/* * 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 "asteroid/asteroid.h" #include "cmdline/cmdline.h" #include "debris/debris.h" #include "freespace.h" #include "gamesnd/gamesnd.h" #include "graphics/matrix.h" #include "hud/hudbrackets.h" #include "hud/hudtargetbox.h" #include "iff_defs/iff_defs.h" #include "io/timer.h" #include "jumpnode/jumpnode.h" #include "localization/localize.h" #include "mission/missionparse.h" #include "model/model.h" #include "network/multi.h" #include "object/object.h" #include "object/objectdock.h" #include "parse/parselo.h" #include "playerman/player.h" #include "ship/ship.h" #include "ship/subsysdamage.h" #include "species_defs/species_defs.h" #include "weapon/emp.h" #include "weapon/weapon.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; sound_handle Target_static_looping = sound_handle::invalid(); int Target_display_cargo; char Cargo_string[256] = ""; #ifndef NDEBUG extern int Show_target_debug_info; extern int Show_target_weapons; #endif // used to print out + or - after target distance and speed const char* modifiers[] = { //XSTR:OFF "+", "-", "" //XSTR:ON }; #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 // 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 int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS]; int Targetbox_wire = 0; int Targetbox_shader_effect = -1; 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 Current_ts; // holds current target status static int Last_ts; // holds last target status. /** * @note Cut down long subsystem names to a more manageable length */ void 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(Lcl_pl){ if ( strstr(outstr, "communication") ) { strcpy(outstr, "komunikacja"); } else if ( !stricmp(outstr, "weapons") ) { strcpy(outstr, "uzbrojenie"); } else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) { strcpy(outstr, "silnik"); } else if ( !stricmp(outstr, "sensors") ) { strcpy(outstr, "sensory"); } else if ( strstr(outstr, "navigat") ) { strcpy(outstr, "nawigacja"); } else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) { strcpy(outstr, "dok my\x9Cliw."); } else if ( strstr(outstr, "missile") ) { strcpy(outstr, "wie\xBF. rakiet."); } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) { strcpy(outstr, "wie\xBFyczka"); } else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) { strcpy(outstr, "mostek"); } else if ( strstr(outstr, "Barracks") ) { strcpy(outstr, "koszary"); } else if ( strstr(outstr, "Reactor") ) { strcpy(outstr, "reaktor"); } else if ( strstr(outstr, "RadarDish") || strstr(outstr, "Radar Dish") ) { strcpy(outstr, "antena radaru"); } else if (!stricmp(outstr, "Gas Collector")) { strcpy(outstr, "zbieracz gazu"); } } 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 (strstr(outstr, "gas collector")) { strcpy(outstr, "collector"); } } } HudGaugeTargetBox::HudGaugeTargetBox(): HudGauge(HUD_OBJECT_TARGET_MONITOR, HUD_TARGET_MONITOR, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY), 255, 255, 255), Monitor_mask(-1), Use_subsys_name_offsets(false), Use_subsys_integrity_offsets(false), Use_disabled_status_offsets(false) { } void HudGaugeTargetBox::initViewportOffsets(int x, int y) { Viewport_offsets[0] = x; Viewport_offsets[1] = y; } void HudGaugeTargetBox::initViewportSize(int w, int h) { Viewport_w = w; Viewport_h = h; } void HudGaugeTargetBox::initIntegrityOffsets(int x, int y) { Integrity_bar_offsets[0] = x; Integrity_bar_offsets[1] = y; } void HudGaugeTargetBox::initIntegrityHeight(int h) { integrity_bar_h = h; } void HudGaugeTargetBox::initStatusOffsets(int x, int y) { Status_offsets[0] = x; Status_offsets[1] = y; } void HudGaugeTargetBox::initNameOffsets(int x, int y) { Name_offsets[0] = x; Name_offsets[1] = y; } void HudGaugeTargetBox::initClassOffsets(int x, int y) { Class_offsets[0] = x; Class_offsets[1] = y; } void HudGaugeTargetBox::initDistOffsets(int x, int y) { Dist_offsets[0] = x; Dist_offsets[1] = y; } void HudGaugeTargetBox::initSpeedOffsets(int x, int y) { Speed_offsets[0] = x; Speed_offsets[1] = y; } void HudGaugeTargetBox::initCargoStringOffsets(int x, int y) { Cargo_string_offsets[0] = x; Cargo_string_offsets[1] = y; } void HudGaugeTargetBox::initHullOffsets(int x, int y) { Hull_offsets[0] = x; Hull_offsets[1] = y; } void HudGaugeTargetBox::initCargoScanStartOffsets(int x, int y) { Cargo_scan_start_offsets[0] = x; Cargo_scan_start_offsets[1] = y; } void HudGaugeTargetBox::initCargoScanSize(int w, int h) { Cargo_scan_w = w; Cargo_scan_h = h; } void HudGaugeTargetBox::initSubsysNameOffsets(int x, int y, bool activate) { Subsys_name_offsets[0] = x; Subsys_name_offsets[1] = y; Use_subsys_name_offsets = activate; } void HudGaugeTargetBox::initSubsysIntegrityOffsets(int x, int y, bool activate) { Subsys_integrity_offsets[0] = x; Subsys_integrity_offsets[1] = y; Use_subsys_integrity_offsets = activate; } void HudGaugeTargetBox::initDisabledStatusOffsets(int x, int y, bool activate) { Disabled_status_offsets[0] = x; Disabled_status_offsets[1] = y; Use_disabled_status_offsets = activate; } void HudGaugeTargetBox::initDesaturate(bool desaturate) { Desaturated = desaturate; } void HudGaugeTargetBox::initBitmaps(char *fname_monitor, char *fname_monitor_mask, char *fname_integrity, char *fname_static) { Monitor_frame.first_frame = bm_load_animation(fname_monitor, &Monitor_frame.num_frames); if ( Monitor_frame.first_frame < 0 ) { Warning(LOCATION,"Cannot load hud ani: %s\n", fname_monitor); } Integrity_bar.first_frame = bm_load_animation(fname_integrity, &Integrity_bar.num_frames); if ( Integrity_bar.first_frame < 0 ) { Warning(LOCATION,"Cannot load hud ani: %s\n", fname_integrity); } if ( strlen(fname_monitor_mask) > 0 ) { Monitor_mask = bm_load_animation(fname_monitor_mask); if ( Monitor_mask < 0 ) { Warning(LOCATION, "Cannot load bitmap hud mask: %s\n", fname_monitor_mask); } } strcpy_s(static_fname, fname_static); } void HudGaugeTargetBox::initialize() { hud_anim_init(&Monitor_static, position[0] + Viewport_offsets[0], position[1] + Viewport_offsets[1], NOX(static_fname)); for(int i = 0; i < NUM_TBOX_FLASH_TIMERS; i++) { initFlashTimer(i); } HudGauge::initialize(); } void HudGaugeTargetBox::initFlashTimer(int index) { Next_flash_timers[index] = 1; flash_flags &= ~(1<target_objnum == -1) return; if ( Target_static_playing ) return; target_objp = &Objects[Player_ai->target_objnum]; setGaugeColor(); // blit the background frame renderBitmap(Monitor_frame.first_frame, position[0], position[1]); if ( Monitor_mask >= 0 ) { // render the alpha mask gr_alpha_mask_set(1, 0.5f); gr_stencil_clear(); gr_stencil_set(GR_STENCIL_WRITE); gr_set_color_buffer(0); renderBitmapColor(Monitor_mask, position[0], position[1]); gr_set_color_buffer(1); gr_stencil_set(GR_STENCIL_NONE); gr_alpha_mask_set(0, 1.0f); } switch ( target_objp->type ) { case OBJ_SHIP: renderTargetShip(target_objp); break; case OBJ_DEBRIS: renderTargetDebris(target_objp); break; case OBJ_WEAPON: renderTargetWeapon(target_objp); break; case OBJ_ASTEROID: renderTargetAsteroid(target_objp); break; case OBJ_JUMP_NODE: renderTargetJumpNode(target_objp); break; default: hud_cease_targeting(); break; } // end switch if ( Target_static_playing ) { setGaugeColor(); gr_set_screen_scale(base_w, base_h); hud_anim_render(&Monitor_static, frametime, 1); gr_reset_screen_scale(); } else { showTargetData(frametime); } if(Target_display_cargo) { // Print out what the cargo is if ( maybeFlashSexp() == 1 ) { setGaugeColor(HUD_C_BRIGHT); } else { maybeFlashElement(TBOX_FLASH_CARGO); } renderString(position[0] + Cargo_string_offsets[0], position[1] + Cargo_string_offsets[1], EG_TBOX_CARGO, Cargo_string); } } void HudGaugeTargetBox::renderTargetForeground() { setGaugeColor(); renderBitmap(Monitor_frame.first_frame+1, position[0], position[1]); } /** * Draw the integrity bar that is on the right of the target monitor */ void HudGaugeTargetBox::renderTargetIntegrity(int disabled,int force_obj_num) { int clip_h,w,h; char buf[16]; if ( Integrity_bar.first_frame == -1 ) return; if ( disabled ) { renderBitmap(Integrity_bar.first_frame, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1]); return; } if(force_obj_num == -1) Assert(Player_ai->target_objnum >= 0 ); clip_h = fl2i( (1 - Pl_target_integrity) * integrity_bar_h ); // print out status of ship switch(Current_ts) { case TS_DIS: strcpy_s(buf,XSTR( "dis", 344)); break; case TS_OK: strcpy_s(buf,XSTR( "ok", 345)); break; case TS_DMG: strcpy_s(buf,XSTR( "dmg", 346)); break; case TS_CRT: strcpy_s(buf,XSTR( "crt", 347)); break; } maybeFlashElement(TBOX_FLASH_STATUS); // finally print out the status of this ship renderString(position[0] + Status_offsets[0], position[1] + Status_offsets[1], EG_TBOX_INTEG, buf); setGaugeColor(); bm_get_info(Integrity_bar.first_frame,&w,&h); if ( clip_h > 0 ) { // draw the dark portion renderBitmapEx(Integrity_bar.first_frame, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1], w, clip_h,0,0); } if ( clip_h <= integrity_bar_h ) { // draw the bright portion renderBitmapEx(Integrity_bar.first_frame+1, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1]+clip_h,w,h-clip_h,0,clip_h); } } void HudGaugeTargetBox::renderTargetSetup(vec3d *camera_eye, matrix *camera_orient, float zoom) { // JAS: g3_start_frame uses clip_width and clip_height to determine the // size to render to. Normally, you would set this by using gr_set_clip, // but because of the hacked in hud jittering, I couldn't. So come talk // to me before modifying or reusing the following code. Thanks. int clip_width = Viewport_w; int clip_height = Viewport_h; gr_screen.clip_width = clip_width; gr_screen.clip_height = clip_height; g3_start_frame(1); // Turn on zbuffering hud_save_restore_camera_data(1); g3_set_view_matrix( camera_eye, camera_orient, zoom); model_set_detail_level(1); // use medium detail level setClip(position[0] + Viewport_offsets[0], position[1] + Viewport_offsets[1], Viewport_w, Viewport_h); // account for gauge RTT with cockpit here --wookieejedi float clip_aspect; if (gr_screen.rendering_to_texture != -1) { clip_aspect = (i2fl(clip_width) / i2fl(clip_height)); } else { clip_aspect = gr_screen.clip_aspect; } gr_set_proj_matrix(Proj_fov, clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); } void HudGaugeTargetBox::renderTargetShip(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_targetbox.xyz.z; // use the player's up vector, and construct the viewers orientation matrix if (Player_obj->type == OBJ_SHIP) { vec3d tempv; ship_get_eye(&tempv, &camera_orient, Player_obj, false, false); } else { camera_orient = Player_obj->orient; } up_vector = camera_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); // RT, changed scaling here renderTargetSetup(&camera_eye, &camera_orient, target_sip->closeup_zoom_targetbox); // IMPORTANT NOTE! Code handling the case 'missile_view == TRUE' in rendering section of renderTargetWeapon() // is largely copied over from renderTargetShip(). To keep the codes similar please update // both if and when needed model_render_params render_info; render_info.set_object_number(OBJ_INDEX(target_objp)); switch (Targetbox_wire) { case 0: flags |= MR_NO_LIGHTING; break; case 1: if (ship_is_tagged(target_objp)) render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1)); else render_info.set_color(*iff_get_color_by_team_and_object(target_shipp->team, Player_ship->team, 1, target_objp)); if (target_sip->uses_team_colors) { render_info.set_team_color(target_shipp->team_name, target_shipp->secondary_team_name, target_shipp->team_change_timestamp, target_shipp->team_change_time); } flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING; break; case 2: break; case 3: if (ship_is_tagged(target_objp)) render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1)); else render_info.set_color(*iff_get_color_by_team_and_object(target_shipp->team, Player_ship->team, 1, target_objp)); flags |= MR_NO_LIGHTING | MR_NO_TEXTURING; break; } if (target_sip->hud_target_lod >= 0) { render_info.set_detail_level_lock(target_sip->hud_target_lod); } if(Targetbox_shader_effect > -1) { render_info.set_animated_effect(Targetbox_shader_effect, 0.0f); } if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_READ); } if ( Desaturated ) { flags |= MR_DESATURATED; render_info.set_color(gauge_color); } if (!Glowpoint_override) Glowpoint_override = true; // set glowmap flag here since model_render (etc) require an objnum to handle glowmaps // if we did pass the objnum, we'd also have thrusters drawn in the targetbox if (target_shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) { flags |= MR_NO_GLOWMAPS; } render_info.set_flags(flags | MR_AUTOCENTER | MR_NO_FOGGING); // maybe render a special hud-target-only model if(target_sip->model_num_hud >= 0){ model_render_immediate( &render_info, target_sip->model_num_hud, &target_objp->orient, &obj_pos); } else { render_info.set_replacement_textures(target_shipp->ship_replacement_textures); model_render_immediate( &render_info, target_sip->model_num, &target_objp->orient, &obj_pos); } Glowpoint_override = false; if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_NONE); } sx = 0; sy = 0; // check if subsystem target has changed if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) { vec3d save_pos; if (gr_screen.rendering_to_texture != -1) { gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true); } else { gr_set_screen_scale(base_w, base_h); } 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 ); } graphics::line_draw_list line_draw_list; if ( subsys_in_view ) { draw_brackets_square_quick(&line_draw_list, sx - 10, sy - 10, sx + 10, sy + 10); } else { draw_brackets_diamond_quick(&line_draw_list, sx - 10, sy - 10, sx + 10, sy + 10); } line_draw_list.flush(); } } renderTargetClose(); } renderTargetForeground(); renderTargetIntegrity(0,OBJ_INDEX(target_objp)); setGaugeColor(); renderTargetShipInfo(target_objp); maybeRenderCargoScan(target_sip); } /** * @note formerly hud_render_target_debris(object *target_objp) (Swifty) */ void HudGaugeTargetBox::renderTargetDebris(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; float factor; int flags=0; debrisp = &Debris[target_objp->instance]; 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 if (Player_obj->type == OBJ_SHIP) { vec3d tempv; ship_get_eye(&tempv, &camera_orient, Player_obj, false, false); } else { camera_orient = Player_obj->orient; } up_vector = camera_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); renderTargetSetup(&camera_eye, &camera_orient, 0.5f); model_clear_instance(debrisp->model_num); model_render_params render_info; switch (Targetbox_wire) { case 0: flags |= MR_NO_LIGHTING; break; case 1: render_info.set_color(255, 255, 255); flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING; break; case 2: break; case 3: render_info.set_color(255, 255, 255); flags |= MR_NO_LIGHTING | MR_NO_TEXTURING; break; } if(Targetbox_shader_effect > -1) { render_info.set_animated_effect(Targetbox_shader_effect, 0.0f); } if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_READ); } if ( Desaturated ) { flags |= MR_DESATURATED; render_info.set_color(gauge_color); } render_info.set_flags(flags | MR_NO_FOGGING); auto pmi = model_get_instance(debrisp->model_instance_num); auto pm = model_get(pmi->model_num); // This calls the colour that doesn't get reset submodel_render_immediate( &render_info, pm, pmi, debrisp->submodel_num, &target_objp->orient, &obj_pos); if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_NONE); } renderTargetClose(); } renderTargetForeground(); renderTargetIntegrity(1); // print out ship class that debris came from const char *printable_ship_class; if (debrisp->parent_alt_name >= 0) printable_ship_class = mission_parse_lookup_alt_index(debrisp->parent_alt_name); else printable_ship_class = Ship_info[debrisp->ship_info_index].get_display_name(); renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, printable_ship_class); renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, XSTR("debris", 348)); } /** * @note Formerly hud_render_target_weapon(object *target_objp) */ void HudGaugeTargetBox::renderTargetWeapon(object *target_objp) { vec3d obj_pos = ZERO_VECTOR; vec3d camera_eye = ZERO_VECTOR; matrix camera_orient = IDENTITY_MATRIX; vec3d orient_vec, up_vector; vec3d projection_vec; 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; int flags=0; target_team = obj_team(target_objp); wp = &Weapons[target_objp->instance]; target_wip = &Weapon_info[wp->weapon_info_index]; if (target_wip->model_num == -1) return; is_homing = FALSE; if ( target_wip->is_homing() && weapon_has_homing_object(wp) ) is_homing = TRUE; is_player_missile = FALSE; if ( target_objp->parent_sig == Player_obj->signature ) { is_player_missile = TRUE; } if ( Detail.targetview_model ) { ship *homing_shipp = NULL; ship_info *homing_sip = NULL; 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; // adding a check here to make sure the homing object is a ship, technically it could be some other object just as well if ( is_homing && is_player_missile && (wp->homing_object->type == OBJ_SHIP)) { homing_shipp = &Ships[wp->homing_object->instance]; 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; } // 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 == TRUE) { vm_vec_sub(&projection_vec, &wp->homing_pos, &viewer_obj->pos); vm_vec_normalize(&projection_vec); } // use the viewer's up vector, and construct the viewers orientation matrix if (viewer_obj == Player_obj && Player_obj->type == OBJ_SHIP) { vec3d tempv; ship_get_eye(&tempv, &camera_orient, Player_obj, false, false); } else { camera_orient = viewer_obj->orient; } up_vector = camera_orient.vec.uvec; if (missile_view == FALSE) vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL); else vm_vector_2_matrix(&camera_orient,&projection_vec,&up_vector,NULL); // normalize the vector from the viewer to the viwed target, and scale by a factor to calculate // the objects position if (missile_view == FALSE) { float factor = 2*target_objp->radius; // small radius missiles need a bigger factor otherwise they are rendered larger than the targetbox if (factor < 8.0f) { factor = 8.0f; } vm_vec_copy_scale(&obj_pos,&orient_vec,factor); } else { vm_vec_sub(&obj_pos, &viewed_obj->pos, &viewer_obj->pos); } renderTargetSetup(&camera_eye, &camera_orient, View_zoom/3); model_clear_instance(viewed_model_num); model_render_params render_info; // IMPORTANT NOTE! Code handling the rendering when 'missile_view == TRUE' is largely copied over from // renderTargetShip(). To keep the codes similar please update both if and when needed if (missile_view == FALSE) { switch (Targetbox_wire) { case 0: flags |= MR_NO_LIGHTING; break; case 1: render_info.set_color(*iff_get_color_by_team_and_object(target_team, Player_ship->team, 0, target_objp)); flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING; break; case 2: break; case 3: render_info.set_color(*iff_get_color_by_team_and_object(target_team, Player_ship->team, 0, target_objp)); flags |= MR_NO_LIGHTING | MR_NO_TEXTURING; break; } } else { render_info.set_object_number(OBJ_INDEX(viewed_obj)); switch (Targetbox_wire) { case 0: flags |= MR_NO_LIGHTING; break; case 1: if (ship_is_tagged(viewed_obj)) render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1)); else render_info.set_color(*iff_get_color_by_team_and_object(homing_shipp->team, Player_ship->team, 1, viewed_obj)); if (homing_sip->uses_team_colors) { render_info.set_team_color(homing_shipp->team_name, homing_shipp->secondary_team_name, homing_shipp->team_change_timestamp, homing_shipp->team_change_time); } flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING; break; case 2: break; case 3: if (ship_is_tagged(viewed_obj)) render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1)); else render_info.set_color(*iff_get_color_by_team_and_object(homing_shipp->team, Player_ship->team, 1, viewed_obj)); flags |= MR_NO_LIGHTING | MR_NO_TEXTURING; break; } } if (hud_target_lod >= 0) { render_info.set_detail_level_lock(hud_target_lod); } if(Targetbox_shader_effect > -1) { render_info.set_animated_effect(Targetbox_shader_effect, 0.0f); } if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_READ); } if ( Desaturated ) { flags |= MR_DESATURATED; render_info.set_color(gauge_color); } if (missile_view == TRUE) { if (!Glowpoint_override) Glowpoint_override = true; // set glowmap flag here since model_render (etc) require an objnum to handle glowmaps // if we did pass the objnum, we'd also have thrusters drawn in the targetbox if (homing_shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) { flags |= MR_NO_GLOWMAPS; } } if (missile_view == FALSE ) { render_info.set_flags(flags | MR_AUTOCENTER | MR_IS_MISSILE | MR_NO_FOGGING); render_info.set_replacement_textures(replacement_textures); model_render_immediate( &render_info, viewed_model_num, &viewed_obj->orient, &obj_pos ); } else { // maybe render a special hud-target-only model // autocentering is bad in this one if(homing_sip->model_num_hud >= 0){ render_info.set_flags(flags | MR_NO_FOGGING); model_render_immediate( &render_info, homing_sip->model_num_hud, &viewed_obj->orient, &obj_pos); } else { render_info.set_flags(flags | MR_NO_FOGGING); render_info.set_replacement_textures(homing_shipp->ship_replacement_textures); model_render_immediate( &render_info, homing_sip->model_num, &viewed_obj->orient, &obj_pos ); } } if (missile_view == TRUE) { Glowpoint_override = false; } if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_NONE); } renderTargetClose(); } renderTargetForeground(); renderTargetIntegrity(1); setGaugeColor(); // print out the weapon class name auto weapon_name = target_wip->get_display_name(); gr_get_string_size(&w,&h,weapon_name); renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, weapon_name); // If a homing weapon, show time to impact if ( is_homing ) { float dist, speed; char outstr[100]; // temp buffer speed = vm_vec_mag(&target_objp->phys_info.vel); // do the extra math only if it won't lead to null vec issues if(!(IS_VEC_NULL_SQ_SAFE(&target_objp->phys_info.vel))){ vec3d unit_vec, component_vec; // in other words substract the magnitude of the target's velocity vectors parallel component from the speed of the weapon vm_vec_copy_normalize(&unit_vec, &target_objp->phys_info.vel); speed -= vm_vec_projection_parallel(&component_vec, &wp->homing_object->phys_info.vel, &unit_vec); } dist = vm_vec_dist(&target_objp->pos, &wp->homing_pos); if ( speed > 0 ) { sprintf(outstr, XSTR("impact: %.1f sec", 1596), dist/speed); } else { strcpy_s(outstr, XSTR( "unknown", 349)); } renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, outstr); } } /** * @note Formerly hud_render_target_asteroid(object *target_objp) */ void HudGaugeTargetBox::renderTargetAsteroid(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; float time_to_impact, factor; int pof; int flags=0; //draw flags for wireframe asteroidp = &Asteroids[target_objp->instance]; 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 if (Player_obj->type == OBJ_SHIP) { vec3d tempv; ship_get_eye(&tempv, &camera_orient, Player_obj, false, false); } else { camera_orient = Player_obj->orient; } up_vector = camera_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); renderTargetSetup(&camera_eye, &camera_orient, 0.5f); model_clear_instance(Asteroid_info[asteroidp->asteroid_type].model_num[pof]); model_render_params render_info; switch (Targetbox_wire) { case 0: flags |= MR_NO_LIGHTING; break; case 1: if (time_to_impact>=0) render_info.set_color(255,255,255); else render_info.set_color(64,64,0); flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING; break; case 2: break; case 3: if (time_to_impact>=0) render_info.set_color(255,255,255); else render_info.set_color(64,64,0); flags |= MR_NO_LIGHTING | MR_NO_TEXTURING; break; } if(Targetbox_shader_effect > -1) { render_info.set_animated_effect(Targetbox_shader_effect, 0.0f); } if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_READ); } if ( Desaturated ) { flags |= MR_DESATURATED; render_info.set_color(gauge_color); } render_info.set_flags(flags | MR_NO_FOGGING); model_render_immediate( &render_info, Asteroid_info[asteroidp->asteroid_type].model_num[pof], &target_objp->orient, &obj_pos ); if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_NONE); } renderTargetClose(); } renderTargetForeground(); renderTargetIntegrity(1); setGaugeColor(); // 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, XSTR("asteroid", 431)); break; default: strcpy_s(hud_name, Asteroid_info[asteroidp->asteroid_type].name); break; } renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, hud_name); if ( time_to_impact >= 0.0f ) { renderPrintf(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, XSTR("impact: %.1f sec", 1596), time_to_impact); } } /** * Render a jump node on the target monitor * @note Formerly hud_render_target_jump_node(object *target_objp) */ void HudGaugeTargetBox::renderTargetJumpNode(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; SCP_list::iterator jnp; for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) { if(jnp->GetSCPObject() != target_objp) continue; if ( jnp->IsHidden() ) { 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 if (Player_obj->type == OBJ_SHIP) { vec3d tempv; ship_get_eye(&tempv, &camera_orient, Player_obj, false, false); } else { camera_orient = Player_obj->orient; } up_vector = camera_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); renderTargetSetup(&camera_eye, &camera_orient, 0.5f); if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_READ); } jnp->Render( &obj_pos ); if ( Monitor_mask >= 0 ) { gr_stencil_set(GR_STENCIL_NONE); } renderTargetClose(); } renderTargetForeground(); renderTargetIntegrity(1); setGaugeColor(); strcpy_s(outstr, jnp->GetName()); end_string_at_first_hash_symbol(outstr); renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, outstr); dist = Player_ai->current_target_distance; 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, font_num); gr_get_string_size(&w,&h,outstr); renderPrintf(position[0] + Dist_offsets[0]+hx, position[1] + Dist_offsets[1]+hy, EG_TBOX_DIST, "%s", outstr); } } /** * Toggle through the valid targetbox modes * * @note 0==standard * @note 1==wireframe only * @note 2==standard with lighting */ void hud_targetbox_switch_wireframe_mode() { 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] = 1; } /** * Init the timers used to flash different parts of the targetbox. * * @note This needs to get called whenever the current target changes. * @note Need to call initFlashTimers for any TargetBox gauges and call initDockFlashTimer() for Extra Target Info gauges (Switfty) */ void hud_targetbox_init_flash() { for(int i = 0; i < NUM_TBOX_FLASH_TIMERS; i++) { hud_targetbox_init_flash_timer(i); } Last_ts = -1; Current_ts = -1; } int HudGaugeTargetBox::maybeFlashElement(int index, int flash_fast) { int draw_bright=0; setGaugeColor(); if ( !timestamp_elapsed(Targetbox_flash_timers[index]) ) { if ( timestamp_elapsed(Next_flash_timers[index]) ) { if ( flash_fast ) { Next_flash_timers[index] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f)); } else { Next_flash_timers[index] = timestamp(TBOX_FLASH_INTERVAL); } flash_flags ^= (1<1.0) * @param integrity OUTPUT parameter: percentage value of integrity (0->1.0) */ void hud_get_target_strength(object *objp, float *shields, float *integrity) { *shields = get_shield_pct(objp); *integrity = get_hull_pct(objp); } HudGaugeExtraTargetData::HudGaugeExtraTargetData(): HudGauge(HUD_OBJECT_EXTRA_TARGET_DATA, HUD_TARGET_MONITOR_EXTRA_DATA, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY), 255, 255, 255) { initDockFlashTimer(); } void HudGaugeExtraTargetData::initialize() { initDockFlashTimer(); HudGauge::initialize(); } void HudGaugeExtraTargetData::initBracketOffsets(int x, int y) { bracket_offsets[0] = x; bracket_offsets[1] = y; } void HudGaugeExtraTargetData::initDockOffsets(int x, int y) { dock_offsets[0] = x; dock_offsets[1] = y; } void HudGaugeExtraTargetData::initDockMaxWidth(int width) { dock_max_w = width; } void HudGaugeExtraTargetData::initTimeOffsets(int x, int y) { time_offsets[0] = x; time_offsets[1] = y; } void HudGaugeExtraTargetData::initOrderOffsets(int x, int y) { order_offsets[0] = x; order_offsets[1] = y; } void HudGaugeExtraTargetData::initOrderMaxWidth(int width) { order_max_w = width; } void HudGaugeExtraTargetData::initBitmaps(char *fname) { bracket.first_frame = bm_load_animation(fname, &bracket.num_frames); if ( bracket.first_frame < 0 ) { Warning(LOCATION,"Cannot load hud ani: %s\n", fname); } } void HudGaugeExtraTargetData::pageIn() { bm_page_in_aabitmap( bracket.first_frame, bracket.num_frames ); } /** * @note Formerly hud_targetbox_show_extra_ship_info(target_shipp, target_objp) (Swifty) */ void HudGaugeExtraTargetData::render(float /*frametime*/) { char tmpbuf[256]; int has_orders = 0; int not_training; int extra_data_shown=0; if(!canRender()) return; if ( Player_ai->target_objnum == -1) return; if ( Target_static_playing ) return; object *target_objp; target_objp = &Objects[Player_ai->target_objnum]; // only render if this the current target is type OBJ_SHIP if(target_objp->type != OBJ_SHIP) return; ship* target_shipp = &Ships[target_objp->instance]; setGaugeColor(); not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING); if ( not_training) { // 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_info[target_shipp->ship_info_index].is_flyable() ) { extra_data_shown = 1; auto orders = ship_return_orders(target_shipp); if (!orders.empty()) { char outstr[256]; strcpy_s(outstr, orders.c_str()); font::force_fit_string(outstr, 255, order_max_w); orders = outstr; has_orders = 1; } else { orders = XSTR("no orders", 337); } renderString(position[0] + order_offsets[0], position[1] + order_offsets[1], EG_TBOX_EXTRA1, orders.c_str()); } if ( has_orders ) { char outstr[256]; strcpy_s(outstr, XSTR( "time to: ", 338)); if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) { strcat_s(outstr, tmpbuf); renderString(position[0] + time_offsets[0], position[1] + time_offsets[1], EG_TBOX_EXTRA2, outstr); } } } if (Player_ai->last_target != Player_ai->target_objnum) { endFlashDock(); } // Print out dock status if ( object_is_docked(target_objp) ) { startFlashDock(2000); // count the objects directly docked to me int dock_count = dock_count_direct_docked_objects(target_objp); char outstr[256]; // docked to only one object if (dock_count == 1) { sprintf(outstr, XSTR("Docked: %s", 339), Ships[dock_get_first_docked_object(target_objp)->instance].get_display_name()); } // docked to multiple objects else { sprintf(outstr, XSTR("Docked: %d objects", 1623), dock_count); } font::force_fit_string(outstr, 255, dock_max_w); maybeFlashDock(); renderString(position[0] + dock_offsets[0], position[1] + dock_offsets[1], EG_TBOX_EXTRA3, outstr); extra_data_shown=1; } if ( extra_data_shown ) { renderBitmap(bracket.first_frame, position[0] + bracket_offsets[0], position[1] + bracket_offsets[1]); } } void HudGaugeExtraTargetData::initDockFlashTimer() { flash_timer[0] = 1; flash_timer[1] = 1; flash_flags = false; } void HudGaugeExtraTargetData::startFlashDock(int duration) { flash_timer[0] = timestamp(duration); } int HudGaugeExtraTargetData::maybeFlashDock(int flash_fast) { int draw_bright=0; setGaugeColor(); if ( !timestamp_elapsed(flash_timer[0]) ) { if ( timestamp_elapsed(flash_timer[1]) ) { if ( flash_fast ) { flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f)); } else { flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL); } // toggle between default and bright frames if(flash_flags) flash_flags = false; else flash_flags = true; } if (flash_flags) { setGaugeColor(HUD_C_BRIGHT); draw_bright=1; } else { setGaugeColor(HUD_C_DIM); } } return draw_bright; } void HudGaugeExtraTargetData::endFlashDock() { flash_timer[0] = timestamp(0); } //from aicode.cpp. Less include...problems...this way. extern flagset turret_weapon_aggregate_flags(ship_weapon *swp); 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 //WMC - find the first weapon, if there is one if (swp->num_primary_banks || swp->num_secondary_banks) { auto flags = turret_weapon_aggregate_flags(swp); // check if beam or flak using weapon flags if (flags[Weapon::Info_Flags::Beam]) { sprintf(outstr, "%s", XSTR("Beam turret", 1567)); } else if (flags[Weapon::Info_Flags::Flak]) { sprintf(outstr, "%s", XSTR("Flak turret", 1566)); } else { if (turret_weapon_has_subtype(swp, WP_MISSILE)) { sprintf(outstr, "%s", XSTR("Missile lnchr", 1569)); } else if (turret_weapon_has_subtype(swp, WP_LASER)) { // ballistic too! - Goober5000 if (flags[Weapon::Info_Flags::Ballistic]) { sprintf(outstr, "%s", XSTR("Turret", 1487)); } // the TVWP has some primaries flagged as bombs else if (flags[Weapon::Info_Flags::Bomb]) { sprintf(outstr, "%s", XSTR("Missile lnchr", 1569)); } else { sprintf(outstr, "%s", XSTR("Laser turret", 1568)); } } else { // Mantis #2226: find out if there are any weapons here at all if (flags.none_set()) { sprintf(outstr, "%s", NOX("Unused")); } else { // Illegal subtype static bool Turret_illegal_subtype_warned = false; if (!Turret_illegal_subtype_warned) { Turret_illegal_subtype_warned = true; Warning(LOCATION, "This turret has an illegal subtype! Trace out and fix!"); } 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")); } } void HudGaugeTargetBox::renderTargetShipInfo(object *target_objp) { ship *target_shipp; 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]; // set up colors if ( HudGauge::maybeFlashSexp() == 1 ) { hud_set_iff_color(target_objp, 1); } else { // Print out ship name, with wing name if it exists if ( maybeFlashElement(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 based on current coords renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, outstr_name); renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[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 = (int)std::lround(ship_integrity); 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 ( HudGauge::maybeFlashSexp() == 1 ) { setGaugeColor(HUD_C_BRIGHT); } else { maybeFlashElement(TBOX_FLASH_HULL); } renderPrintf(position[0] + Hull_offsets[0]-w, position[1] + Hull_offsets[1], EG_TBOX_HULL, "%s", outstr); setGaugeColor(); // 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 = (int)std::lround(shield_strength); if ( screen_integrity < 0 ) { screen_integrity = 0; } if ( screen_integrity == 0 ) { if ( shield_strength > 0 ) { screen_integrity = 1; } } maybeFlashElement(TBOX_FLASH_SUBSYS); // 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); } int subsys_name_pos_x; int subsys_name_pos_y; if ( Use_subsys_name_offsets ) { subsys_name_pos_x = position[0] + Subsys_name_offsets[0]; subsys_name_pos_y = position[1] + Subsys_name_offsets[1]; } else { subsys_name_pos_x = position[0] + Viewport_offsets[0] + 2; subsys_name_pos_y = position[1] + Viewport_offsets[1] + Viewport_h; } if (n_linebreaks) { p_line = strtok(outstr,linebreak); while (p_line != NULL) { renderPrintf(subsys_name_pos_x, subsys_name_pos_y-h-((h+1)*n_linebreaks), "%s", p_line); p_line = strtok(NULL,linebreak); n_linebreaks--; } } else { hud_targetbox_truncate_subsys_name(outstr); renderPrintf(subsys_name_pos_x, subsys_name_pos_y-h, "%s", outstr); } int subsys_integrity_pos_x; int subsys_integrity_pos_y; if ( Use_subsys_integrity_offsets ) { subsys_integrity_pos_x = position[0] + Subsys_integrity_offsets[0]; subsys_integrity_pos_y = position[1] + Subsys_integrity_offsets[1]; } else { subsys_integrity_pos_x = position[0] + Viewport_offsets[0] + Viewport_w - 1; subsys_integrity_pos_y = position[1] + Viewport_offsets[1] + Viewport_h; } // 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); renderPrintf(subsys_integrity_pos_x - w, subsys_integrity_pos_y - h, "%s", outstr); } setGaugeColor(); } // print out 'disabled' on the monitor if the target is disabled if ( (target_shipp->flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) { if ( target_shipp->flags[Ship::Ship_Flags::Disabled] ) { strcpy_s(outstr, XSTR( "DISABLED", 342)); } else { strcpy_s(outstr, XSTR( "DISRUPTED", 343)); } gr_get_string_size(&w,&h,outstr); int disabled_status_pos_x; int disabled_status_pos_y; if ( Use_disabled_status_offsets ) { disabled_status_pos_x = position[0] + Disabled_status_offsets[0]; disabled_status_pos_y = position[1] + Disabled_status_offsets[1]; } else { disabled_status_pos_x = position[0] + Viewport_offsets[0] + Viewport_w/2 - w/2 - 1; disabled_status_pos_y = position[1] + Viewport_offsets[1] + Viewport_h - 2*h; } renderPrintf(disabled_status_pos_x, disabled_status_pos_y, "%s", outstr); } } /** * 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 ) { get_subsystem_pos(&subobj_pos, target_objp, subsys); // 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.screen.xyw.x; *sy = (int) subobj_vertex.screen.xyw.y; } return rval; } void hud_cargo_scan_update(object *targetp, float frametime) { // update cargo inspection status Cargo_string[0] = 0; if ( targetp->type == OBJ_SHIP ) { Target_display_cargo = player_inspect_cargo(frametime, Cargo_string); if ( Target_display_cargo ) { if ( Player->cargo_inspect_time > 0 ) { hud_targetbox_start_flash(TBOX_FLASH_CARGO); } } } } 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 HudGaugeTargetBox::maybeRenderCargoScan(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; setGaugeColor(HUD_C_BRIGHT); // draw horizontal scan line x1 = position[0] + Cargo_scan_start_offsets[0]; // Cargo_scan_coords[gr_screen.res][0]; y1 = fl2i(0.5f + position[1] + Cargo_scan_start_offsets[1] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_h )); x2 = x1 + Cargo_scan_w; renderLine(x1, y1, x2, y1); // RT Changed this to be optional if(Cmdline_dualscanlines) { // added 2nd horizontal scan line - phreak y1 = fl2i(position[1] + Cargo_scan_start_offsets[1] + Cargo_scan_h - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_h )); renderLine(x1, y1, x2, y1); } // draw vertical scan line x1 = fl2i(0.5f + position[0] + Cargo_scan_start_offsets[0] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_w )); y1 = position[1] + Cargo_scan_start_offsets[1]; y2 = y1 + Cargo_scan_h; renderLine(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_w + position[0] + Cargo_scan_start_offsets[0] - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_w )); renderLine(x1, y1-3, x1, y2-1); } } void HudGaugeTargetBox::showTargetData(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; setGaugeColor(); 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, font_num); gr_get_string_size(&w,&h,outstr); renderString(position[0] + Dist_offsets[0]+hx, position[1] + Dist_offsets[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); 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_speed_multiplier > 0.0f ) { // use a different displayed speed scale displayed_target_speed = current_target_speed * Hud_speed_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, font_num); renderString(position[0] + Speed_offsets[0]+hx, position[1] + Speed_offsets[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 = gr_screen.center_offset_x + 5; dy = gr_get_font_height() + 1; sy = gr_screen.center_offset_y + 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(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(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]); strcat_s(outstr,outstr2); break; case AIM_WAYPOINTS: break; default: break; } gr_printf_no_resize(sx, sy, "%s", outstr); sy += dy; gr_printf_no_resize(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 if (aip->target_objnum != -1) { const char *target_str; float dot, dist; vec3d v2t; if (aip->target_objnum == OBJ_INDEX(Player_obj)) target_str = "Player!"; else target_str = Ships[Objects[aip->target_objnum].instance].get_display_name(); gr_printf_no_resize(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 monitor gr_printf_no_resize(sx, sy, "Targ dot: %3.2f", dot); sy += dy; gr_printf_no_resize(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_no_resize(sx, sy, "%s", outstr); } sy += dy; } // print out energy transfer information on the ship sy = gr_screen.center_offset_y + 70; sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed); gr_printf_no_resize(sx, sy, "%s", 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_no_resize(sx, sy, "%s", 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 == OBJ_INDEX(Player_obj)) { 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_no_resize(sx, sy, "#%i: %s", OBJ_INDEX(Enemy_attacker), Ships[Enemy_attacker->instance].get_display_name()); sy += dy; gr_printf_no_resize(sx, sy, "Targ dist: %5.1f", dist); sy += dy; gr_printf_no_resize(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_no_resize(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h ); sy += dy; polymodel *pm = model_get(sip->model_num); gr_printf_no_resize(sx, sy, "POF:%s", pm->filename ); sy += dy; gr_printf_no_resize(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 = gr_screen.center_offset_x + 400; sy = gr_screen.center_offset_y + 100; dy = gr_get_font_height(); sprintf(outstr,"Num primaries: %d", swp->num_primary_banks); gr_printf_no_resize(sx,sy,"%s", 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]].get_display_name()); gr_printf_no_resize(sx,sy,"%s", outstr); sy += dy; } sy += dy; sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks); gr_printf_no_resize(sx,sy,"%s", 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]].get_display_name()); gr_printf_no_resize(sx,sy,"%s", outstr); sy += dy; } } //XSTR:ON #endif } /** * Called at the start of each level */ void hud_init_target_static() { Target_static_next = 0; Target_static_playing = 0; } /** * Determine if we should draw static on top of the target box */ void hud_update_target_static() { float sensors_str; // on lowest skill level, don't show static on target monitor if ( Game_skill_level == 0 ) return; // if multiplayer observer, don't show static if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) return; 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 ) { if (!Target_static_looping.isValid()) { Target_static_looping = snd_play_looping(gamesnd_get_game_sound(GameSounds::STATIC)); } } else { if (Target_static_looping.isValid()) { snd_stop(Target_static_looping); Target_static_looping = sound_handle::invalid(); } } } /** * Updates the HUD status description of a particular ship * * Checks for disabled or ships with disrupted engines, as well as damage levels * of the target ship. If status has changed, then the HUD will flash * * @param targetp Instance of the ship target -- note the targetp->instance cannot be negative * */ void hud_update_ship_status(object *targetp) { Assert( targetp != NULL ); Assert( (targetp->instance >= 0) && (targetp->instance < MAX_SHIPS) ); if ( (targetp->instance >= 0) && (targetp->instance < MAX_SHIPS) ) { // print out status of ship for the targetbox if ( (Ships[targetp->instance].flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(&Ships[targetp->instance], SUBSYSTEM_ENGINE)) ) { Current_ts = TS_DIS; } else { if ( Pl_target_integrity > 0.9 ) { Current_ts = TS_OK; } else if ( Pl_target_integrity > 0.2 ) { Current_ts = TS_DMG; } else { Current_ts = TS_CRT; } } if ( Last_ts != -1 && Current_ts != Last_ts ) { hud_targetbox_start_flash(TBOX_FLASH_STATUS); } } Last_ts = Current_ts; } /** * Start the targetbox item flashing for duration ms * * @param index TBOX_FLASH_ define * @param 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] = timestamp(duration); } /** * Stop flashing a specific targetbox item */ void hud_targetbox_end_flash(int index) { Targetbox_flash_timers[index] = timestamp(0); } void HudGaugeTargetBox::pageIn() { bm_page_in_aabitmap( Monitor_frame.first_frame, Monitor_frame.num_frames); bm_page_in_aabitmap( Integrity_bar.first_frame, Integrity_bar.num_frames ); }