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https://github.com/scp-fs2open/fs2open.github.com.git
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597 lines
16 KiB
C++
597 lines
16 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "hud/hudbrackets.h"
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#include "hud/hud.h"
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#include "playerman/player.h"
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#include "hud/hudtarget.h"
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#include "render/3d.h"
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#include "globalincs/linklist.h"
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#include "weapon/emp.h"
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#include "ship/ship.h"
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#include "object/object.h"
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#include "mission/missionparse.h"
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#include "iff_defs/iff_defs.h"
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//For target info ONLY
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#include "asteroid/asteroid.h"
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#include "jumpnode/jumpnode.h"
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#include "weapon/weapon.h"
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#include "parse/parselo.h"
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#include "cmdline/cmdline.h"
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#define FADE_FACTOR 2 // how much the bounding brackets get faded
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#define LOWEST_RED 50 // lowest r value for bounding bracket
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#define LOWEST_GREEN 50 // lowest g value for bounding bracket
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#define LOWEST_BLUE 50 // lowest b value for bounding bracket
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char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"attacker",
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"attacker"
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};
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// resolution adjust factors for the above defines
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int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
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int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
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int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
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int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
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void hud_init_brackets()
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{
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}
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// Called by draw_bounding_brackets.
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void draw_brackets_square(int x1, int y1, int x2, int y2, bool resize)
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{
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int width, height;
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if(resize || gr_screen.rendering_to_texture != -1)
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{
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gr_resize_screen_pos(&x1, &y1);
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gr_resize_screen_pos(&x2, &y2);
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}
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width = x2 - x1;
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Assert( width > 0);
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height = y2 - y1;
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Assert( height > 0);
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// make the brackets extend 25% of the way along the width or height
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int bracket_width = width/4;
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int bracket_height = height/4;
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// horizontal lines
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if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
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gr_gradient(x1,y1,x1+bracket_width-1,y1,false); // top left
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gr_gradient(x1,y2,x1+bracket_width-1,y2,false); // bottom left
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}
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if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
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gr_gradient(x2, y1, x2-bracket_width+1,y1,false); // top right
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gr_gradient(x2, y2, x2-bracket_width+1,y2,false); // bottom right
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}
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// vertical lines
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if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
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gr_gradient(x1,y1,x1,y1+bracket_height-1,false); // top left
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gr_gradient(x2,y1,x2,y1+bracket_height-1,false); // top right
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}
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if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
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gr_gradient(x1,y2,x1,y2-bracket_height+1,false); // bottom left
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gr_gradient(x2,y2,x2,y2-bracket_height+1,false); // bottom right
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}
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}
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// NOTE: all values should be in unscaled range
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void draw_brackets_square_quick(int x1, int y1, int x2, int y2, int thick)
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{
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int width, height;
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width = x2 - x1;
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height = y2 - y1;
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// make the brackets extend 25% of the way along the width or height
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int bracket_width = width/4;
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int bracket_height = height/4;
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// top line
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gr_line(x1,y1,x1+bracket_width,y1);
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gr_line(x2,y1,x2-bracket_width,y1);
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if ( thick ) {
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gr_line(x1,y1+1,x1+bracket_width,y1+1);
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gr_line(x2,y1+1,x2-bracket_width,y1+1);
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}
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// bottom line
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gr_line(x1,y2,x1+bracket_width,y2);
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gr_line(x2,y2,x2-bracket_width,y2);
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if ( thick ) {
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gr_line(x1,y2-1,x1+bracket_width,y2-1);
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gr_line(x2,y2-1,x2-bracket_width,y2-1);
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}
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// left line
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if ( thick ) {
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gr_line(x1,y1+2,x1,y1+bracket_height);
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gr_line(x1,y2-2,x1,y2-bracket_height);
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gr_line(x1+1,y1+2,x1+1,y1+bracket_height);
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gr_line(x1+1,y2-2,x1+1,y2-bracket_height);
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} else {
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gr_line(x1,y1+1,x1,y1+bracket_height);
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gr_line(x1,y2-1,x1,y2-bracket_height);
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}
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// right line
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if ( thick ) {
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gr_line(x2,y1+2,x2,y1+bracket_height);
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gr_line(x2,y2-2,x2,y2-bracket_height);
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gr_line(x2-1,y1+2,x2-1,y1+bracket_height);
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gr_line(x2-1,y2-2,x2-1,y2-bracket_height);
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} else {
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gr_line(x2,y1+1,x2,y1+bracket_height);
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gr_line(x2,y2-1,x2,y2-bracket_height);
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}
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}
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#define NUM_DASHES 2
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void draw_brackets_dashed_square_quick(int x1, int y1, int x2, int y2)
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{
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int width, height, i;
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width = x2 - x1;
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height = y2 - y1;
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// make the brackets extend 25% of the way along the width or height
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float bracket_width = width/4.0f;
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float bracket_height = height/4.0f;
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int dash_width;
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dash_width = fl2i(bracket_width / ( NUM_DASHES*2 - 1 ) + 0.5f);
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if ( dash_width < 1 ) {
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draw_brackets_square_quick(x1, y1, x2, y2);
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return;
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}
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int dash_height;
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dash_height = fl2i(bracket_height / ( NUM_DASHES*2 - 1 ) + 0.5f);
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if ( dash_height < 1 ) {
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draw_brackets_square_quick(x1, y1, x2, y2);
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return;
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}
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int dash_x1, dash_x2, dash_y1, dash_y2;
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dash_x1 = x1;
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dash_x2 = x2;
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dash_y1 = y1;
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dash_y2 = y2;
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for ( i = 0; i < NUM_DASHES; i++ ) {
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// top line
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gr_line(dash_x1, y1, dash_x1+(dash_width-1), y1);
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gr_line(dash_x2, y1, dash_x2-(dash_width-1), y1);
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// bottom line
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gr_line(dash_x1, y2, dash_x1+(dash_width-1), y2);
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gr_line(dash_x2, y2, dash_x2-(dash_width-1), y2);
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dash_x1 += dash_width*2;
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dash_x2 -= dash_width*2;
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// left line
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gr_line(x1, dash_y1, x1, dash_y1+(dash_height-1));
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gr_line(x1, dash_y2, x1, dash_y2-(dash_height-1));
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// right line
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gr_line(x2, dash_y1, x2, dash_y1+(dash_height-1));
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gr_line(x2, dash_y2, x2, dash_y2-(dash_height-1));
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dash_y1 += dash_height*2;
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dash_y2 -= dash_height*2;
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}
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}
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// draw_brackets_diamond()
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// Called by draw_bounding_brackets.
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void draw_brackets_diamond(int x1, int y1, int x2, int y2)
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{
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int width, height, half_width, half_height;
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int center_x, center_y;
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int x_delta, y_delta;
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float side_len, bracket_len;
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width = x2 - x1;
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height = y2 - y1;
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half_width = fl2i( width/2.0f + 0.5f );
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half_height = fl2i( height/2.0f +0.5f );
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side_len = (float)_hypot(half_width, half_height);
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bracket_len = side_len / 8;
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x_delta = fl2i(bracket_len * width / side_len + 0.5f);
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y_delta = fl2i(bracket_len * height / side_len + 0.5f);
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center_x = x1 + half_width;
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center_y = y1 + half_height;
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// top left line
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gr_gradient(center_x - x_delta, y1 + y_delta,center_x, y1);
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gr_gradient(x1 + x_delta, center_y - y_delta, x1, center_y);
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// top right line
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gr_gradient(center_x + x_delta, y1 + y_delta,center_x, y1);
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gr_gradient(x2 - x_delta, center_y - y_delta, x2, center_y);
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// bottom left line
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gr_gradient(x1 + x_delta, center_y + y_delta, x1, center_y);
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gr_gradient(center_x - x_delta, y2 - y_delta, center_x, y2);
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// bottom right line
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gr_gradient(x2 - x_delta, center_y + y_delta, x2, center_y);
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gr_gradient(center_x + x_delta, y2 - y_delta, center_x, y2);
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}
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void draw_brackets_diamond_quick(int x1, int y1, int x2, int y2, int thick)
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{
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int width, height, half_width, half_height;
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int center_x, center_y;
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int x_delta, y_delta;
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float side_len, bracket_len;
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width = x2 - x1;
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height = y2 - y1;
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half_width = fl2i( width/2.0f + 0.5f);
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half_height = fl2i( height/2.0f + 0.5f);
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side_len = (float)_hypot(half_width, half_height);
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bracket_len = side_len / 8;
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x_delta = fl2i(bracket_len * width / side_len + 0.5f);
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y_delta = fl2i(bracket_len * height / side_len + 0.5f);
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center_x = x1 + half_width;
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center_y = y1 + half_height;
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// top left line
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gr_line(center_x - x_delta, y1 + y_delta,center_x, y1);
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gr_line(x1 + x_delta, center_y - y_delta, x1, center_y);
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// top right line
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gr_line(center_x + x_delta, y1 + y_delta,center_x, y1);
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gr_line(x2 - x_delta, center_y - y_delta, x2, center_y);
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// bottom left line
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gr_line(x1 + x_delta, center_y + y_delta, x1, center_y);
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gr_line(center_x - x_delta, y2 - y_delta, center_x, y2);
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// bottom right line
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gr_line(x2 - x_delta, center_y + y_delta, x2, center_y);
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gr_line(center_x + x_delta, y2 - y_delta, center_x, y2);
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// draw an 'X' in the middle of the brackets
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gr_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
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gr_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
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}
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// Draw bounding brackets for a subobject.
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void draw_bounding_brackets_subobject()
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{
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if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
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if (Player_ai->targeted_subsys != NULL) {
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ship_subsys *subsys;
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int target_objnum;
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object* targetp;
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vertex subobj_vertex;
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vec3d subobj_pos;
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int x1,x2,y1,y2;
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subsys = Player_ai->targeted_subsys;
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target_objnum = Player_ai->target_objnum;
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Assert(target_objnum != -1);
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targetp = &Objects[target_objnum];
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Assert( targetp->type == OBJ_SHIP );
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get_subsystem_world_pos(targetp, subsys, &subobj_pos);
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g3_rotate_vertex(&subobj_vertex,&subobj_pos);
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g3_project_vertex(&subobj_vertex);
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if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
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return;
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int subobj_x = fl2i(subobj_vertex.sx + 0.5f);
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int subobj_y = fl2i(subobj_vertex.sy + 0.5f);
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int hud_subtarget_w, hud_subtarget_h, bound_rc;
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bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
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if ( bound_rc != 0 )
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return;
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hud_subtarget_w = x2-x1+1;
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if ( hud_subtarget_w > gr_screen.clip_width ) {
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hud_subtarget_w = gr_screen.clip_width;
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}
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hud_subtarget_h = y2-y1+1;
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if ( hud_subtarget_h > gr_screen.clip_height ) {
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hud_subtarget_h = gr_screen.clip_height;
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}
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if ( hud_subtarget_w > gr_screen.max_w ) {
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x1 = subobj_x - (gr_screen.max_w>>1);
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x2 = subobj_x + (gr_screen.max_w>>1);
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}
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if ( hud_subtarget_h > gr_screen.max_h ) {
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y1 = subobj_y - (gr_screen.max_h>>1);
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y2 = subobj_y + (gr_screen.max_h>>1);
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}
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// *** these unsize take care of everything below ***
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gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
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gr_unsize_screen_pos( &subobj_x, &subobj_y );
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gr_unsize_screen_pos( &x1, &y1 );
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gr_unsize_screen_pos( &x2, &y2 );
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if ( hud_subtarget_w < Min_subtarget_box_width[gr_screen.res] ) {
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x1 = subobj_x - (Min_subtarget_box_width[gr_screen.res]>>1);
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x2 = subobj_x + (Min_subtarget_box_width[gr_screen.res]>>1);
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}
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if ( hud_subtarget_h < Min_subtarget_box_height[gr_screen.res] ) {
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y1 = subobj_y - (Min_subtarget_box_height[gr_screen.res]>>1);
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y2 = subobj_y + (Min_subtarget_box_height[gr_screen.res]>>1);
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}
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// determine if subsystem is on far or near side of the ship
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Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
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// AL 29-3-98: If subsystem is destroyed, draw gray brackets
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// Goober5000: this will now execute for fighterbays if the bay has been given a
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// percentage subsystem strength in ships.tbl
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// Goober5000: this will now execute for any subsys that takes damage and will not
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// execute for any subsys that doesn't take damage
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if ( (Player_ai->targeted_subsys->current_hits <= 0) && ( ship_subsys_takes_damage(Player_ai->targeted_subsys) ) )
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{
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gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1));
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} else {
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hud_set_iff_color( targetp, 1 );
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}
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if ( Player->subsys_in_view ) {
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draw_brackets_square_quick(x1, y1, x2, y2);
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} else {
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draw_brackets_diamond_quick(x1, y1, x2, y2);
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}
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// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
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}
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}
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extern int HUD_drew_selection_bracket_on_target;
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//Do we want to show the ship & class name?
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extern int Cmdline_targetinfo;
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// Display the current target distance, right justified at (x,y)
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void hud_target_show_dist_on_bracket(int x, int y, float distance)
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{
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char text_dist[64];
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int w,h;
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float displayed_distance;
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if ( y < 0 || y > gr_screen.clip_height ) {
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return;
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}
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if ( x < 0 || x > gr_screen.clip_width ) {
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return;
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}
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// scale by distance modifier from hud_guages.tbl for display purposes
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displayed_distance = distance * Hud_unit_multiplier;
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sprintf(text_dist, "%d", fl2i(displayed_distance+0.5f));
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hud_num_make_mono(text_dist);
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gr_get_string_size(&w,&h,text_dist);
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int y_delta = 4;
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if ( HUD_drew_selection_bracket_on_target ) {
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y += 4;
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}
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gr_string(x - w+2, y+y_delta, text_dist);
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}
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int Ships_attacking_bitmap = -1;
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int num_ships_attacking(int target_objnum);
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// draw_bounding_brackets() will draw the faded brackets that surround the current target
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// NOTE: x1, y1, x2 & y2 are assumed to be scaled sizes, w_correction & h_correction are assumed to be unscaled!!
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void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum)
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{
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int width, height;
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if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
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return;
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if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
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( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
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return;
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// *** everything below is taken care of with this unsize ***
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gr_unsize_screen_pos(&x1, &y1);
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gr_unsize_screen_pos(&x2, &y2);
|
|
|
|
width = x2-x1;
|
|
Assert(width>=0);
|
|
|
|
height = y2-y1;
|
|
Assert(height>=0);
|
|
|
|
if ( (width >= (gr_screen.max_w_unscaled)) && (height >= (gr_screen.max_h_unscaled)) ) {
|
|
return;
|
|
}
|
|
|
|
if (width < Min_target_box_width[gr_screen.res]) {
|
|
x1 = x1 - (Min_target_box_width[gr_screen.res]-width)/2;
|
|
x2 = x2 + (Min_target_box_width[gr_screen.res]-width)/2;
|
|
}
|
|
|
|
if (height < Min_target_box_height[gr_screen.res]) {
|
|
y1 = y1 - (Min_target_box_height[gr_screen.res]-height)/2;
|
|
y2 = y2 + (Min_target_box_height[gr_screen.res]-height)/2;
|
|
}
|
|
|
|
draw_brackets_square(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);
|
|
}
|
|
|
|
// Maybe show + for each additional fighter or bomber attacking target.
|
|
if ( (target_objnum != -1) && hud_gauge_active(HUD_ATTACKING_TARGET_COUNT) ) {
|
|
int num_attacking = num_ships_attacking(target_objnum);
|
|
|
|
if (Ships_attacking_bitmap == -1){
|
|
Ships_attacking_bitmap = bm_load(Ships_attack_fname[gr_screen.res]);
|
|
}
|
|
|
|
if (Ships_attacking_bitmap == -1) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
// 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, num_blips;
|
|
|
|
num_blips = num_attacking-k;
|
|
if (num_blips > 4){
|
|
num_blips = 4;
|
|
}
|
|
|
|
//int bitmap = get_blip_bitmap();
|
|
|
|
if (Ships_attacking_bitmap >= 0) {
|
|
if (num_blips > 3)
|
|
y1 -= 3;
|
|
|
|
for (i=0; i<num_blips; i++) {
|
|
GR_AABITMAP(Ships_attacking_bitmap, x2+3, y1+i*7);
|
|
}
|
|
}
|
|
|
|
//Increment for the position of ship name/class.
|
|
//DEPENDANT ON ATTACKER SIZE (X)
|
|
x2 += 7;
|
|
}
|
|
}
|
|
|
|
if(Cmdline_targetinfo && (target_objnum != -1))
|
|
{
|
|
object* t_objp = &Objects[target_objnum];
|
|
char* tinfo_name = NULL;
|
|
char* tinfo_class = NULL;
|
|
char temp_name[NAME_LENGTH*2+3];
|
|
char temp_class[NAME_LENGTH];
|
|
|
|
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);
|
|
}
|
|
// maybe substitute the callsign
|
|
else
|
|
{
|
|
hud_stuff_ship_callsign(temp_name, &Ships[t_objp->instance]);
|
|
}
|
|
break;
|
|
|
|
case OBJ_DEBRIS:
|
|
tinfo_name = XSTR("Debris", 348);
|
|
break;
|
|
case OBJ_WEAPON:
|
|
strcpy_s(temp_name, Weapon_info[Weapons[t_objp->instance].weapon_info_index].name);
|
|
end_string_at_first_hash_symbol(temp_name);
|
|
tinfo_name = temp_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 = NOX("Asteroid");
|
|
break;
|
|
default:
|
|
tinfo_name = XSTR("Debris", 348);
|
|
}
|
|
break;
|
|
case OBJ_JUMP_NODE:
|
|
tinfo_name = t_objp->jnp->get_name_ptr();
|
|
break;
|
|
}
|
|
|
|
if(tinfo_name)
|
|
{
|
|
gr_string(x2+3, y1, tinfo_name);
|
|
}
|
|
if(tinfo_class)
|
|
{
|
|
gr_string(x2+3, y1+9, tinfo_class);
|
|
}
|
|
/*
|
|
if(tinfo_callsign)
|
|
{
|
|
gr_string(x2+3, y1+18, tinfo_callsign);
|
|
}
|
|
*/
|
|
}
|
|
}
|