the max number of damaged subsystems. if (num >= SUBSYSTEM_MAX) { break; } } } int type; for ( int i = 0; i < num; i++ ) { best_str = 1000; best_index = -1; for ( int j = 0; j < num-i; j++ ) { if ( hud_subsys_list[j].str < best_str ) { best_str = hud_subsys_list[j].str; best_index = j; } } Assert(best_index >= 0); Assert(best_str >= 0); // display strongest subsystem left in list // draw the bitmap // hud_set_default_color(); hud_set_gauge_color(HUD_DAMAGE_GAUGE); GR_AABITMAP(Damage_gauges[1].first_frame, bx, by); by += Damage_gauge_line_h[gr_screen.res]; type = hud_subsys_list[best_index].type; if ( !timestamp_elapsed( Pl_hud_subsys_info[type].flash_duration_timestamp ) ) { if ( timestamp_elapsed( Pl_hud_next_flash_timestamp ) ) { Pl_hud_is_bright ^= 1; Pl_hud_next_flash_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_INTERVAL); } if ( Pl_hud_is_bright ) { int alpha_color; alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA); // gr_set_color_fast(&HUD_color_defaults[alpha_color]); hud_set_gauge_color(HUD_DAMAGE_GAUGE, alpha_color); } else { hud_set_gauge_color(HUD_DAMAGE_GAUGE); } } // draw the text if ( best_str < 30 ) { if ( best_str <= 0 ) { if ( Damage_flash_bright ) { gr_set_color_fast(&Color_bright_red); } else { gr_set_color_fast(&Color_red); } } else { gr_set_color_fast(&Color_red); } } else { hud_set_gauge_color(HUD_DAMAGE_GAUGE); } char *n_firstline; n_firstline = strrchr(hud_subsys_list[best_index].name, '|'); if (n_firstline) { // print only the last line n_firstline++; gr_string(sx, sy, n_firstline); } else { gr_string(sx, sy, hud_targetbox_truncate_subsys_name(hud_subsys_list[best_index].name)); } sprintf(buf, XSTR( "%d%%", 219), best_str); hud_num_make_mono(buf); gr_get_string_size(&w, &h, buf); gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, sy, buf); sy += Damage_gauge_line_h[gr_screen.res]; // remove it from hud_subsys_list if ( best_index < (num-i-1) ) { hud_subsys_list[best_index] = hud_subsys_list[num-i-1]; } } // draw the bottom of the gauge // hud_set_default_color(); hud_set_gauge_color(HUD_DAMAGE_GAUGE); GR_AABITMAP(Damage_gauges[2].first_frame, bx, by); } // init the members of the hud_anim struct to default values void hud_anim_init(hud_anim *ha, int sx, int sy, char *filename) { ha->first_frame = -1; ha->num_frames = 0; ha->total_time = 0.0f; ha->time_elapsed = 0.0f; ha->sx = sx; ha->sy = sy; strcpy_s(ha->filename, filename); } // init the members of the hud_frames struct to default values void hud_frames_init(hud_frames *hf) { hf->first_frame = -1; hf->num_frames = 0; } // load a hud_anim // return 0 is successful, otherwise return -1 int hud_anim_load(hud_anim *ha) { int fps; ha->first_frame = bm_load_animation(ha->filename, &ha->num_frames, &fps); // Goober5000 - try to bypass the Volition bug if ( (ha->first_frame == -1) && !stricmp(ha->filename, "FadeIconS-FreighterCW") ) { ha->first_frame = bm_load_animation("FadeIconS-FreighterWC", &ha->num_frames, &fps); } if ( ha->first_frame == -1 ) { Warning(LOCATION, "Couldn't load hud animation for file '%s'", ha->filename); return -1; } Assert(fps != 0); ha->total_time = i2fl(ha->num_frames)/fps; return 0; } // render out a frame of the targetbox static animation, based on how much time has // elapsed // input: ha => pointer to hud anim info // frametime => seconds elapsed since last frame // draw_alpha => draw bitmap as alpha-bitmap (default 0) // loop => anim should loop (default 1) // hold_last => should last frame be held (default 0) // reverse => play animation in reverse (default 0) // resize => resize for non-standard resolutions // mirror => mirror along y-axis so icon points left instead of right int hud_anim_render(hud_anim *ha, float frametime, int draw_alpha, int loop, int hold_last, int reverse,bool resize,bool mirror) { int framenum; if ( ha->num_frames <= 0 ) { if ( hud_anim_load(ha) == -1 ) return 0; } ha->time_elapsed += frametime; if ( ha->time_elapsed > ha->total_time ) { if ( loop ) { ha->time_elapsed = 0.0f; } else { if ( !hold_last ) { return 0; } } } // draw the correct frame of animation framenum = fl2i( (ha->time_elapsed * ha->num_frames) / ha->total_time ); if (reverse) { framenum = (ha->num_frames-1) - framenum; } if ( framenum < 0 ) framenum = 0; if ( framenum >= ha->num_frames ) framenum = ha->num_frames-1; // Blit the bitmap for this frame if(emp_should_blit_gauge()){ gr_set_bitmap(ha->first_frame + framenum); if ( draw_alpha ){ gr_aabitmap(ha->sx, ha->sy,resize,mirror); } else { gr_bitmap(ha->sx, ha->sy,resize); } } return 1; } // convert a number string to use mono-spaced 1 character void hud_num_make_mono(char *num_str) { int len, i, sc; len = strlen(num_str); sc = Lcl_special_chars; for ( i = 0; i < len; i++ ) { if ( num_str[i] == '1' ) { num_str[i] = (char)(sc + 1); } } } // flashing text gauge void hud_init_text_flash_gauge() { } void hud_start_text_flash(char *txt, int t) { // bogus if(txt == NULL){ strcpy_s(Hud_text_flash, ""); return; } // HACK. don't override EMP if its still going :) if(!stricmp(Hud_text_flash, NOX("Emp")) && !hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE)){ return; } strncpy(Hud_text_flash, txt, 500); hud_targetbox_start_flash(TBOX_FLASH_CMEASURE, t); } void hud_maybe_show_text_flash_icon() { int bright; if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) { return; } hud_targetbox_maybe_flash(TBOX_FLASH_CMEASURE); // bright? bright = hud_targetbox_is_bright(TBOX_FLASH_CMEASURE); // draw hud_show_text_flash_icon(Hud_text_flash, Hud_text_flash_coords[gr_screen.res][1], bright); } void hud_show_text_flash_icon(char *txt, int y, int bright) { int w, h; // different font size in hi-res if(gr_screen.res != GR_640){ gr_set_font(FONT3); } // set color if(bright){ hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_DIM); } else { gr_set_color_fast(&Color_black); } // string size gr_get_string_size(&w, &h, txt); // draw the box gr_rect( (int)((((float)gr_screen.max_w_unscaled / 2.0f) - ((float)w / 2.0f)) - 1.0f)+ HUD_nose_x, (int)((float)y - 1.0f)+HUD_nose_y, w + 2, h + 1); // string hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_BRIGHT); gr_string(fl2i((gr_screen.max_w_unscaled - w) / 2.0f) + HUD_nose_x, y + HUD_nose_y, txt); // go back to normal font gr_set_font(FONT1); } // maybe display the kills gauge on the HUD void hud_show_kills_gauge() { if ( Kills_gauge.first_frame < 0 ) { return; } // hud_set_default_color(); hud_set_gauge_color(HUD_KILLS_GAUGE); // draw background GR_AABITMAP(Kills_gauge.first_frame, Kills_gauge_coords[gr_screen.res][0], Kills_gauge_coords[gr_screen.res][1]); gr_string(Kills_text_coords[gr_screen.res][0], Kills_text_coords[gr_screen.res][1], XSTR( "kills:", 223)); // display how many kills the player has so far char num_kills_string[32]; int w,h; if ( !Player ) { Int3(); return; } sprintf(num_kills_string, "%d", Player->stats.m_kill_count_ok); gr_get_string_size(&w, &h, num_kills_string); if (Lcl_gr) { gr_string(Kills_text_val_coords_gr[gr_screen.res][0]-w, Kills_text_val_coords_gr[gr_screen.res][1], num_kills_string); } else { gr_string(Kills_text_val_coords[gr_screen.res][0]-w, Kills_text_val_coords[gr_screen.res][1], num_kills_string); } } // maybe show the netlag icon on the hud void hud_maybe_show_netlag_icon() { int lag_status; if ( Netlag_icon.first_frame == -1 ) { Int3(); return; } lag_status = multi_query_lag_status(); switch(lag_status) { case 0: // draw the net lag icon flashing hud_targetbox_start_flash(TBOX_FLASH_NETLAG); if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG)){ hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT); } else { hud_set_gauge_color(HUD_LAG_GAUGE); } gr_set_bitmap(Netlag_icon.first_frame); break; case 1: // draw the disconnected icon flashing fast if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG,1)){ hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT); } else { hud_set_gauge_color(HUD_LAG_GAUGE); } gr_set_bitmap(Netlag_icon.first_frame+1); break; default: // nothing to draw return; } if(emp_should_blit_gauge()){ gr_aabitmap(Netlag_coords[gr_screen.res][0], Netlag_coords[gr_screen.res][1]); } } // load in kills gauge if required void hud_init_kills_gauge() { if ( !Kills_gauge_loaded ) { Kills_gauge.first_frame = bm_load_animation(Kills_fname[gr_screen.res], &Kills_gauge.num_frames); if ( Kills_gauge.first_frame == -1 ) { Warning(LOCATION, "Could not load in the kills ani: Kills_fname[gr_screen.res]\n"); return; } Kills_gauge_loaded = 1; } } // load in netlag icon if required void hud_init_netlag_icon() { if ( !Netlag_icon_loaded ) { Netlag_icon.first_frame = bm_load_animation(Netlag_fname[gr_screen.res], &Netlag_icon.num_frames); if ( Netlag_icon.first_frame == -1 ) { Warning(LOCATION, "Could not load in the netlag ani: Netlag_fname[gr_screen.res]\n"); return; } Netlag_icon_loaded = 1; } } // called at mission start to init data, and load support view bitmap if required void hud_support_view_init() { Hud_support_view_fade = 1; Hud_support_obj_sig = -1; Hud_support_target_sig = -1; Hud_support_objnum = -1; Hud_support_view_active = 0; Hud_support_view_abort = 0; // ensure the talking head border is loaded if ( !Support_view_gauge_loaded ) { Support_view_gauge.first_frame = bm_load_animation(Support_fname[gr_screen.res], &Support_view_gauge.num_frames); if ( Support_view_gauge.first_frame == -1 ) { Warning(LOCATION, "Could not load in ani: Support_fname[gr_screen.res]\n"); } Support_view_gauge_loaded = 1; } } // start displaying the support view pop-up. This will remain up until hud_support_view_stop is called. // input: objnum => object number for the support ship void hud_support_view_start() { Hud_support_view_active = 1; Hud_support_view_fade = 1; } // stop displaying the support view pop-up void hud_support_view_stop(int stop_now) { if ( stop_now ) { Hud_support_view_active = 0; Hud_support_view_fade = 1; Hud_support_view_abort = 0; } else { Hud_support_view_fade = timestamp(2000); } Hud_support_obj_sig = -1; Hud_support_target_sig = -1; Hud_support_objnum = -1; } void hud_support_view_abort() { hud_support_view_stop(0); Hud_support_view_abort = 1; } // return the number of seconds until repair ship will dock with player, return -1 if error // // mwa made this function more general purpose // Goober5000 made clearer // // NOTE: This function is pretty stupid now. It just assumes the dockee is sitting still, and // the docker is moving directly to the dockee. int hud_get_dock_time( object *docker_objp ) { ai_info *aip; object *dockee_objp; float dist, rel_speed, docker_speed; vec3d rel_vel; aip = &Ai_info[Ships[docker_objp->instance].ai_index]; // get the dockee object pointer if (aip->goal_objnum == -1) { // this can happen when you target a support ship as it warps in // just give a debug warning instead of a fault - taylor // Int3(); // Shouldn't happen, but let's recover gracefully. mprintf(("'aip->goal_objnum == -1' in hud_get_dock_time(), line %i\n", __LINE__)); return 0; } dockee_objp = &Objects[aip->goal_objnum]; // if the ship is docked, return 0 if ( dock_check_find_direct_docked_object(docker_objp, dockee_objp) ) return 0; vm_vec_sub(&rel_vel, &docker_objp->phys_info.vel, &dockee_objp->phys_info.vel); rel_speed = vm_vec_mag_quick(&rel_vel); dist = vm_vec_dist_quick(&dockee_objp->pos, &docker_objp->pos); docker_speed = docker_objp->phys_info.speed; if ( rel_speed <= docker_speed/2.0f) { // This means the player is moving away fast from the support ship. return (int) (dist/docker_speed); } else { float d1; float d = dist; float time = 0.0f; if (rel_speed < 20.0f) rel_speed = 20.0f; // When faraway, use max speed, not current speed. Might not have sped up yet. if (d > 100.0f) { time += (d - 100.0f)/docker_objp->phys_info.max_vel.xyz.z; } // For mid-range, use current speed. if (d > 60.0f) { d1 = MIN(d, 100.0f); time += (d1 - 60.0f)/rel_speed; } // For nearby, ship will have to slow down a bit for docking maneuver. if (d > 30.0f) { d1 = MIN(d, 60.0f); time += (d1 - 30.0f)/5.0f; } // For very nearby, ship moves quite slowly. d1 = MIN(d, 30.0f); time += d1/7.5f; return fl2i(time); } } // Locate the closest support ship which is trying to dock with player, return -1 if there is no support // ship currently trying to dock with the player // MA: 4/22/98 -- pass in objp to find support ship trying to dock with objp int hud_support_find_closest( int objnum ) { ship_obj *sop; ai_info *aip; object *objp; int i; objp = &Objects[objnum]; sop = GET_FIRST(&Ship_obj_list); while(sop != END_OF_LIST(&Ship_obj_list)){ if ( Ship_info[Ships[Objects[sop->objnum].instance].ship_info_index].flags & SIF_SUPPORT ) { int pship_index, sindex; // make sure support ship is not dying if ( !(Ships[Objects[sop->objnum].instance].flags & (SF_DYING|SF_EXPLODED)) ) { Assert( objp->type == OBJ_SHIP ); aip = &Ai_info[Ships[Objects[sop->objnum].instance].ai_index]; pship_index = objp->instance; // we must check all goals for this support ship -- not just the first one for ( i = 0; i < MAX_AI_GOALS; i++ ) { // we can use == in the next statement (and should) since a ship will only ever be // following one order at a time. if ( aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR ) { Assert( aip->goals[i].ship_name ); sindex = ship_name_lookup( aip->goals[i].ship_name ); if ( sindex == pship_index ) return sop->objnum; } } } } sop = GET_NEXT(sop); } return -1; } // dipaly the hud_support view popup void hud_support_view_blit() { int show_time; char outstr[64]; if ( !Hud_support_view_active ) { return; } // don't render this gauge for multiplayer observers if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))){ return; } // If we haven't determined yet who the rearm ship is, try to! if (Hud_support_objnum == -1) { Hud_support_objnum = hud_support_find_closest( OBJ_INDEX(Player_obj) ); if ( Hud_support_objnum >= 0 ) { Hud_support_obj_sig = Objects[Hud_support_objnum].signature; Hud_support_target_sig = Player_obj->signature; } } else { // check to see if support ship is still alive if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) { hud_support_view_stop(1); return; } } // set hud color hud_set_gauge_color(HUD_SUPPORT_GAUGE); GR_AABITMAP(Support_view_gauge.first_frame, Support_view_coords[gr_screen.res][0], Support_view_coords[gr_screen.res][1]); gr_string(Support_text_coords[gr_screen.res][0], Support_text_coords[gr_screen.res][1], XSTR( "support", 224)); if ( Hud_support_view_fade > 1 ) { if ( !timestamp_elapsed(Hud_support_view_fade) ) { if ( Hud_support_view_abort){ gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "aborted", 225)); } else { gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "complete", 1407)); } return; } else { Hud_support_view_abort = 0; Hud_support_view_active = 0; Hud_support_view_fade = 1; Hud_support_objnum = -1; return; } } show_time = 0; if (Player_ai->ai_flags & AIF_BEING_REPAIRED) { Assert(Player_ship->ship_max_hull_strength > 0); if (!Cmdline_rearm_timer) { int i; bool repairing = false; for (i = 0; i < SUBSYSTEM_MAX; i++) { if (Player_ship->subsys_info[i].num > 0) { if (ship_get_subsystem_strength(Player_ship, i) < 1.0f) { repairing = true; break; } } } if (repairing) sprintf(outstr, XSTR("repairing", 227)); else sprintf(outstr, XSTR("rearming", 228)); } else { if (Player_rearm_eta > 0) { int min, sec, hund; min = (int)Player_rearm_eta / 60; sec = (int)Player_rearm_eta % 60; hund = (int)(Player_rearm_eta * 100) % 100; sprintf(outstr, "%02d:%02d.%02d", min, sec, hund); } else { sprintf(outstr, "Waiting..."); } } gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr); } else if (Player_ai->ai_flags & AIF_REPAIR_OBSTRUCTED) { sprintf(outstr, XSTR( "obstructed", 229)); gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr); } else { if ( Hud_support_objnum == -1 ) { if (The_mission.support_ships.arrival_location == ARRIVE_FROM_DOCK_BAY) { sprintf(outstr, XSTR( "exiting hangar", -1)); } else { sprintf(outstr, XSTR( "warping in", 230)); } gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr); } else { ai_info *aip; // display "busy" when support ship isn't actually enroute to me aip = &Ai_info[Ships[Objects[Hud_support_objnum].instance].ai_index]; if ( aip->goal_objnum != OBJ_INDEX(Player_obj) ) { sprintf(outstr, XSTR( "busy", 231)); show_time = 0; } else { sprintf(outstr, XSTR( "dock in:", 232)); show_time = 1; } if (!show_time) { gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr); } else { gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr); } } } if ( show_time ) { int seconds, minutes; Assert( Hud_support_objnum != -1 ); // ensure support ship is still alive if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) { hud_support_view_stop(1); seconds = 0; } else { seconds = hud_get_dock_time( &Objects[Hud_support_objnum] ); } if ( seconds >= 0 ) { minutes = seconds/60; seconds = seconds%60; if ( minutes > 99 ) { minutes = 99; seconds = 99; } } else { minutes = 99; seconds = 99; } gr_printf(Support_text_dock_val_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds); } } // Set the current color to the default HUD color (with default alpha) void hud_set_default_color() { Assert(HUD_color_alpha >= 0 && HUD_color_alpha < HUD_NUM_COLOR_LEVELS); gr_set_color_fast(&HUD_color_defaults[HUD_color_alpha]); } // Set the current color to a bright HUD color (ie high alpha) void hud_set_bright_color() { int alpha_color; alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA); gr_set_color_fast(&HUD_color_defaults[alpha_color]); } // Set the current color to a dim HUD color (ie low alpha) void hud_set_dim_color() { if ( HUD_color_alpha > 2 ) { gr_set_color_fast(&HUD_color_defaults[2]); } } // hud_set_iff_color() will set the color to the IFF color based on the team // // input: team => team to base color on // is_bright => default parameter (value 0) which uses bright version of IFF color void hud_set_iff_color(object *objp, int is_bright) { color *use_color; if (ship_is_tagged(objp)) { use_color = iff_get_color(IFF_COLOR_TAGGED, is_bright); } else { // figure out how we get the team if (objp->type == OBJ_ASTEROID) { if (OBJ_INDEX(objp) == Player_ai->target_objnum) { use_color = iff_get_color_by_team(Iff_traitor, Player_ship->team, is_bright); } else { use_color = iff_get_color(IFF_COLOR_SELECTION, is_bright); } } else { use_color = iff_get_color_by_team_and_object(obj_team(objp), Player_ship->team, is_bright, objp); } } gr_set_color_fast(use_color); } // reset gauge flashing data void hud_gauge_flash_init() { int i; for ( i=0; i=0 && gauge_index < NUM_HUD_GAUGES); // AL: Special code: Only show two gauges when not viewing from own ship if ( Viewer_mode & VM_OTHER_SHIP ) { for ( int i = 0; i < NUM_VM_OTHER_SHIP_GAUGES; i++ ) { if ( gauge_index == Vm_other_ship_gauges[i] ) { return 1; } } return 0; } return hud_config_show_flag_is_set(gauge_index); } // determine if gauge is in pop-up mode or not int hud_gauge_is_popup(int gauge_index) { Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES); return hud_config_popup_flag_is_set(gauge_index); } // determine if a popup gauge should be drawn int hud_gauge_popup_active(int gauge_index) { Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES); if ( !hud_gauge_is_popup(gauge_index) ) { return 0; } if ( !timestamp_elapsed(HUD_popup_timers[gauge_index]) ) { return 1; } else { return 0; } } // start a gauge to popup void hud_gauge_popup_start(int gauge_index, int time) { Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES); if ( !hud_gauge_is_popup(gauge_index) ) { return; } HUD_popup_timers[gauge_index] = timestamp(time); } // call HUD function to flash gauge void hud_gauge_start_flash(int gauge_index) { Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES); HUD_gauge_flash_duration[gauge_index] = timestamp(HUD_GAUGE_FLASH_DURATION); HUD_gauge_flash_next[gauge_index] = 1; } // Set the HUD color for the gauge, based on whether it is flashing or not void hud_set_gauge_color(int gauge_index, int bright_index) { // color use_color; int flash_status = hud_gauge_maybe_flash(gauge_index); color *use_color = &HUD_config.clr[gauge_index]; int alpha; // if we're drawing it as bright if(bright_index != HUD_C_NONE){ switch(bright_index){ case HUD_C_DIM: alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; case HUD_C_NORMAL: alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; case HUD_C_BRIGHT: alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; // intensity default: Assert((bright_index >= 0) && (bright_index < HUD_NUM_COLOR_LEVELS)); if(bright_index < 0){ bright_index = 0; } if(bright_index >= HUD_NUM_COLOR_LEVELS){ bright_index = HUD_NUM_COLOR_LEVELS - 1; } // alpha = 255 - (255 / (bright_index + 1)); // alpha = (int)((float)alpha * 1.5f); int level = 255 / (HUD_NUM_COLOR_LEVELS); alpha = level * bright_index; if(alpha > 255){ alpha = 255; } if(alpha < 0){ alpha = 0; } gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; } } else { switch(flash_status) { case 0: alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; case 1: alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; default: alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL; gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha); break; } } gr_set_color_fast(use_color); } // set the color for a gauge that may be flashing // exit: -1 => gauge is not flashing // 0 => gauge is flashing, draw dim // 1 => gauge is flashing, draw bright int hud_gauge_maybe_flash(int gauge_index) { Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES); int flash_status=-1; if ( !timestamp_elapsed(HUD_gauge_flash_duration[gauge_index]) ) { if ( timestamp_elapsed(HUD_gauge_flash_next[gauge_index]) ) { HUD_gauge_flash_next[gauge_index] = timestamp(HUD_GAUGE_FLASH_INTERVAL); HUD_gauge_bright ^= (1< type of goal, one of: PRIMARY_GOAL // SECONDARY_GOAL // BONUS_GOAL // // status => status of goal, one of: GOAL_FAILED // GOAL_COMPLETE // GOAL_INCOMPLETE // void hud_add_objective_messsage(int type, int status) { Objective_display.display_timer=timestamp(7000); Objective_display.goal_type=type; Objective_display.goal_status=status; // if this is a multiplayer tvt game if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){ mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal, Net_player->p_info.team); } else { mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal); } // TODO: play a sound? } // maybe display the 'subspace drive engaged' message void hud_maybe_display_subspace_notify() { int warp_aborted = 0; // maybe make gauge active if ( (Player->control_mode == PCM_WARPOUT_STAGE1) || (Player->control_mode == PCM_WARPOUT_STAGE2) || (Player->control_mode == PCM_WARPOUT_STAGE3) ) { if (!hud_subspace_notify_active()) { // keep sound from being played 1e06 times hud_start_subspace_notify(); } } else { if ( !timestamp_elapsed(HUD_abort_subspace_timer) ) { warp_aborted = 1; } else { hud_stop_subspace_notify(); } } if ( !hud_subspace_notify_active() ) { return; } if ( Objective_display_gauge.first_frame < 0 ) { return; } // blit the background hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE); GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]); hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE); if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){ hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT); } else { hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE); } gr_string(0x8000, Subspace_text_coords[gr_screen.res][1],XSTR( "subspace drive", 233)); if ( warp_aborted ) { gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "aborted", 225)); } else { gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "engaged", 234)); } } // maybe display the 'Downloading new orders' message void hud_maybe_display_red_alert() { if ( !red_alert_check_status() ) { return; } if ( Objective_display_gauge.first_frame < 0 ) { return; } if ( hud_subspace_notify_active() ) { return; } if ( hud_objective_notify_active() ) { return; } // blit the background gr_set_color_fast(&Color_red); // color box red, cuz its an emergency for cryin out loud GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]); hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE); if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)) { gr_set_color_fast(&Color_red); } else { gr_set_color_fast(&Color_bright_red); } gr_string(0x8000, Red_text_coords[gr_screen.res][1], XSTR( "downloading new", 235)); gr_string(0x8000, Red_text_val_coords[gr_screen.res][1], XSTR( "orders...", 236)); // TODO: play a sound? } // Maybe show an objective status update on the HUD void hud_maybe_display_objective_message() { char buf[128]; if ( timestamp_elapsed(Objective_display.display_timer) ) { hud_stop_objective_notify(); return; } if ( Objective_display_gauge.first_frame < 0 ) { return; } if ( hud_subspace_notify_active() ) { return; } if (!hud_objective_notify_active()) { hud_start_objective_notify(); } // blit the background hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE); GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]); hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE); if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){ hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT); } else { hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE); } // draw the correct goal type switch(Objective_display.goal_type) { case PRIMARY_GOAL: gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "primary objective", 237)); break; case SECONDARY_GOAL: gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "secondary objective", 238)); break; case BONUS_GOAL: gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "bonus objective", 239)); break; } // show the status switch(Objective_display.goal_type) { case PRIMARY_GOAL: case SECONDARY_GOAL: switch(Objective_display.goal_status) { case GOAL_FAILED: sprintf(buf, XSTR( "failed (%d/%d)", 240), Objective_display.goal_nresolved, Objective_display.goal_ntotal); gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf); break; default: sprintf(buf, XSTR( "complete (%d/%d)", 241), Objective_display.goal_nresolved, Objective_display.goal_ntotal); gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf); break; } break; case BONUS_GOAL: switch(Objective_display.goal_status) { case GOAL_FAILED: gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "failed", 242)); break; default: gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "complete", 226)); break; } break; } } void hud_show_voice_status() { char play_callsign[CALLSIGN_LEN+5]; // if we are currently playing a rtvoice sound stream from another player back memset(play_callsign,0,CALLSIGN_LEN+5); switch(multi_voice_status()){ // the player has been denied the voice token case MULTI_VOICE_STATUS_DENIED: // show a red indicator or something gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[voice denied]", 243)); break; // the player is currently recording case MULTI_VOICE_STATUS_RECORDING: gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[recording voice]", 244)); break; // the player is current playing back voice from someone case MULTI_VOICE_STATUS_PLAYING: gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[playing voice]", 245)); break; // nothing voice related is happening on my machine case MULTI_VOICE_STATUS_IDLE: // probably shouldn't be displaying anything break; } } void hud_subspace_notify_abort() { HUD_abort_subspace_timer = timestamp(1500); } void hud_stop_subspace_notify() { Subspace_notify_active=0; } void hud_start_subspace_notify() { Subspace_notify_active=1; } int hud_subspace_notify_active() { return Subspace_notify_active; } void hud_stop_objective_notify() { Objective_notify_active = 0; } void hud_start_objective_notify() { snd_play(&(Snds[SND_DIRECTIVE_COMPLETE])); Objective_notify_active = 1; } int hud_objective_notify_active() { return Objective_notify_active; } // render multiplayer text message currently being entered if any void hud_maybe_render_multi_text() { char txt[MULTI_MSG_MAX_TEXT_LEN+20]; // clear the text memset(txt,0,MULTI_MSG_MAX_TEXT_LEN+1); // if there is valid multiplayer message text to be displayed if(multi_msg_message_text(txt)){ gr_set_color_fast(&Color_normal); gr_string(Multi_msg_coords[gr_screen.res][0], Multi_msg_coords[gr_screen.res][1], txt); } } // set the offset values for this render frame void HUD_set_offsets(object *viewer_obj, int wiggedy_wack, matrix *eye_orient) { if ( (viewer_obj == Player_obj) && wiggedy_wack ){ vec3d tmp; vertex pt; ubyte flags; HUD_offset_x = 0.0f; HUD_offset_y = 0.0f; vm_vec_scale_add( &tmp, &Eye_position, &eye_orient->vec.fvec, 100.0f ); flags = g3_rotate_vertex(&pt,&tmp); g3_project_vertex(&pt); gr_unsize_screen_posf( &pt.sx, &pt.sy ); HUD_offset_x -= 0.45f * (i2fl(gr_screen.clip_width_unscaled)*0.5f - pt.sx); HUD_offset_y -= 0.45f * (i2fl(gr_screen.clip_height_unscaled)*0.5f - pt.sy); if ( HUD_offset_x > 100.0f ) { HUD_offset_x = 100.0f; } else if ( HUD_offset_x < -100.0f ) { HUD_offset_x += 100.0f; } if ( HUD_offset_y > 100.0f ) { HUD_offset_y = 100.0f; } else if ( HUD_offset_y < -100.0f ) { HUD_offset_y += 100.0f; } } else { HUD_offset_x = 0.0f; HUD_offset_y = 0.0f; } // Since the player's view vector may be different from the ship's forward vector, // we calculate the offset of those two in pixels and store the x and y offsets in // variables HUD_nose_x and HUD_nose_y (Swifty) if ( Viewer_mode & VM_TOPDOWN ) { HUD_nose_x = 0; HUD_nose_y = 0; } else { HUD_get_nose_coordinates(&HUD_nose_x, &HUD_nose_y); } } // Function returns the offset between the player's view vector and the forward vector of the ship in pixels // (Swifty) void HUD_get_nose_coordinates(int *x, int *y) { vertex v0; vec3d p0; float x_nose; float y_nose; float x_center = gr_screen.clip_center_x; float y_center = gr_screen.clip_center_y; *x = 0; *y = 0; vm_vec_scale_add(&p0, &Player_obj->pos, &Player_obj->orient.vec.fvec, 10000.0f); g3_rotate_vertex(&v0, &p0); if (v0.codes == 0) { g3_project_vertex(&v0); if ( !(v0.codes & PF_OVERFLOW) ) { x_nose = v0.sx; y_nose = v0.sy; } else { // Means that the ship forward vector is not going through the frame buffer. // We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that // we can give the illusion that the player is looking away from the slewable HUD reticle. *x = -100000; *y = -100000; return; } } else { // Means that the ship forward vector is not going through the frame buffer. // We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that // we can give the illusion that the player is looking away from the slewable HUD reticle. *x = -100000; *y = -100000; return; } gr_unsize_screen_posf(&x_nose, &y_nose); gr_unsize_screen_posf(&x_center, &y_center); *x = fl2i(x_nose - x_center); *y = fl2i(y_nose - y_center); return; } // Basically like gr_reset_clip only it accounts for hud jittering void HUD_reset_clip() { int hx = fl2i(HUD_offset_x); int hy = fl2i(HUD_offset_y); gr_set_clip(hx, hy, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled); } // Basically like gr_set_clip only it accounts for hud jittering void HUD_set_clip(int x, int y, int w, int h) { int hx = fl2i(HUD_offset_x); int hy = fl2i(HUD_offset_y); gr_set_clip(hx+x, hy+y, w, h); } // ------------------------------------------------------------------------------------- // hud_save_restore_camera_data() // // Called to save and restore the 3D camera settings. // void hud_save_restore_camera_data(int save) { static vec3d save_view_position; static float save_view_zoom; static matrix save_view_matrix; static matrix save_eye_matrix; static vec3d save_eye_position; // save global view variables, so we can restore them if ( save ) { save_view_position = View_position; save_view_zoom = View_zoom; save_view_matrix = View_matrix; save_eye_matrix = Eye_matrix; save_eye_position = Eye_position; } else { // restore global view variables View_position = save_view_position; View_zoom = save_view_zoom; View_matrix = save_view_matrix; Eye_matrix = save_eye_matrix; Eye_position = save_eye_position; } } void hud_toggle_contrast() { HUD_contrast = !HUD_contrast; } void hud_set_contrast(int high) { HUD_contrast = high; } // Paging functions for the rest of the hud code extern void hudwingmanstatus_page_in(); extern void hudescort_page_in(); extern void hudets_page_in(); extern void hudlock_page_in(); extern void hudreticle_page_in(); extern void hudshield_page_in(); extern void hudsquadmsg_page_in(); extern void hudtarget_page_in(); extern void hudtargetbox_page_in(); // Page in all hud bitmaps void hud_page_in() { int i; bm_page_in_aabitmap( Kills_gauge.first_frame, Kills_gauge.num_frames ); bm_page_in_aabitmap( Head_frame_gauge.first_frame, Head_frame_gauge.num_frames ); bm_page_in_aabitmap( Mission_time_gauge.first_frame, Mission_time_gauge.num_frames ); for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) { bm_page_in_aabitmap( Damage_gauges[i].first_frame, Damage_gauges[i].num_frames); } bm_page_in_aabitmap( Netlag_icon.first_frame, Netlag_icon.num_frames); bm_page_in_aabitmap( Support_view_gauge.first_frame, Support_view_gauge.num_frames); bm_page_in_aabitmap( Objective_display_gauge.first_frame, Objective_display_gauge.num_frames); // Paging functions for the rest of the hud code hudwingmanstatus_page_in(); hudescort_page_in(); hudets_page_in(); hudlock_page_in(); hudreticle_page_in(); hudshield_page_in(); hudsquadmsg_page_in(); hudtarget_page_in(); hudtargetbox_page_in(); //CUSTOM gauges // hudcustom_page_in(); }