Files
fs2open.github.com/code/hud/hudbrackets.cpp
John Fernandez 4250aab601 Hud Bracket fixes
1) A comprehensive fix for the is_target_dying variable

2) Also do distance correctly for non-player target brackets by adding a check that we're dealing with the target before using the current target distance.  Then also calc distance if it is not the player target.

3) Update comments and checks to be consistent

Many of these did not reflect how the variable was actually used, so update the comments.
2022-06-29 11:40:12 -04:00

791 lines
23 KiB
C++

/*
* 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 "hud/hudbrackets.h"
#include "hud/hudtarget.h"
#include "iff_defs/iff_defs.h"
#include "jumpnode/jumpnode.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "tracing/tracing.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#define FADE_FACTOR 2 // how much the bounding brackets get faded
#define LOWEST_RED 50 // lowest r value for bounding bracket
#define LOWEST_GREEN 50 // lowest g value for bounding bracket
#define LOWEST_BLUE 50 // lowest b value for bounding bracket
char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
"attacker",
"attacker"
};
// resolution adjust factors for the above defines
int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
void hud_init_brackets()
{
}
void draw_brackets_square(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2, int resize_mode)
{
int width, height;
if(resize_mode != GR_RESIZE_NONE || gr_screen.rendering_to_texture != -1)
{
gr_resize_screen_pos(&x1, &y1, NULL, NULL, resize_mode);
gr_resize_screen_pos(&x2, &y2, NULL, NULL, resize_mode);
}
width = x2 - x1;
height = y2 - y1;
if (width < 1 || height < 1)
return;
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// horizontal lines
if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
draw_list->add_gradient(x1,y1,x1+bracket_width-1,y1,GR_RESIZE_NONE); // top left
draw_list->add_gradient(x1,y2,x1+bracket_width-1,y2,GR_RESIZE_NONE); // bottom left
}
if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
draw_list->add_gradient(x2, y1, x2-bracket_width+1,y1,GR_RESIZE_NONE); // top right
draw_list->add_gradient(x2, y2, x2-bracket_width+1,y2,GR_RESIZE_NONE); // bottom right
}
// vertical lines
if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
draw_list->add_gradient(x1,y1,x1,y1+bracket_height-1,GR_RESIZE_NONE); // top left
draw_list->add_gradient(x2,y1,x2,y1+bracket_height-1,GR_RESIZE_NONE); // top right
}
if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
draw_list->add_gradient(x1,y2,x1,y2-bracket_height+1,GR_RESIZE_NONE); // bottom left
draw_list->add_gradient(x2,y2,x2,y2-bracket_height+1,GR_RESIZE_NONE); // bottom right
}
}
// NOTE: all values should be in unscaled range
void draw_brackets_square_quick(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2, int thick)
{
int width, height;
width = x2 - x1;
height = y2 - y1;
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// top line
draw_list->add_line(x1,y1,x1+bracket_width,y1);
draw_list->add_line(x2,y1,x2-bracket_width,y1);
if ( thick ) {
draw_list->add_line(x1,y1+1,x1+bracket_width,y1+1);
draw_list->add_line(x2,y1+1,x2-bracket_width,y1+1);
}
// bottom line
draw_list->add_line(x1,y2,x1+bracket_width,y2);
draw_list->add_line(x2,y2,x2-bracket_width,y2);
if ( thick ) {
draw_list->add_line(x1,y2-1,x1+bracket_width,y2-1);
draw_list->add_line(x2,y2-1,x2-bracket_width,y2-1);
}
// left line
if ( thick ) {
draw_list->add_line(x1,y1+2,x1,y1+bracket_height);
draw_list->add_line(x1,y2-2,x1,y2-bracket_height);
draw_list->add_line(x1+1,y1+2,x1+1,y1+bracket_height);
draw_list->add_line(x1+1,y2-2,x1+1,y2-bracket_height);
} else {
draw_list->add_line(x1,y1+1,x1,y1+bracket_height);
draw_list->add_line(x1,y2-1,x1,y2-bracket_height);
}
// right line
if ( thick ) {
draw_list->add_line(x2,y1+2,x2,y1+bracket_height);
draw_list->add_line(x2,y2-2,x2,y2-bracket_height);
draw_list->add_line(x2-1,y1+2,x2-1,y1+bracket_height);
draw_list->add_line(x2-1,y2-2,x2-1,y2-bracket_height);
} else {
draw_list->add_line(x2,y1+1,x2,y1+bracket_height);
draw_list->add_line(x2,y2-1,x2,y2-bracket_height);
}
}
void draw_brackets_diamond_quick(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2)
{
int width, height, half_width, half_height;
int center_x, center_y;
int x_delta, y_delta;
float side_len, bracket_len;
width = x2 - x1;
height = y2 - y1;
half_width = (int)std::lround( width/2.0f);
half_height = (int)std::lround( height/2.0f);
side_len = (float)_hypot(half_width, half_height);
bracket_len = side_len / 8;
x_delta = (int)std::lround(bracket_len * width / side_len);
y_delta = (int)std::lround(bracket_len * height / side_len);
center_x = x1 + half_width;
center_y = y1 + half_height;
// top left line
draw_list->add_line(center_x - x_delta, y1 + y_delta,center_x, y1);
draw_list->add_line(x1 + x_delta, center_y - y_delta, x1, center_y);
// top right line
draw_list->add_line(center_x + x_delta, y1 + y_delta,center_x, y1);
draw_list->add_line(x2 - x_delta, center_y - y_delta, x2, center_y);
// bottom left line
draw_list->add_line(x1 + x_delta, center_y + y_delta, x1, center_y);
draw_list->add_line(center_x - x_delta, y2 - y_delta, center_x, y2);
// bottom right line
draw_list->add_line(x2 - x_delta, center_y + y_delta, x2, center_y);
draw_list->add_line(center_x + x_delta, y2 - y_delta, center_x, y2);
// draw an 'X' in the middle of the brackets
draw_list->add_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
draw_list->add_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
}
extern int HUD_drew_selection_bracket_on_target;
//Do we want to show the ship & class name?
extern int Cmdline_targetinfo;
// Display the current target distance, right justified at (x,y)
void hud_target_show_dist_on_bracket(int x, int y, float distance, int font_num)
{
char text_dist[64];
int w,h;
float displayed_distance;
if ( y < 0 || y > gr_screen.clip_height ) {
return;
}
if ( x < 0 || x > gr_screen.clip_width ) {
return;
}
// scale by distance modifier from hud_guages.tbl for display purposes
displayed_distance = distance * Hud_unit_multiplier;
sprintf(text_dist, "%d", (int)std::lround(displayed_distance));
hud_num_make_mono(text_dist, font_num);
gr_get_string_size(&w,&h,text_dist);
int y_delta = 4;
if ( HUD_drew_selection_bracket_on_target ) {
y += 4;
}
gr_string(x - w+2, y+y_delta, text_dist);
}
int Ships_attacking_bitmap = -1;
int num_ships_attacking(int target_objnum);
int draw_subsys_brackets(graphics::line_draw_list* draw_list, ship_subsys* subsys, int min_width, int min_height, bool draw, bool set_color, int* draw_coords)
{
Assertion(subsys != NULL, "Invalid subsystem pointer passed to draw_subsys_brackets!");
int target_objnum;
object* targetp;
vertex subobj_vertex;
vec3d subobj_pos;
int x1,x2,y1,y2;
target_objnum = subsys->parent_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
Assert( targetp->type == OBJ_SHIP );
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex,&subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return -1;
int subobj_x = (int)std::lround(subobj_vertex.screen.xyw.x);
int subobj_y = (int)std::lround(subobj_vertex.screen.xyw.y);
int hud_subtarget_w, hud_subtarget_h, bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
if ( bound_rc != 0 )
return -1;
hud_subtarget_w = x2-x1+1;
if ( hud_subtarget_w > gr_screen.clip_width ) {
hud_subtarget_w = gr_screen.clip_width;
}
hud_subtarget_h = y2-y1+1;
if ( hud_subtarget_h > gr_screen.clip_height ) {
hud_subtarget_h = gr_screen.clip_height;
}
if ( hud_subtarget_w > gr_screen.max_w ) {
x1 = subobj_x - (gr_screen.max_w>>1);
x2 = subobj_x + (gr_screen.max_w>>1);
}
if ( hud_subtarget_h > gr_screen.max_h ) {
y1 = subobj_y - (gr_screen.max_h>>1);
y2 = subobj_y + (gr_screen.max_h>>1);
}
// *** these unsize take care of everything below ***
gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
gr_unsize_screen_pos( &subobj_x, &subobj_y );
gr_unsize_screen_pos( &x1, &y1 );
gr_unsize_screen_pos( &x2, &y2 );
if ( hud_subtarget_w < min_width ) {
x1 = subobj_x - (min_width>>1);
x2 = subobj_x + (min_width>>1);
}
if ( hud_subtarget_h < min_height ) {
y1 = subobj_y - (min_height>>1);
y2 = subobj_y + (min_height>>1);
}
// determine if subsystem is on far or near side of the ship
int in_sight = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
if (draw)
{
if (set_color)
{
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000: this will now execute for fighterbays if the bay has been given a
// percentage subsystem strength in ships.tbl
// Goober5000: this will now execute for any subsys that takes damage and will not
// execute for any subsys that doesn't take damage
if ( (subsys->current_hits <= 0) && ( ship_subsys_takes_damage(subsys) ) ) {
gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1));
} else {
hud_set_iff_color( targetp, 1 );
}
}
if ( in_sight ) {
draw_brackets_square_quick(draw_list, x1, y1, x2, y2);
} else {
draw_brackets_diamond_quick(draw_list, x1, y1, x2, y2);
}
}
if (draw_coords != nullptr)
{
// Positions are unsized, we need to resize them to get the actual screen coordinates
gr_resize_screen_pos(&x1, &y1);
gr_resize_screen_pos(&x2, &y2);
draw_coords[0] = x1;
draw_coords[1] = y1;
draw_coords[2] = x2;
draw_coords[3] = y2;
}
// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
return in_sight;
}
HudGaugeBrackets::HudGaugeBrackets():
HudGauge(HUD_OBJECT_BRACKETS, HUD_OFFSCREEN_INDICATOR, false, true, VM_DEAD_VIEW, 255, 255, 255)
{
}
void HudGaugeBrackets::initMinTargetBoxSizes(int w, int h)
{
Min_target_box_width = w;
Min_target_box_height = h;
}
void HudGaugeBrackets::initMinSubTargetBoxSizes(int w, int h)
{
Min_subtarget_box_width = w;
Min_subtarget_box_height = h;
}
void HudGaugeBrackets::initBitmaps(char *fname)
{
attacking_dot = bm_load(fname);
if (attacking_dot < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeBrackets::render(float /*frametime*/)
{
// don't display brackets if we're warping out.
if ( Player->control_mode != PCM_NORMAL ) {
return;
}
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
for(size_t i = 0; i < target_display_list.size(); i++) {
// make sure this point is projected. Otherwise, skip.
if( !(target_display_list[i].target_point.flags & PF_OVERFLOW) ) {
if ( target_display_list[i].objp ) {
renderObjectBrackets(target_display_list[i].objp, &target_display_list[i].bracket_clr, target_display_list[i].correction,
target_display_list[i].correction, target_display_list[i].flags);
} else {
// no corresponding object so this must represent a nav point.
renderNavBrackets(&target_display_list[i].target_pos, &target_display_list[i].target_point, &target_display_list[i].bracket_clr,
target_display_list[i].name);
}
}
}
line_draw_list.flush();
if(!in_frame)
g3_end_frame();
}
void HudGaugeBrackets::renderObjectBrackets(object *targetp, color *clr, int w_correction, int h_correction, int flags)
{
TRACE_SCOPE(tracing::RenderTargetingBracket);
int x1,x2,y1,y2;
bool draw_box = true;
int bound_rc;
SCP_list<CJumpNode>::iterator jnp;
bool not_player_target = (Player_ai->target_objnum < 0 || targetp != &Objects[Player_ai->target_objnum]);
// target_is_dying is set to zero when the target is not dying, -1 when no target. Only 1, aka "TRUE", is invalid.
if ( not_player_target || Player->target_is_dying <= 0) {
int modelnum;
switch ( targetp->type ) {
case OBJ_SHIP:
modelnum = Ship_info[Ships[targetp->instance].ship_info_index].model_num;
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
draw_box = false;
}
break;
case OBJ_DEBRIS:
modelnum = Debris[targetp->instance].model_num;
bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
draw_box = false;
}
break;
case OBJ_WEAPON:
modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
if (modelnum != -1)
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
else {
vertex vtx;
g3_rotate_vertex(&vtx,&targetp->pos);
g3_project_vertex(&vtx);
x1 = x2 = (int) vtx.screen.xyw.x;
y1 = y2 = (int) vtx.screen.xyw.y;
}
break;
case OBJ_ASTEROID:
{
int pof = 0;
pof = Asteroids[targetp->instance].asteroid_subtype;
modelnum = Asteroid_info[Asteroids[targetp->instance].asteroid_type].model_num[pof];
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
}
break;
case OBJ_JUMP_NODE:
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == targetp)
break;
}
modelnum = jnp->GetModelNumber();
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
break;
default:
Int3(); // should never happen
return;
}
Hud_target_w = x2-x1+1;
if ( Hud_target_w > gr_screen.clip_width ) {
Hud_target_w = gr_screen.clip_width;
}
Hud_target_h = y2-y1+1;
if ( Hud_target_h > gr_screen.clip_height ) {
Hud_target_h = gr_screen.clip_height;
}
if(clr->red && clr->green && clr->blue ) {
gr_set_color_fast(clr);
} else {
// if no specific color defined, use the IFF color.
hud_set_iff_color(targetp, 1);
}
if ( draw_box ) {
float distance = 0.0f; // init to 0 if we don't have to display distance
int target_objnum = -1;
if(flags & TARGET_DISPLAY_DIST) {
// since we can have either the target, or rogue asteroids bracketed,
// check which case we are in, and then do the correct distance.
if (not_player_target) {
distance = hud_find_target_distance(targetp, &Player_obj->pos);
} else {
distance = Player_ai->current_target_distance;
}
}
if(flags & TARGET_DISPLAY_DOTS) {
target_objnum = OBJ_INDEX(targetp);
}
renderBoundingBrackets(x1-5, y1-5, x2+5, y2+5, w_correction, h_correction, distance, target_objnum, flags);
}
if ( (targetp->type == OBJ_SHIP) && (flags & TARGET_DISPLAY_SUBSYS) ) {
renderBoundingBracketsSubobject();
}
}
}
void HudGaugeBrackets::renderNavBrackets(vec3d* nav_pos, vertex* nav_point, color* clr, char* string)
{
TRACE_SCOPE(tracing::RenderNavBracket);
float dist;
int box_scale = 15;
int x, y;
x = int(nav_point->screen.xyw.x);
y = int(nav_point->screen.xyw.y);
// draw this nav bracket based on this gauge's base resolution
gr_set_screen_scale(base_w, base_h);
gr_unsize_screen_pos( &x, &y );
dist = vm_vec_dist_quick(&Objects[Player_ship->objnum].pos, nav_pos);
if (dist < 1000)
box_scale = int(float(dist)/1000.0f * 15);
if (box_scale < 4)
box_scale=4;
gr_set_color_fast(clr);
draw_brackets_square(&line_draw_list, x-box_scale, y-box_scale, x+box_scale, y+box_scale);
// draw the nav name
if(string) {
gr_string(x-(box_scale+10), y-(box_scale+20), string);
}
// draw distance to target in lower right corner of box
hud_target_show_dist_on_bracket(x+(box_scale+10),y+(box_scale+10), dist, font_num);
// bring the scale back to normal
gr_reset_screen_scale();
}
void HudGaugeBrackets::renderBoundingBrackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum, int flags)
{
int width, height;
if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
return;
if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
return;
// draw the all bracket components based on this gauge's screen scale
gr_set_screen_scale(base_w, base_h);
// *** everything below is taken care of with this unsize ***
gr_unsize_screen_pos(&x1, &y1);
gr_unsize_screen_pos(&x2, &y2);
width = x2-x1;
Assert(width>=0);
height = y2-y1;
Assert(height>=0);
if ( (width >= (base_w)) && (height >= (base_h)) ) {
return;
}
if (width < Min_target_box_width) {
x1 = x1 - (Min_target_box_width-width)/2;
x2 = x2 + (Min_target_box_width-width)/2;
}
if (height < Min_target_box_height) {
y1 = y1 - (Min_target_box_height-height)/2;
y2 = y2 + (Min_target_box_height-height)/2;
}
draw_brackets_square(&line_draw_list, x1-w_correction, y1-h_correction, x2+w_correction, y2+h_correction);
// draw distance to target in lower right corner of box
if ( distance > 0 ) {
hud_target_show_dist_on_bracket(x2+w_correction,y2+h_correction,distance,font_num);
}
// Maybe show + for each additional fighter or bomber attacking target.
if ( (target_objnum != -1) ) {
int num_attacking = num_ships_attacking(target_objnum);
// If a ship is attacked by player, show one fewer plus
int k=0;
if (Objects[target_objnum].type == OBJ_SHIP) {
if (iff_x_attacks_y(Player_ship->team, Ships[Objects[target_objnum].instance].team)) {
k = 1;
}
} else {
k = 1;
}
if (num_attacking > k) {
int i, w, h, num_blips;
num_blips = num_attacking-k;
if (num_blips > 4) {
num_blips = 4;
}
//int bitmap = get_blip_bitmap();
bm_get_info(attacking_dot, &w, &h);
if (attacking_dot >= 0) {
if (num_blips > 3)
y1 -= 3;
for (i=0; i<num_blips; i++) {
GR_AABITMAP(attacking_dot, x2+3, y1+i*(h+2));
}
}
// Increment for the position of ship name/class.
// DEPENDANT ON ATTACKER SIZE (X)
x2 += w + 2;
}
}
if( (target_objnum != -1) && (flags & (TARGET_DISPLAY_NAME | TARGET_DISPLAY_CLASS)) ) {
object* t_objp = &Objects[target_objnum];
const char* tinfo_name = NULL;
const char* tinfo_class = NULL;
char temp_name[NAME_LENGTH*2+3];
char temp_class[NAME_LENGTH];
SCP_list<CJumpNode>::iterator jnp;
switch(t_objp->type) {
case OBJ_SHIP:
hud_stuff_ship_name(temp_name, &Ships[t_objp->instance]);
hud_stuff_ship_class(temp_class, &Ships[t_objp->instance]);
tinfo_name = temp_name;
tinfo_class = temp_class;
// maybe concatenate the callsign
if (*temp_name) {
char temp_callsign[NAME_LENGTH];
hud_stuff_ship_callsign(temp_callsign, &Ships[t_objp->instance]);
if (*temp_callsign)
sprintf(&temp_name[strlen(temp_name)], " (%s)", temp_callsign);
} else { // maybe substitute the callsign
hud_stuff_ship_callsign(temp_name, &Ships[t_objp->instance]);
}
break;
case OBJ_DEBRIS:
tinfo_name = XSTR("debris", 348);
break;
case OBJ_WEAPON:
tinfo_name = Weapon_info[Weapons[t_objp->instance].weapon_info_index].get_display_name();
break;
case OBJ_ASTEROID:
switch(Asteroids[t_objp->instance].asteroid_type) {
case ASTEROID_TYPE_SMALL:
case ASTEROID_TYPE_MEDIUM:
case ASTEROID_TYPE_LARGE:
tinfo_name = XSTR("asteroid", 431);
break;
default:
tinfo_name = XSTR("debris", 348);
}
break;
case OBJ_JUMP_NODE:
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == t_objp)
break;
}
strcpy_s(temp_name, jnp->GetName());
end_string_at_first_hash_symbol(temp_name);
tinfo_name = temp_name;
break;
}
if(tinfo_name && (flags & TARGET_DISPLAY_NAME)) {
gr_string(x2+3, y1, tinfo_name);
}
if(tinfo_class && (flags & TARGET_DISPLAY_CLASS)) {
gr_string(x2+3, y1+gr_get_font_height(), tinfo_class);
}
}
// we're done, so bring the scale back to normal
gr_reset_screen_scale();
}
void HudGaugeBrackets::renderBoundingBracketsSubobject()
{
if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
if (Player_ai->targeted_subsys != NULL) {
ship_subsys *subsys;
int target_objnum;
object* targetp;
vertex subobj_vertex;
vec3d subobj_pos;
int x1,x2,y1,y2;
subsys = Player_ai->targeted_subsys;
target_objnum = Player_ai->target_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
Assert( targetp->type == OBJ_SHIP );
gr_set_screen_scale(base_w, base_h);
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex,&subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return;
int subobj_x = (int)std::lround(subobj_vertex.screen.xyw.x);
int subobj_y = (int)std::lround(subobj_vertex.screen.xyw.y);
int hud_subtarget_w, hud_subtarget_h, bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
if ( bound_rc != 0 )
return;
hud_subtarget_w = x2-x1+1;
if ( hud_subtarget_w > gr_screen.clip_width ) {
hud_subtarget_w = gr_screen.clip_width;
}
hud_subtarget_h = y2-y1+1;
if ( hud_subtarget_h > gr_screen.clip_height ) {
hud_subtarget_h = gr_screen.clip_height;
}
if ( hud_subtarget_w > gr_screen.max_w ) {
x1 = subobj_x - (gr_screen.max_w>>1);
x2 = subobj_x + (gr_screen.max_w>>1);
}
if ( hud_subtarget_h > gr_screen.max_h ) {
y1 = subobj_y - (gr_screen.max_h>>1);
y2 = subobj_y + (gr_screen.max_h>>1);
}
// *** these unsize take care of everything below ***
gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
gr_unsize_screen_pos( &subobj_x, &subobj_y );
gr_unsize_screen_pos( &x1, &y1 );
gr_unsize_screen_pos( &x2, &y2 );
if ( hud_subtarget_w < Min_subtarget_box_width ) {
x1 = subobj_x - (Min_subtarget_box_width>>1);
x2 = subobj_x + (Min_subtarget_box_width>>1);
}
if ( hud_subtarget_h < Min_subtarget_box_height ) {
y1 = subobj_y - (Min_subtarget_box_height>>1);
y2 = subobj_y + (Min_subtarget_box_height>>1);
}
// determine if subsystem is on far or near side of the ship
Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000: this will now execute for fighterbays if the bay has been given a
// percentage subsystem strength in ships.tbl
// Goober5000: this will now execute for any subsys that takes damage and will not
// execute for any subsys that doesn't take damage
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( targetp, 1 );
}
if ( Player->subsys_in_view ) {
draw_brackets_square_quick(&line_draw_list, x1, y1, x2, y2);
} else {
draw_brackets_diamond_quick(&line_draw_list, x1, y1, x2, y2);
}
// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
// reset the scale to normal
gr_reset_screen_scale();
}
}