/* * 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/hudtargetbox.h" #include "object/object.h" #include "hud/hud.h" #include "hud/hudbrackets.h" #include "model/model.h" #include "mission/missionparse.h" #include "debris/debris.h" #include "playerman/player.h" #include "gamesnd/gamesnd.h" #include "freespace2/freespace.h" #include "io/timer.h" #include "ship/subsysdamage.h" #include "graphics/font.h" #include "asteroid/asteroid.h" #include "jumpnode/jumpnode.h" #include "weapon/emp.h" #include "localization/localize.h" #include "cmdline/cmdline.h" #include "ship/ship.h" #include "weapon/weapon.h" #include "parse/parselo.h" #include "object/objectdock.h" #include "species_defs/species_defs.h" #include "iff_defs/iff_defs.h" #include "network/multi.h" #ifndef NDEBUG #include "hud/hudets.h" #endif extern float View_zoom; int Target_window_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 8, 362, 131, 112 }, { // GR_1024 8, 629, 131, 112 } }; object *Enemy_attacker = NULL; static int Target_static_next; static int Target_static_playing; int Target_static_looping; #ifndef NDEBUG extern int Show_target_debug_info; extern int Show_target_weapons; #endif // used to print out + or - after target distance and speed char* modifiers[] = { //XSTR:OFF "+", "-", "" //XSTR:ON }; char Target_view_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "targetview1", "targetview1" }; char Target_integ_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "targetview2", "targetview2" }; char Target_extra_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "targetview3", "targetview3" }; // animation frames for the target view monitor // frames: 0 => background of target monitor // 1 => foreground of target monitor hud_frames Target_view_gauge; int Target_view_gauge_loaded = 0; // animation frames for the extended target information // frames: 0 => normal gague hud_frames Target_view_extra; int Target_view_extra_loaded = 0; // animation frames for the target view monitor integrity bar // frames: 0 => dark bar // 1 => bright bar hud_frames Target_view_integrity_gauge; int Target_view_integrity_gauge_loaded = 0; #define NUM_TBOX_COORDS 11 // keep up to date #define TBOX_BACKGROUND 0 #define TBOX_NAME 1 #define TBOX_CLASS 2 #define TBOX_DIST 3 #define TBOX_SPEED 4 #define TBOX_CARGO 5 #define TBOX_HULL 6 #define TBOX_EXTRA 7 #define TBOX_EXTRA_ORDERS 8 #define TBOX_EXTRA_TIME 9 #define TBOX_EXTRA_DOCK 10 int Targetbox_coords[GR_NUM_RESOLUTIONS][NUM_TBOX_COORDS][2] = { { // GR_640 {5,319}, {13,316}, {13,325}, {13,337}, {90,337}, {13,349}, {139,361}, {5,283}, {13,280}, {13,290}, {13,299} }, { // GR_1024 {5,590}, {13,587}, {13,597}, {13,608}, {90,608}, {13,620}, {139,632}, {5,555}, {13,552}, {13,561}, {13,570} } }; int Integrity_bar_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 138, 371, 4, 88 }, { // GR_1024 138, 642, 4, 88 } }; int Integrity_string_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 112, 372 }, { // GR_1024 112, 643 } }; // cargo scanning extents int Cargo_scan_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 7, 364, 130, 109 }, { // GR_1024 7, 635, 130, 109 } }; // first element is time flashing expires, second element is time of next flash int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS][2]; int Targetbox_flash_flags; // flag to indicate whether to show the extra information about a target // The HUD_config controls whether this can be shown... but the player can still toggle it on/off // during the game. int Targetbox_show_extra_info = 1; int Targetbox_wire = 0; bool Lock_targetbox_mode = false; // Different target states. This drives the text display right below the hull integrity on the targetbox. #define TS_DIS 0 #define TS_OK 1 #define TS_DMG 2 #define TS_CRT 3 static int Last_ts; // holds last target status. void hud_blit_target_integrity(int disabled,int force_obj_num = -1); // cut down long subsystem names to a more manageable length char *hud_targetbox_truncate_subsys_name(char *outstr) { if(Lcl_gr){ if ( strstr(outstr, "communication") ) { strcpy(outstr, "Komm"); } else if ( !stricmp(outstr, "weapons") ) { strcpy(outstr, "Waffen"); } else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) { strcpy(outstr, "Antrieb"); } else if ( !stricmp(outstr, "sensors") ) { strcpy(outstr, "Sensoren"); } else if ( strstr(outstr, "navigat") ) { strcpy(outstr, "Nav"); } else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) { strcpy(outstr, "J\x84gerhangar"); } else if ( strstr(outstr, "missile") ) { strcpy(outstr, "Raketenwerfer"); } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) { strcpy(outstr, "Gesch\x81tzturm"); } else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) { strcpy(outstr, "Br\x81""cke"); } else if ( strstr(outstr, "Barracks") ) { strcpy(outstr, "Quartiere"); } else if ( strstr(outstr, "Reactor") ) { strcpy(outstr, "Reaktor"); } else if ( strstr(outstr, "RadarDish") ) { strcpy(outstr, "Radarantenne"); } else if (!stricmp(outstr, "Gas Collector")) { strcpy(outstr, "Sammler"); } } else if(Lcl_fr){ if ( strstr(outstr, "communication") ) { strcpy(outstr, "comm"); } else if ( !stricmp(outstr, "weapons") ) { strcpy(outstr, "armes"); } else if ( strstr(outstr, "engine") ) { strcpy(outstr, "moteur"); } else if ( !stricmp(outstr, "sensors") ) { strcpy(outstr, "detecteurs"); } else if ( strstr(outstr, "navi") ) { strcpy(outstr, "nav"); } else if ( strstr(outstr, "missile") ) { strcpy(outstr, "lanceur de missiles"); } else if ( strstr(outstr, "fighter") ) { strcpy(outstr, "baie de chasse"); } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") || strstr(outstr, "missile") ) { strcpy(outstr, "tourelle"); } } else { if ( strstr(outstr, XSTR( "communication", 333))) { strcpy( outstr, XSTR( "comm", 334) ); } else if ( strstr(outstr, XSTR( "navigation", 335))) { strcpy( outstr, XSTR( "nav", 336) ); } else if (!stricmp(outstr, "Gas Collector")) { strcpy(outstr, "collector"); } } return outstr; } //swich through the valid targetbox modes void hud_targetbox_switch_wireframe_mode() { //0==standard //1==wireframe only //2==wireframe with textures Targetbox_wire++; if (Targetbox_wire==3) Targetbox_wire=0; } // init a specific targetbox timer void hud_targetbox_init_flash_timer(int index) { Targetbox_flash_timers[index][0] = 1; Targetbox_flash_timers[index][1] = 1; Targetbox_flash_flags &= ~(1< item to flash // flash_fast => optional param (default value 0), flash twice as fast // exit: 1 => set bright color // 0 => set default color int hud_targetbox_maybe_flash(int index, int flash_fast) { int draw_bright=0; // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR); if ( !timestamp_elapsed(Targetbox_flash_timers[index][0]) ) { if ( timestamp_elapsed(Targetbox_flash_timers[index][1]) ) { if ( flash_fast ) { Targetbox_flash_timers[index][1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f)); } else { Targetbox_flash_timers[index][1] = timestamp(TBOX_FLASH_INTERVAL); } Targetbox_flash_flags ^= (1< pointer to ship object that you want strength values for // shields => OUTPUT parameter: percentage value of shields (0->1.0) // integrity => OUTPUT parameter: percentage value of integrity (0->1.0) // // Goober5000 - simplified void hud_get_target_strength(object *objp, float *shields, float *integrity) { *shields = get_shield_pct(objp); *integrity = get_hull_pct(objp); } // maybe draw the extra targeted ship information above the target monitor void hud_targetbox_show_extra_ship_info(ship *target_shipp, object *target_objp) { char outstr[256], tmpbuf[256]; int has_orders = 0; int not_training; int extra_data_shown=0; hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA); not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING); if ( not_training && (hud_gauge_active(HUD_TARGET_MONITOR_EXTRA_DATA)) && (Targetbox_show_extra_info) ) { // Print out current orders if the targeted ship is friendly // AL 12-26-97: only show orders and time to target for friendly ships // Backslash: actually let's consult the IFF table. Maybe we want to show orders for certain teams, or hide orders for friendlies if ( ((Player_ship->team == target_shipp->team) || ((Iff_info[target_shipp->team].flags & IFFF_ORDERS_SHOWN) && !(Iff_info[target_shipp->team].flags & IFFF_ORDERS_HIDDEN)) ) && !(ship_get_SIF(target_shipp) & SIF_NOT_FLYABLE) ) { extra_data_shown=1; if ( ship_return_orders(outstr, target_shipp) ) { gr_force_fit_string(outstr, 255, 162); has_orders = 1; } else { strcpy_s(outstr, XSTR( "no orders", 337)); } emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][1], EG_TBOX_EXTRA1, outstr); } if ( has_orders ) { sprintf(outstr, XSTR( "time to: ", 338)); if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) { strcat_s(outstr, tmpbuf); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][1], EG_TBOX_EXTRA2, outstr); } } } // Print out dock status if ( object_is_docked(target_objp) ) { // count the objects directly docked to me int dock_count = dock_count_direct_docked_objects(target_objp); // docked to only one object if (dock_count == 1) { sprintf(outstr, XSTR("Docked: %s", 339), Ships[dock_get_first_docked_object(target_objp)->instance].ship_name); end_string_at_first_hash_symbol(outstr); } // docked to multiple objects else { sprintf(outstr, XSTR("Docked: %d objects", -1), dock_count); } gr_force_fit_string(outstr, 255, 173); hud_targetbox_maybe_flash(TBOX_FLASH_DOCKED); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][1], EG_TBOX_EXTRA3, outstr); extra_data_shown=1; } if ( extra_data_shown ) { // hud_set_default_color(); GR_AABITMAP(Target_view_extra.first_frame, Targetbox_coords[gr_screen.res][TBOX_EXTRA][0],Targetbox_coords[gr_screen.res][TBOX_EXTRA][1]); } } // Render a jump node on the target monitor void hud_render_target_jump_node(object *target_objp) { char outstr[256]; vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; vec3d orient_vec, up_vector; float factor, dist; int hx, hy, w, h; if ( target_objp->jnp->is_hidden() ) { set_target_objnum( Player_ai, -1 ); return; } if ( Detail.targetview_model ) { // take the forward orientation to be the vector from the player to the current target vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos); vm_vec_normalize(&orient_vec); factor = target_objp->radius*4.0f; // use the player's up vector, and construct the viewers orientation matrix up_vector = Player_obj->orient.vec.uvec; vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); // normalize the vector from the player to the current target, and scale by a factor to calculate // the objects position vm_vec_copy_scale(&obj_pos,&orient_vec,factor); hud_render_target_setup(&camera_eye, &camera_orient, 0.5f); target_objp->jnp->render( &obj_pos ); hud_render_target_close(); } HUD_reset_clip(); hud_blit_target_foreground(); hud_blit_target_integrity(1); // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, target_objp->jnp->get_name_ptr()); dist = vm_vec_dist_quick(&target_objp->pos, &Player_obj->pos); if ( Hud_unit_multiplier > 0.0f ) { // use a different displayed distance scale dist = dist * Hud_unit_multiplier; } // account for hud shaking hx = fl2i(HUD_offset_x); hy = fl2i(HUD_offset_y); sprintf(outstr,XSTR( "d: %.0f", 340), dist); hud_num_make_mono(outstr); gr_get_string_size(&w,&h,outstr); emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr); } // ------------------------------------------------------------------------------------- // hud_render_target_asteroid() // // Render a piece of asteroid on the target monitor // void hud_render_target_asteroid(object *target_objp) { vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; asteroid *asteroidp; vec3d orient_vec, up_vector; int target_team; float time_to_impact, factor; int pof; int flags=0; //draw flags for wireframe asteroidp = &Asteroids[target_objp->instance]; target_team = obj_team(target_objp); pof = asteroidp->asteroid_subtype; time_to_impact = asteroid_time_to_impact(target_objp); if ( Detail.targetview_model ) { // take the forward orientation to be the vector from the player to the current target vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos); vm_vec_normalize(&orient_vec); factor = 2*target_objp->radius; // use the player's up vector, and construct the viewers orientation matrix up_vector = Player_obj->orient.vec.uvec; vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); // normalize the vector from the player to the current target, and scale by a factor to calculate // the objects position vm_vec_copy_scale(&obj_pos,&orient_vec,factor); hud_render_target_setup(&camera_eye, &camera_orient, 0.5f); model_clear_instance(Asteroid_info[asteroidp->asteroid_type].model_num[pof]); if (Targetbox_wire!=0) { if (time_to_impact>=0) model_set_outline_color(255,255,255); else model_set_outline_color(64,64,0); flags = (Cmdline_nohtl) ? MR_SHOW_OUTLINE : MR_SHOW_OUTLINE_HTL; if (Targetbox_wire==1) flags |=MR_NO_POLYS; } model_render(Asteroid_info[asteroidp->asteroid_type].model_num[pof], &target_objp->orient, &obj_pos, flags |MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_NO_FOGGING ); hud_render_target_close(); } HUD_reset_clip(); hud_blit_target_foreground(); hud_blit_target_integrity(1); // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR); // hud print type of Asteroid (debris) char hud_name[64]; switch (asteroidp->asteroid_type) { case ASTEROID_TYPE_SMALL: case ASTEROID_TYPE_MEDIUM: case ASTEROID_TYPE_LARGE: strcpy_s(hud_name, NOX("asteroid")); break; default: sprintf(hud_name, NOX("%s debris"), Species_info[(asteroidp->asteroid_type / NUM_DEBRIS_SIZES) - 1].species_name); break; } emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, hud_name); if ( time_to_impact >= 0.0f ) { emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, NOX("impact: %.1f sec"), time_to_impact); } } //from aicode.cpp. Less include...problems...this way. extern bool turret_weapon_has_flags(ship_weapon *swp, int flags); extern bool turret_weapon_has_flags2(ship_weapon *swp, int flags); extern bool turret_weapon_has_subtype(ship_weapon *swp, int subtype); void get_turret_subsys_name(ship_weapon *swp, char *outstr) { Assert(swp != NULL); // Goober5000 //WMC //Assert(system_info->type == SUBSYSTEM_TURRET); //WMC - find the first weapon, if there is one if (swp->num_primary_banks || swp->num_secondary_banks) { // check if beam or flak using weapon flags if (turret_weapon_has_flags(swp, WIF_BEAM)) { sprintf(outstr, "%s", XSTR("Beam turret", 1567)); }else if (turret_weapon_has_flags(swp, WIF_FLAK)) { sprintf(outstr, "%s", XSTR("Flak turret", 1566)); } else { if (!turret_weapon_has_subtype(swp, WP_MISSILE) && turret_weapon_has_subtype(swp, WP_LASER)) { // ballistic too! - Goober5000 if (turret_weapon_has_flags2(swp, WIF2_BALLISTIC)) { sprintf(outstr, "%s", XSTR("Turret", 1487)); } // the TVWP has some primaries flagged as bombs else if (turret_weapon_has_flags(swp, WIF_BOMB)) { sprintf(outstr, "%s", XSTR("Missile lnchr", 1569)); } else { sprintf(outstr, "%s", XSTR("Laser turret", 1568)); } } else if (turret_weapon_has_subtype(swp, WP_MISSILE)) { sprintf(outstr, "%s", XSTR("Missile lnchr", 1569)); } else { // Illegal subtype Int3(); sprintf(outstr, "%s", XSTR("Turret", 1487)); } } } else if(swp->num_tertiary_banks) { //TODO: add tertiary turret code stuff here sprintf(outstr, "%s", NOX("Unknown")); } else { // This should not happen sprintf(outstr, "%s", NOX("Unused")); } } // ------------------------------------------------------------------------------------- // hud_render_target_ship_info() // // Render the data for a ship on the target monitor. Called by hud_render_target_ship(). // void hud_render_target_ship_info(object *target_objp) { ship *target_shipp; ship_info *target_sip; int w, h, screen_integrity = 1; char outstr[NAME_LENGTH]; char outstr_name[NAME_LENGTH*2+3]; char outstr_class[NAME_LENGTH]; float ship_integrity, shield_strength; Assert(target_objp); // Goober5000 Assert(target_objp->type == OBJ_SHIP); target_shipp = &Ships[target_objp->instance]; target_sip = &Ship_info[target_shipp->ship_info_index]; // set up colors if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) { hud_set_iff_color(target_objp, 1); } else { // Print out ship name, with wing name if it exists if ( hud_targetbox_maybe_flash(TBOX_FLASH_NAME) ) { hud_set_iff_color(target_objp, 1); } else { hud_set_iff_color(target_objp); } } // set up lines hud_stuff_ship_name(outstr_name, target_shipp); hud_stuff_ship_class(outstr_class, target_shipp); // maybe concatenate the callsign if (*outstr_name) { char outstr_callsign[NAME_LENGTH]; hud_stuff_ship_callsign(outstr_callsign, target_shipp); if (*outstr_callsign) sprintf(&outstr_name[strlen(outstr_name)], " (%s)", outstr_callsign); } // maybe substitute the callsign else { hud_stuff_ship_callsign(outstr_name, target_shipp); } // print lines emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr_name); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, outstr_class); // ---------- ship_integrity = 1.0f; shield_strength = 1.0f; hud_get_target_strength(target_objp, &shield_strength, &ship_integrity); // convert to values of 0->100 shield_strength *= 100.0f; ship_integrity *= 100.0f; screen_integrity = fl2i(ship_integrity+0.5f); if ( screen_integrity == 0 ) { if ( ship_integrity > 0 ) { screen_integrity = 1; } } // Print out right-justified integrity sprintf(outstr, XSTR( "%d%%", 341), screen_integrity); gr_get_string_size(&w,&h,outstr); if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) { // hud_set_bright_color(); hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT); } else { hud_targetbox_maybe_flash(TBOX_FLASH_HULL); } emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_HULL][0]-w, Targetbox_coords[gr_screen.res][TBOX_HULL][1], EG_TBOX_HULL, "%s", outstr); hud_set_gauge_color(HUD_TARGET_MONITOR); // print out the targeted sub-system and % integrity if (Player_ai->targeted_subsys != NULL) { shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->max_hits * 100.0f; screen_integrity = fl2i(shield_strength+0.5f); if ( screen_integrity < 0 ) { screen_integrity = 0; } if ( screen_integrity == 0 ) { if ( shield_strength > 0 ) { screen_integrity = 1; } } // Goober5000 - don't flash if this subsystem can't be destroyed if ( ship_subsys_takes_damage(Player_ai->targeted_subsys) ) { if ( screen_integrity <= 0 ){ hud_targetbox_start_flash(TBOX_FLASH_SUBSYS); // need to flash 0% continuously hud_targetbox_maybe_flash(TBOX_FLASH_SUBSYS); } } // PRINT SUBSYS NAME // hud_set_default_color(); // get turret subsys name if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET && !ship_subsys_has_instance_name(Player_ai->targeted_subsys)) { get_turret_subsys_name(&Player_ai->targeted_subsys->weapons, outstr); } else { sprintf(outstr, "%s", ship_subsys_get_name(Player_ai->targeted_subsys)); } char *p_line; // hence pipe shall be the linebreak char linebreak[2] = "|"; int n_linebreaks = 0; p_line = strpbrk(outstr,linebreak); // figure out how many linebreaks we actually have while (p_line != NULL) { n_linebreaks++; p_line = strpbrk(p_line+1,linebreak); } if (n_linebreaks) { p_line = strtok(outstr,linebreak); while (p_line != NULL) { gr_printf(Target_window_coords[gr_screen.res][0]+2, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3]-h-(10*n_linebreaks), p_line); p_line = strtok(NULL,linebreak); n_linebreaks--; } } else { hud_targetbox_truncate_subsys_name(outstr); gr_printf(Target_window_coords[gr_screen.res][0]+2, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3]-h, outstr); } // AL 23-3-98: Fighter bays are a special case. Player cannot destroy them, so don't // show the subsystem strength // Goober5000: don't display any strength if we can't destroy this subsystem - but sometimes // fighterbays can be destroyed if ( ship_subsys_takes_damage(Player_ai->targeted_subsys) ) { sprintf(outstr,XSTR( "%d%%", 341),screen_integrity); gr_get_string_size(&w,&h,outstr); gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]-w-1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - h, "%s", outstr); } hud_set_gauge_color(HUD_TARGET_MONITOR); } // print out 'disabled' on the monitor if the target is disabled if ( (target_shipp->flags & SF_DISABLED) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) { if ( target_shipp->flags & SF_DISABLED ) { sprintf(outstr, XSTR( "DISABLED", 342)); } else { sprintf(outstr, XSTR( "DISRUPTED", 343)); } gr_get_string_size(&w,&h,outstr); gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]/2 - w/2 - 1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - 2*h, "%s", outstr); } hud_targetbox_show_extra_ship_info(target_shipp, target_objp); } // call to draw the integrity bar that is on the right of the target monitor void hud_blit_target_integrity(int disabled,int force_obj_num) { object *objp; int clip_h,w,h; char buf[16]; int current_ts; if ( Target_view_integrity_gauge.first_frame == -1 ) return; if ( disabled ) { GR_AABITMAP(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]); return; } if(force_obj_num == -1){ Assert(Player_ai->target_objnum >= 0 ); objp = &Objects[Player_ai->target_objnum]; } else { // Goober5000: what the... this probably should be changed //objp = &Objects[Player_ai->target_objnum]; objp = &Objects[force_obj_num]; } clip_h = fl2i( (1 - Pl_target_integrity) * Integrity_bar_coords[gr_screen.res][3] ); // print out status of ship if ( (Ships[objp->instance].flags & SF_DISABLED) || (ship_subsys_disrupted(&Ships[objp->instance], SUBSYSTEM_ENGINE)) ) { sprintf(buf,XSTR( "dis", 344)); current_ts = TS_DIS; } else { if ( Pl_target_integrity > 0.9 ) { sprintf(buf,XSTR( "ok", 345)); current_ts = TS_OK; } else if ( Pl_target_integrity > 0.2 ) { sprintf(buf,XSTR( "dmg", 346)); current_ts = TS_DMG; } else { sprintf(buf,XSTR( "crt", 347)); current_ts = TS_CRT; } } if ( Last_ts != -1 && current_ts != Last_ts ) { hud_targetbox_start_flash(TBOX_FLASH_STATUS); } Last_ts = current_ts; hud_targetbox_maybe_flash(TBOX_FLASH_STATUS); emp_hud_string(Integrity_string_coords[gr_screen.res][0], Integrity_string_coords[gr_screen.res][1], EG_TBOX_INTEG, buf); hud_set_gauge_color(HUD_TARGET_MONITOR); bm_get_info(Target_view_integrity_gauge.first_frame,&w,&h); if ( clip_h > 0 ) { // draw the dark portion GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1], w, clip_h,0,0); } if ( clip_h <= Integrity_bar_coords[gr_screen.res][3] ) { // draw the bright portion GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame+1, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]+clip_h,w,h-clip_h,0,clip_h); } } // determine if the subsystem is in line-of sight, without taking into account whether the player ship is // facing the subsystem int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy) { ship_subsys *subsys; vec3d subobj_pos; vertex subobj_vertex; int rval = -1; polymodel *pm; subsys = Player_ai->targeted_subsys; if (subsys != NULL ) { vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient); vm_vec_add2(&subobj_pos, &target_objp->pos); // is it subsystem in view if ( Player->subsys_in_view == -1 ) { rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0); } else { rval = Player->subsys_in_view; } // get screen coords, adjusting for autocenter Assert(target_objp->type == OBJ_SHIP); if (target_objp->type == OBJ_SHIP) { pm = model_get(Ship_info[Ships[target_objp->instance].ship_info_index].model_num); if (pm->flags & PM_FLAG_AUTOCEN) { vec3d temp, delta; vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f); vm_vec_unrotate(&delta, &temp, &target_objp->orient); vm_vec_add2(&subobj_pos, &delta); } } g3_rotate_vertex(&subobj_vertex, &subobj_pos); g3_project_vertex(&subobj_vertex); *sx = (int) subobj_vertex.sx; *sy = (int) subobj_vertex.sy; gr_unsize_screen_pos( sx, sy ); } return rval; } void hud_update_cargo_scan_sound() { if ( Player->cargo_inspect_time <= 0 ) { player_stop_cargo_scan_sound(); return; } player_maybe_start_cargo_scan_sound(); } // If the player is scanning for cargo, draw some cool scanning lines on the target monitor void hud_maybe_render_cargo_scan(ship_info *target_sip) { int x1, y1, x2, y2; int scan_time; // time required to scan ship if ( Player->cargo_inspect_time <= 0 ) { return; } scan_time = target_sip->scan_time; // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT); // draw horizontal scan line x1 = Cargo_scan_coords[gr_screen.res][0]; y1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][1] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][3] )); x2 = x1 + Cargo_scan_coords[gr_screen.res][2]; gr_line(x1, y1, x2, y1); // RT Changed this to be optional if(Cmdline_dualscanlines) { // added 2nd horizontal scan line - phreak y1 = fl2i(Cargo_scan_coords[gr_screen.res][1] + Cargo_scan_coords[gr_screen.res][3] - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][3] )); gr_line(x1, y1, x2, y1); } // draw vertical scan line x1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][0] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][2] )); y1 = Cargo_scan_coords[gr_screen.res][1]; y2 = y1 + Cargo_scan_coords[gr_screen.res][3]; gr_line(x1, y1-3, x1, y2-1); // RT Changed this to be optional if(Cmdline_dualscanlines) { // added 2nd vertical scan line - phreak x1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][2] + Cargo_scan_coords[gr_screen.res][0] - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][2] )); gr_line(x1, y1-3, x1, y2-1); } } // Get the eye position for an object at the origin, called from hud_render_target_ship() // input: eye_pos => Global pos for eye (output parameter) // orient => Orientation of object at the origin void hud_targetbox_get_eye(vec3d *eye_pos, matrix *orient, int ship_num) { polymodel *pm; eye *ep; vec3d origin = ZERO_VECTOR; pm = model_get(Ship_info[Ships[ship_num].ship_info_index].model_num); // If there is no eye, don't do anything if ( pm->n_view_positions == 0 ) { return; } ep = &(pm->view_positions[Ships[ship_num].current_viewpoint]); model_find_world_point( eye_pos, &ep->pnt, pm->id, ep->parent, orient, &origin ); } // ------------------------------------------------------------------------------------- // hud_render_target_ship() // // Render a ship to the target monitor // void hud_render_target_ship(object *target_objp) { vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; ship *target_shipp; ship_info *target_sip; vec3d orient_vec, up_vector; int sx, sy; int subsys_in_view; float factor; target_shipp = &Ships[target_objp->instance]; target_sip = &Ship_info[target_shipp->ship_info_index]; int flags=0; if ( Detail.targetview_model ) { // take the forward orientation to be the vector from the player to the current target vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos); vm_vec_normalize(&orient_vec); factor = -target_sip->closeup_pos.xyz.z; // use the player's up vector, and construct the viewers orientation matrix up_vector = Player_obj->orient.vec.uvec; vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); // normalize the vector from the player to the current target, and scale by a factor to calculate // the objects position vm_vec_copy_scale(&obj_pos,&orient_vec,factor); // set camera eye to eye of ship relative to origin // hud_targetbox_get_eye(&camera_eye, &camera_orient, Player_obj->instance); // RT, changed scaling here hud_render_target_setup(&camera_eye, &camera_orient, target_sip->closeup_zoom); // model_clear_instance(target_shipp->modelnum); ship_model_start( target_objp ); if (Targetbox_wire!=0) { int is_bright = 1; if (ship_is_tagged(target_objp)) model_set_outline_color_fast(iff_get_color(IFF_COLOR_TAGGED, is_bright)); else { model_set_outline_color_fast(iff_get_color_by_team_and_object(target_shipp->team, Player_ship->team, is_bright, target_objp)); } flags = (Cmdline_nohtl) ? MR_SHOW_OUTLINE : MR_SHOW_OUTLINE_HTL; if (Targetbox_wire==1) flags |=MR_NO_POLYS; } if (target_sip->hud_target_lod >= 0) { model_set_detail_level(target_sip->hud_target_lod); } // maybe render a special hud-target-only model if(target_sip->model_num_hud >= 0){ model_render( target_sip->model_num_hud, &target_objp->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING); } else { model_render( target_sip->model_num, &target_objp->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING, -1, -1, target_shipp->ship_replacement_textures); } ship_model_stop( target_objp ); sx = 0; sy = 0; // check if subsystem target has changed if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) { vec3d save_pos; save_pos = target_objp->pos; target_objp->pos = obj_pos; subsys_in_view = hud_targetbox_subsystem_in_view(target_objp, &sx, &sy); target_objp->pos = save_pos; if ( subsys_in_view != -1 ) { // AL 29-3-98: If subsystem is destroyed, draw gray brackets // Goober5000 - hm, caught a tricky bug for destroyable fighterbays if ( (Player_ai->targeted_subsys->current_hits <= 0) && ship_subsys_takes_damage(Player_ai->targeted_subsys) ) { gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1)); } else { hud_set_iff_color( target_objp, 1 ); } if ( subsys_in_view ) { draw_brackets_square_quick(sx - 10, sy - 10, sx + 10, sy + 10); } else { draw_brackets_diamond_quick(sx - 10, sy - 10, sx + 10, sy + 10); } } } hud_render_target_close(); } HUD_reset_clip(); hud_blit_target_foreground(); hud_blit_target_integrity(0,OBJ_INDEX(target_objp)); hud_set_gauge_color(HUD_TARGET_MONITOR); hud_render_target_ship_info(target_objp); hud_maybe_render_cargo_scan(target_sip); } // ------------------------------------------------------------------------------------- // hud_render_target_debris() // // Render a piece of debris on the target monitor // void hud_render_target_debris(object *target_objp) { vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; debris *debrisp; vec3d orient_vec, up_vector; int target_team; float factor; int flags=0; debrisp = &Debris[target_objp->instance]; //target_sip = &Ship_info[debrisp->ship_info_index]; target_team = obj_team(target_objp); if ( Detail.targetview_model ) { // take the forward orientation to be the vector from the player to the current target vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos); vm_vec_normalize(&orient_vec); factor = 2*target_objp->radius; // use the player's up vector, and construct the viewers orientation matrix up_vector = Player_obj->orient.vec.uvec; vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); // normalize the vector from the player to the current target, and scale by a factor to calculate // the objects position vm_vec_copy_scale(&obj_pos,&orient_vec,factor); if (Targetbox_wire!=0) { model_set_outline_color(255,255,255); flags = (Cmdline_nohtl) ? MR_SHOW_OUTLINE : MR_SHOW_OUTLINE_HTL; if (Targetbox_wire==1) flags |=MR_NO_POLYS; } hud_render_target_setup(&camera_eye, &camera_orient, 0.5f); model_clear_instance(debrisp->model_num); // This calls the colour that doesn't get reset submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_NO_FOGGING ); hud_render_target_close(); } HUD_reset_clip(); hud_blit_target_foreground(); hud_blit_target_integrity(1); // print out ship class that debris came from char printable_ship_class[NAME_LENGTH]; if (debrisp->parent_alt_name >= 0) mission_parse_lookup_alt_index(debrisp->parent_alt_name, printable_ship_class); else strcpy_s(printable_ship_class, Ship_info[debrisp->ship_info_index].name); end_string_at_first_hash_symbol(printable_ship_class); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, printable_ship_class); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, XSTR("Debris", 348)); } // ------------------------------------------------------------------------------------- // hud_render_target_weapon() // // Render a missile or a missile view to the target monitor // void hud_render_target_weapon(object *target_objp) { vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; vec3d orient_vec, up_vector; weapon_info *target_wip = NULL; weapon *wp = NULL; object *viewer_obj, *viewed_obj; int *replacement_textures = NULL; int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, hud_target_lod, w, h; float factor; char outstr[100]; // temp buffer int flags=0; target_team = obj_team(target_objp); wp = &Weapons[target_objp->instance]; target_wip = &Weapon_info[wp->weapon_info_index]; is_homing = FALSE; if ( target_wip->wi_flags & WIF_HOMING && wp->homing_object != &obj_used_list ) is_homing = TRUE; is_player_missile = FALSE; if ( target_objp->parent_sig == Player_obj->signature ) { is_player_missile = TRUE; } if ( Detail.targetview_model ) { viewer_obj = Player_obj; viewed_obj = target_objp; missile_view = FALSE; viewed_model_num = target_wip->model_num; hud_target_lod = target_wip->hud_target_lod; if ( is_homing && is_player_missile ) { ship *homing_shipp = &Ships[wp->homing_object->instance]; ship_info *homing_sip = &Ship_info[homing_shipp->ship_info_index]; viewer_obj = target_objp; viewed_obj = wp->homing_object; missile_view = TRUE; viewed_model_num = homing_sip->model_num; replacement_textures = homing_shipp->ship_replacement_textures; hud_target_lod = homing_sip->hud_target_lod; } if (Targetbox_wire!=0) { int is_bright = 0; model_set_outline_color_fast(iff_get_color_by_team_and_object(target_team, Player_ship->team, is_bright, target_objp)); flags = (Cmdline_nohtl) ? MR_SHOW_OUTLINE : MR_SHOW_OUTLINE_HTL; if (Targetbox_wire==1) flags |=MR_NO_POLYS; } // take the forward orientation to be the vector from the player to the current target vm_vec_sub(&orient_vec, &viewed_obj->pos, &viewer_obj->pos); vm_vec_normalize(&orient_vec); if ( missile_view == FALSE ) factor = 2*target_objp->radius; else factor = vm_vec_dist_quick(&viewer_obj->pos, &viewed_obj->pos); // use the viewer's up vector, and construct the viewers orientation matrix up_vector = viewer_obj->orient.vec.uvec; vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); // normalize the vector from the viewer to the viwed target, and scale by a factor to calculate // the objects position vm_vec_copy_scale(&obj_pos,&orient_vec,factor); hud_render_target_setup(&camera_eye, &camera_orient, View_zoom/3); model_clear_instance(viewed_model_num); if (hud_target_lod >= 0) { model_set_detail_level(hud_target_lod); } model_render( viewed_model_num, &viewed_obj->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_IS_MISSILE | MR_NO_FOGGING, -1, -1, replacement_textures); hud_render_target_close(); } HUD_reset_clip(); if ( is_homing == TRUE ) { hud_blit_target_foreground(); } else { hud_blit_target_foreground(); } hud_blit_target_integrity(1); // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR); // print out the weapon class name sprintf( outstr,"%s", target_wip->name ); gr_get_string_size(&w,&h,outstr); // drop name past the # sign end_string_at_first_hash_symbol(outstr); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr); // If a homing weapon, show time to impact if ( is_homing ) { float dist, speed; dist = vm_vec_dist(&target_objp->pos, &wp->homing_object->pos); speed = vm_vec_mag(&target_objp->phys_info.vel); if ( speed > 0 ) { sprintf(outstr, NOX("impact: %.1f sec"), dist/speed); } else { sprintf(outstr, XSTR( "unknown", 349)); } emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, outstr); } } // ------------------------------------------------------------------------------------- // hud_render_target_model() will render the target in the small targetting box. The box // is then shaded to give a monochrome effect // void hud_render_target_model() { object *target_objp; if ( !hud_gauge_active(HUD_TARGET_MONITOR) ) return; if ( Player_ai->target_objnum == -1) return; if ( Target_static_playing ) return; target_objp = &Objects[Player_ai->target_objnum]; // Draw the background frame hud_render_target_background(); switch ( target_objp->type ) { case OBJ_SHIP: hud_render_target_ship(target_objp); break; case OBJ_DEBRIS: hud_render_target_debris(target_objp); break; case OBJ_WEAPON: hud_render_target_weapon(target_objp); break; case OBJ_ASTEROID: hud_render_target_asteroid(target_objp); break; case OBJ_JUMP_NODE: hud_render_target_jump_node(target_objp); break; default: // Error(LOCATION, "Trying to show object type %d on target monitor\n", target_objp->type); hud_cease_targeting(); break; } // end switch } void hud_cargo_scan_update(object *targetp, float frametime) { char outstr[256]; // temp buffer for sprintf'ing hud output int hx, hy; // Account for HUD shaking hx = fl2i(HUD_offset_x); hy = fl2i(HUD_offset_y); // display cargo inspection status if ( targetp->type == OBJ_SHIP ) { if ( player_inspect_cargo(frametime, outstr) ) { if ( hud_gauge_active(HUD_TARGET_MONITOR) ) { if ( Player->cargo_inspect_time > 0 ) { hud_targetbox_start_flash(TBOX_FLASH_CARGO); } // Print out what the cargo is if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) { // hud_set_bright_color(); hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT); } else { hud_targetbox_maybe_flash(TBOX_FLASH_CARGO); } emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CARGO][0]+hx, Targetbox_coords[gr_screen.res][TBOX_CARGO][1]+hy, EG_TBOX_CARGO, outstr); hud_set_gauge_color(HUD_TARGET_MONITOR); } } } // end if (is_ship) } // ----------------------------------------------------------------------------------- // hud_show_target_data() will display the data about the target in and // around the targetting window // void hud_show_target_data(float frametime) { char outstr[256]; // temp buffer for sprintf'ing hud output int w,h; // width and height of string about to print object *target_objp; ship *shipp = NULL; debris *debrisp = NULL; ship_info *sip = NULL; int is_ship = 0; float displayed_target_distance, displayed_target_speed, current_target_distance, current_target_speed; hud_set_gauge_color(HUD_TARGET_MONITOR); target_objp = &Objects[Player_ai->target_objnum]; current_target_distance = Player_ai->current_target_distance; if ( Hud_unit_multiplier > 0.0f ) { // use a different displayed distance scale displayed_target_distance = current_target_distance * Hud_unit_multiplier; } else { displayed_target_distance = current_target_distance; } switch( Objects[Player_ai->target_objnum].type ) { case OBJ_SHIP: shipp = &Ships[target_objp->instance]; sip = &Ship_info[shipp->ship_info_index]; is_ship = 1; break; case OBJ_DEBRIS: debrisp = &Debris[target_objp->instance]; sip = &Ship_info[debrisp->ship_info_index]; break; case OBJ_WEAPON: sip = NULL; break; case OBJ_ASTEROID: sip = NULL; break; case OBJ_JUMP_NODE: return; default: Int3(); // can't happen break; } int hx, hy; // Account for HUD shaking hx = fl2i(HUD_offset_x); hy = fl2i(HUD_offset_y); // print out the target distance and speed sprintf(outstr,XSTR( "d: %.0f%s", 350), displayed_target_distance, modifiers[Player_ai->current_target_dist_trend]); hud_num_make_mono(outstr); gr_get_string_size(&w,&h,outstr); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr); #if 0 current_target_speed = vm_vec_dist(&target_objp->pos, &target_objp->last_pos) / frametime; #endif // 7/28/99 DKA: Do not use vec_mag_quick -- the error is too big current_target_speed = vm_vec_mag(&target_objp->phys_info.vel); // current_target_speed = target_objp->phys_info.fspeed; if ( current_target_speed < 0.1f ) { current_target_speed = 0.0f; } // if the speed is 0, determine if we are docked with something -- if so, get the docked velocity if ( (current_target_speed == 0.0f) && is_ship ) { current_target_speed = dock_calc_docked_fspeed(&Objects[shipp->objnum]); if ( current_target_speed < 0.1f ) { current_target_speed = 0.0f; } } if ( Hud_unit_multiplier > 0.0f ) { // use a different displayed speed scale displayed_target_speed = current_target_speed * Hud_unit_multiplier; } else { displayed_target_speed = current_target_speed; } sprintf(outstr, XSTR( "s: %.0f%s", 351), displayed_target_speed, (displayed_target_speed>1)?modifiers[Player_ai->current_target_speed_trend]:""); hud_num_make_mono(outstr); emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_SPEED][0]+hx, Targetbox_coords[gr_screen.res][TBOX_SPEED][1]+hy, EG_TBOX_SPEED, outstr); // // output target info for debug purposes only, this will be removed later // #ifndef NDEBUG //XSTR:OFF char outstr2[256]; if ( Show_target_debug_info && (is_ship == 1) ) { int sx, sy, dy; sx = 5; dy = gr_get_font_height() + 1; sy = 300 - 7*dy; gr_set_color_fast(&HUD_color_debug); if ( shipp->ai_index >= 0 ) { ai_info *aip = &Ai_info[shipp->ai_index]; sprintf(outstr,"AI: %s",Ai_behavior_names[aip->mode]); switch (aip->mode) { case AIM_CHASE: Assert(aip->submode <= SM_BIG_PARALLEL); // Must be <= largest chase submode value. // sprintf(outstr,"AI: %s",Submode_text[aip->submode]); sprintf(outstr2," / %s",Submode_text[aip->submode]); strcat_s(outstr,outstr2); break; case AIM_STRAFE: Assert(aip->submode <= AIS_STRAFE_POSITION); // Must be <= largest chase submode value. // sprintf(outstr,"AI: %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]); sprintf(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]); strcat_s(outstr,outstr2); break; case AIM_WAYPOINTS: // gr_printf(sx, sy, "Wpnum: %i",aip->wp_index); sprintf(outstr2," / Wpnum: %i",aip->wp_index); strcat_s(outstr,outstr2); break; default: break; } gr_printf(sx, sy, outstr); sy += dy; gr_printf(sx, sy, "Max speed = %d, (%d%%)", (int) shipp->current_max_speed, (int) (100.0f * vm_vec_mag(&target_objp->phys_info.vel)/shipp->current_max_speed)); sy += dy; // data can be found in target montior // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+5*h, "Shields: %d", (int) Players[Player_num].current_target->ship_max_shield_strength); if (aip->target_objnum != -1) { char target_str[32]; float dot, dist; vec3d v2t; if (aip->target_objnum == Player_obj-Objects) strcpy_s(target_str, "Player!"); else sprintf(target_str, "%s", Ships[Objects[aip->target_objnum].instance].ship_name); // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+4*h, "Target: %s", target_str); gr_printf(sx, sy, "Targ: %s", target_str); sy += dy; dist = vm_vec_dist_quick(&Objects[Player_ai->target_objnum].pos, &Objects[aip->target_objnum].pos); vm_vec_normalized_dir(&v2t,&Objects[aip->target_objnum].pos, &Objects[Player_ai->target_objnum].pos); dot = vm_vec_dot(&v2t, &Objects[Player_ai->target_objnum].orient.vec.fvec); // data can be found in target montior // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+6*h, "Targ dist: %5.1f", dist); // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+5*h, "Targ dot: %3.2f", dot); gr_printf(sx, sy, "Targ dot: %3.2f", dot); sy += dy; // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+6*h, "Targ dst: %3.2f", dist); gr_printf(sx, sy, "Targ dst: %3.2f", dist); sy += dy; if ( aip->targeted_subsys != NULL ) { sprintf(outstr, "Subsys: %s", aip->targeted_subsys->system_info->subobj_name); gr_printf(sx, sy, outstr); } sy += dy; } // print out energy transfer information on the ship sy = 70; sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed); gr_printf(sx, sy, outstr); sy += dy; sprintf(outstr,"G/S/E: %.2f/%.2f/%.2f",Energy_levels[shipp->weapon_recharge_index],Energy_levels[shipp->shield_recharge_index],Energy_levels[shipp->engine_recharge_index]); gr_printf(sx, sy, outstr); sy += dy; // Show information about attacker. { int found = 0; if (Enemy_attacker != NULL) if (Enemy_attacker->type == OBJ_SHIP) { ship *eshipp; ai_info *eaip; float dot, dist; vec3d v2t; eshipp = &Ships[Enemy_attacker->instance]; eaip = &Ai_info[eshipp->ai_index]; if (eaip->target_objnum == Player_obj-Objects) { found = 1; dist = vm_vec_dist_quick(&Enemy_attacker->pos, &Player_obj->pos); vm_vec_normalized_dir(&v2t,&Objects[eaip->target_objnum].pos, &Enemy_attacker->pos); dot = vm_vec_dot(&v2t, &Enemy_attacker->orient.vec.fvec); gr_printf(sx, sy, "#%i: %s", Enemy_attacker-Objects, Ships[Enemy_attacker->instance].ship_name); sy += dy; gr_printf(sx, sy, "Targ dist: %5.1f", dist); sy += dy; gr_printf(sx, sy, "Targ dot: %3.2f", dot); sy += dy; } } if (Player_ai->target_objnum == Enemy_attacker - Objects) found = 0; if (!found) { int i; Enemy_attacker = NULL; for (i=0; itarget_objnum) { enemy = Ai_info[Ships[Objects[i].instance].ai_index].target_objnum; if (enemy == Player_obj-Objects) { Enemy_attacker = &Objects[i]; break; } } } } } // Show target size // hud_target_w gr_printf(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h ); sy += dy; polymodel *pm = model_get(sip->model_num); gr_printf(sx, sy, "POF:%s", pm->filename ); sy += dy; gr_printf(sx, sy, "Mass: %.2f\n", pm->mass); sy += dy; } } // display the weapons for the target on the HUD. Include ammo counts. if ( Show_target_weapons && (is_ship == 1) ) { int sx, sy, dy, i; ship_weapon *swp; swp = &shipp->weapons; sx = 400; sy = 100; dy = gr_get_font_height(); sprintf(outstr,"Num primaries: %d", swp->num_primary_banks); gr_printf(sx,sy,outstr); sy += dy; for ( i = 0; i < swp->num_primary_banks; i++ ) { sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->primary_bank_weapons[i]].name); gr_printf(sx,sy,outstr); sy += dy; } sy += dy; sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks); gr_printf(sx,sy,outstr); sy += dy; for ( i = 0; i < swp->num_secondary_banks; i++ ) { sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->secondary_bank_weapons[i]].name); gr_printf(sx,sy,outstr); sy += dy; } } //XSTR:ON #endif } // called at the start of each level void hud_targetbox_static_init() { Target_static_next = 0; Target_static_playing = 0; } // determine if we should draw static on top of the target box int hud_targetbox_static_maybe_blit(float frametime) { float sensors_str; // on lowest skill level, don't show static on target monitor if ( Game_skill_level == 0 ) return 0; // if multiplayer observer, don't show static if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){ return 0; } sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS ); if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) { sensors_str = SENSOR_STR_TARGET_NO_EFFECTS-1; } if ( sensors_str > SENSOR_STR_TARGET_NO_EFFECTS ) { Target_static_playing = 0; Target_static_next = 0; } else { if ( Target_static_next == 0 ) Target_static_next = 1; } if ( timestamp_elapsed(Target_static_next) ) { Target_static_playing ^= 1; Target_static_next = timestamp_rand(50, 750); } if ( Target_static_playing ) { // hud_set_default_color(); hud_set_gauge_color(HUD_TARGET_MONITOR); hud_anim_render(&Target_static, frametime, 1); if ( Target_static_looping == -1 ) { Target_static_looping = snd_play_looping(&Snds[SND_STATIC]); } } else { if ( Target_static_looping != -1 ) { snd_stop(Target_static_looping); Target_static_looping = -1; } } return Target_static_playing; } // start the targetbox item flashing for duration ms // input: index => TBOX_FLASH_ #define // duration => optional param (default value TBOX_FLASH_DURATION), how long to flash in ms void hud_targetbox_start_flash(int index, int duration) { Targetbox_flash_timers[index][0] = timestamp(duration); } // stop flashing a specific targetbox item void hud_targetbox_end_flash(int index) { Targetbox_flash_timers[index][0] = 1; } // determine if a given flashing index is bright or not int hud_targetbox_is_bright(int index) { return (Targetbox_flash_flags & (1<