Files
fs2open.github.com/code/hud/hudtarget.cpp
T
Mike Nelson 5b736b1ddc Hud config framework (#6495)
* Add scaling for vfnts and scale multipler to gr_string

* nullptr

* Add scaling to a couple other string operations

* Add scaling features to additional bitmap drawing methods

* Implement framework for rendering hud gauges in config mode

* fix merge error

* address feedback
2025-02-03 07:01:47 -05:00

7506 lines
220 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 "freespace.h" // for flFrametime
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "globalincs/utility.h"
#include "graphics/matrix.h"
#include "hud/hudartillery.h"
#include "hud/hudbrackets.h"
#include "hud/hudlock.h"
#include "hud/hudmessage.h"
#include "hud/hudparse.h"
#include "hud/hudreticle.h"
#include "hud/hudshield.h"
#include "hud/hudtarget.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/missionhotkey.h"
#include "mission/missionmessage.h"
#include "model/model.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "object/object.h"
#include "libs/renderdoc/renderdoc.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "render/3dinternal.h"
#include "ship/awacs.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
// Global values for the target bracket width and height, used for debugging
int Hud_target_w, Hud_target_h;
// offscreen triangle that point the the off-screen target
float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
6.0f,
9.5f
};
float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
7.0f,
11.0f
};
float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
10.0f,
16.0f
};
float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
10.0f,
16.0f
};
SCP_vector<target_display_info> target_display_list;
// The following variables are global to this file, and do not need to be persistent from frame-to-frame
// This means the variables are not player-specific
object* hostile_obj = NULL;
static int ballistic_hud_index = 0; // Goober5000
extern object obj_used_list; // dummy node in linked list of active objects
extern char *Cargo_names[];
// shader is used to shade the target box
shader Training_msg_glass;
// the target triangle (that orbits the reticle) dimensions
float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
6.0f,
9.5f
};
float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
7.0f,
11.0f
};
// stuff for hotkey targeting lists
htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
htarget_list htarget_free_list;
/*
// coordinates and widths used to render the HUD afterburner energy gauge
int current_hud->Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
171, 265, 60, 60
},
{ // GR_1024
274, 424, 86, 96
}
};
// coordinates and widths used to render the HUD weapons energy gauge
int current_hud->Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
416, 265, 60, 60
},
{ // GR_1024
666, 424, 86, 96
}
};*/
#define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
//////////////////////////////////////////////////////////////////////////
// lists for target in reticle cycling
//////////////////////////////////////////////////////////////////////////
#define RL_USED (1<<0)
#define RL_USE_DOT (1<<1) // use dot product result, not distance
typedef struct _reticle_list {
_reticle_list *next, *prev;
object *objp;
float dist, dot;
int flags;
} reticle_list;
#define RESET_TARGET_IN_RETICLE 750
int Reticle_save_timestamp;
reticle_list Reticle_cur_list;
reticle_list Reticle_save_list;
#define MAX_RETICLE_TARGETS 50
reticle_list Reticle_list[MAX_RETICLE_TARGETS];
//////////////////////////////////////////////////////////////////////////
// used for closest target cycling
//////////////////////////////////////////////////////////////////////////
#define TL_RESET 1500
#define TURRET_RESET 1000
static int Tl_hostile_reset_timestamp;
static int Tl_friendly_reset_timestamp;
static int Target_next_uninspected_object_timestamp;
static int Target_newest_ship_timestamp;
static int Target_next_turret_timestamp;
// animation frames for the hud targeting gauges
// frames: 0 => out of range lead
// 1 => in range lead
float Lead_indicator_half[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][2] =
{
{
{ // GR_640
12.5f, // half-width
12.5f // half-height
},
{ // GR_1024
20.0f, // half-width
20.0f // half-height
}
},
{
{ // GR_640
8.0f, // half-width
8.0f // half-height
},
{ // GR_1024
13.0f, // half-width
13.0f // half-height
}
}
};
hud_frames Lead_indicator_gauge;
int Lead_indicator_gauge_loaded = 0;
char Lead_fname[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] =
{
{ "lead1_fs1", "2_lead1_fs1" },
{ "lead1", "2_lead1" }
};
// animation frames for the countermeasures gauge
// frames: 0 => background
hud_frames Cmeasure_gauge;
int Cmeasure_gauge_loaded = 0;
int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
497, 343
},
{ // GR_1024
880, 602
}
};
int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
533, 347
},
{ // GR_1024
916, 606
}
};
int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
506, 347
},
{ // GR_1024
889, 606
}
};
char Cm_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
"countermeasure1",
"countermeasure1"
};
#define TOGGLE_TEXT_AUTOT 0
#define TOGGLE_TEXT_TARGET 1
#define TOGGLE_TEXT_AUTOS 2
#define TOGGLE_TEXT_SPEED 3
int Toggle_text_alpha = 255;
// animation files for the weapons gauge
#define NUM_WEAPON_GAUGES 5
hud_frames Weapon_gauges[NUM_HUD_SETTINGS][NUM_WEAPON_GAUGES];
hud_frames New_weapon;
int Weapon_gauges_loaded = 0;
// for primaries
int Weapon_gauge_primary_coords[NUM_HUD_SETTINGS][GR_NUM_RESOLUTIONS][3][2] =
{
{ // normal HUD
{ // GR_640
// based on the # of primaries
{509, 273}, // top of weapon gauge, first frame, always
{497, 293}, // for the first primary
{497, 305} // for the second primary
},
{ // GR_1024
// based on the # of primaries
{892, 525}, // top of weapon gauge, first frame, always
{880, 545}, // for the first primary
{880, 557} // for the second primary
}
},
{ // ballistic HUD - slightly different alignment
{ // GR_640
// based on the # of primaries
{485, 273}, // top of weapon gauge, first frame, always
{485, 293}, // for the first primary
{485, 305} // for the second primary
},
{ // GR_1024
// based on the # of primaries
{868, 525}, // top of weapon gauge, first frame, always
{868, 545}, // for the first primary
{868, 557} // for the second primary
}
}
};
int Weapon_gauge_secondary_coords[NUM_HUD_SETTINGS][GR_NUM_RESOLUTIONS][5][2] =
{
{ // normal HUD
{ // GR_640
// based on the # of secondaries
{497, 318}, // bottom of gauge, 0 secondaries
{497, 318}, // bottom of gauge, 1 secondaries
{497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{497, 335} // bottom of gauge, 3 secondaries
},
{ // GR_1024
// based on the # of secondaries
{880, 570}, // bottom of gauge, 0 secondaries
{880, 570}, // bottom of gauge, 1 secondaries
{880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{880, 587} // bottom of gauge, 3 secondaries
}
},
{ // ballistic HUD - slightly different alignment
{ // GR_640
// based on the # of secondaries
{485, 318}, // bottom of gauge, 0 secondaries
{485, 318}, // bottom of gauge, 1 secondaries
{485, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{485, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{485, 335} // bottom of gauge, 3 secondaries
},
{ // GR_1024
// based on the # of secondaries
{868, 570}, // bottom of gauge, 0 secondaries
{868, 570}, // bottom of gauge, 1 secondaries
{868, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{868, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
{868, 587} // bottom of gauge, 3 secondaries
}
}
};
int Weapon_title_coords[NUM_HUD_SETTINGS][GR_NUM_RESOLUTIONS][2] =
{
{ // normal HUD
{ // GR_640
518, 274
},
{ // GR_1024
901, 527
}
},
{ // ballistic HUD - slightly different alignment
{ // GR_640
487, 274
},
{ // GR_1024
870, 527
}
}
};
int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
{ // GR_640
{530, 285}, // fire-linked thingie, for the first primary
{530, 295} // fire-linked thingie, for the second primary
},
{ // GR_1024
{913, 537}, // fire-linked thingie, for the first primary
{913, 547} // fire-linked thingie, for the second primary
}
};
int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
{ // GR_640
{536, 285}, // weapon name, first primary
{536, 295} // weapon name, second primary
},
{ // GR_1024
{919, 537}, // weapon name, first primary
{919, 547} // weapon name, second primary
}
};
int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
525, // where to draw the second thingie if this weapon is fire-linked
908
};
int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
913
};
int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
{ // GR_640
309, // y location of where to draw text for the first secondary
318, // y location of where to draw text for the second secondary
327 // y location of where to draw text for the third secondary
},
{ // GR_1024
561, // y location of where to draw text for the third secondary
570, // y location of where to draw text for the third secondary
579 // y location of where to draw text for the third secondary
}
};
int Weapon_primary_y[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
285, // y location of where to draw text for the first primary
295 // y location of where to draw text for the second primary
},
{ // GR_1024
537, // y location of where to draw text for the first primary
547 // y location of where to draw text for the second primary
}
};
int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
536, // x location of where to draw weapon name
919
};
int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
525, // x location of where to draw weapon ammo count
908
};
int Weapon_primary_ammo_x[GR_NUM_RESOLUTIONS] = {
525, // x location of where to draw primary weapon ammo count
908
};
int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
615, // x location of where to draw the weapon reload time
998
};
const char *Weapon_gauge_fnames[NUM_HUD_SETTINGS][GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
{
//XSTR:OFF
{ // normal HUD
{ // GR_640
"weapons1",
"weapons2",
"weapons3",
"weapons4",
"weapons5"
},
{ // GR_1024
"weapons1",
"weapons2",
"weapons3",
"weapons4",
"weapons5"
}
},
{ // ballistic HUD - slightly different alignment
{ // GR_640
"weapons1_b",
"weapons2_b",
"weapons3_b",
"weapons4_b",
"weapons5_b"
},
{ // GR_1024
"weapons1_b",
"weapons2_b",
"weapons3_b",
"weapons4_b",
"weapons5_b"
}
}
//XSTR:ON
};
// Flash the line for a weapon. This normally occurs when the player tries to fire that
// weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
#define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
typedef struct weapon_flash
{
int flash_duration[MAX_WEAPON_FLASH_LINES];
int flash_next[MAX_WEAPON_FLASH_LINES];
bool flash_energy[MAX_WEAPON_FLASH_LINES];
int is_bright;
} weapon_flash;
weapon_flash Weapon_flash_info;
// Data used for the proximity warning
typedef struct homing_beep_info
{
sound_handle snd_handle; // sound handle for last played beep
fix last_time_played; // time beep was last played
int min_cycle_time; // time (in ms) for fastest cycling of the sound
int max_cycle_time; // time (in ms) for slowest cycling of the sound
float min_cycle_dist; // distance at which fastest cycling occurs
float max_cycle_dist; // distance at which slowest cycling occurs
float precalced_interp; // a precalculated value used in a linear interpretation
} homing_beep_info;
homing_beep_info Homing_beep = {sound_handle::invalid(), 0, 150, 1000, 30.0f, 1500.0f, 1.729412f};
// Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
float Min_warning_missile_dist;
float Max_warning_missile_dist;
void hud_maybe_flash_weapon(int index);
// if a given object should be ignored because of AWACS effects
int hud_target_invalid_awacs(object *objp)
{
// if objp is ship object, first check if can be targeted with team info
if (objp->type == OBJ_SHIP) {
if (Player_ship != NULL) {
if (ship_is_visible_by_team(objp, Player_ship)) {
return 0;
}
}
}
// check for invalid status
if((Player_ship != nullptr) && (awacs_get_level(objp, Player_ship) < 1.0f)){
return 1;
}
// valid
return 0;
}
ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
{
if (next_flag) {
return GET_NEXT(cur);
} else {
return GET_LAST(cur);
}
}
// select a sorted turret subsystem on a ship if no other subsys has been selected
void hud_maybe_set_sorted_turret_subsys(ship *shipp)
{
// this targeting behavior was introduced in FS2, so mods may not want to use it
// (the FS2 behavior makes FSPort's Playing Judas harder than it was designed to be)
if (Dont_automatically_select_turret_when_targeting_ship) {
return;
}
Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
return;
}
Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
return;
}
if (Ship_info[shipp->ship_info_index].is_big_or_huge()) {
if (shipp->last_targeted_subobject[Player_num] == NULL) {
hud_target_live_turret(1, 1);
}
}
}
// -----------------------------------------------------------------------
// clear out the linked list of targets in the reticle
void hud_reticle_clear_list(reticle_list *rlist)
{
reticle_list *cur;
for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
cur->flags = 0;
}
list_init(rlist);
}
// --------------------------------------------------------------------------------------
// hud_reticle_list_init()
void hud_reticle_list_init()
{
int i;
for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
Reticle_list[i].flags = 0;
}
Reticle_save_timestamp = 1;
list_init(&Reticle_save_list);
list_init(&Reticle_cur_list);
}
// --------------------------------------------------------------------------------------
// hud_check_reticle_list()
//
//
void hud_check_reticle_list()
{
reticle_list *rl, *temp;
// cull dying objects from reticle list
rl = GET_FIRST(&Reticle_cur_list);
while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
temp = GET_NEXT(rl);
if ( rl->objp->flags[Object::Object_Flags::Should_be_dead] ) {
list_remove( &Reticle_cur_list, rl );
rl->flags = 0;
}
rl = temp;
}
if ( timestamp_elapsed(Reticle_save_timestamp) ) {
hud_reticle_clear_list(&Reticle_save_list);
Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
}
}
// --------------------------------------------------------------------------------------
// hud_reticle_list_find_free()
//
//
int hud_reticle_list_find_free()
{
int i;
// find a free reticle_list element
for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
if ( !(Reticle_list[i].flags & RL_USED) ) {
break;
}
}
if ( i == MAX_RETICLE_TARGETS ) {
// nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
return -1;
}
return i;
}
// --------------------------------------------------------------------------------------
// hud_stuff_reticle_list()
//
//
#define RETICLE_DEFAULT_DIST 100000.0f
#define RETICLE_DEFAULT_DOT 1.0f
void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
{
if ( dot_flag ) {
rl->dot = measure;
rl->dist = RETICLE_DEFAULT_DIST;
rl->flags |= RL_USE_DOT;
}
else {
rl->dist = measure;
rl->dot = RETICLE_DEFAULT_DOT;
}
rl->objp = objp;
}
// --------------------------------------------------------------------------------------
// hud_reticle_list_update()
//
// Update Reticle_cur_list with an object that lies in the reticle
//
// parmeters: objp => object pointer to target
// measure => distance or dot product, depending on dot_flag
// dot_flag => if 0, measure is distance, if 1 measure is dot
//
void hud_reticle_list_update(object *objp, float measure, int dot_flag)
{
reticle_list *rl, *new_rl;
int i;
SCP_list<CJumpNode>::iterator jnp;
if (objp->type == OBJ_JUMP_NODE) {
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if( jnp->GetSCPObject() != objp )
continue;
if( jnp->IsHidden() )
return;
}
}
for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
if ( rl->objp == objp )
return;
}
i = hud_reticle_list_find_free();
if ( i == -1 )
return;
new_rl = &Reticle_list[i];
new_rl->flags |= RL_USED;
hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
int was_inserted = 0;
if ( EMPTY(&Reticle_cur_list) ) {
list_insert(&Reticle_cur_list, new_rl);
was_inserted = 1;
}
else {
for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
if ( !dot_flag ) {
// compare based on distance
if ( measure < rl->dist ) {
list_insert_before(rl, new_rl);
was_inserted = 1;
break;
}
}
else {
// compare based on dot
if ( measure > rl->dot ) {
list_insert_before(rl, new_rl);
was_inserted = 1;
break;
}
}
} // end for
}
if ( !was_inserted ) {
list_append(&Reticle_cur_list, new_rl);
}
}
// --------------------------------------------------------------------------------------
// hud_reticle_pick_target()
//
// Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
//
//
object *hud_reticle_pick_target()
{
reticle_list *cur_rl, *save_rl, *new_rl;
object *return_objp;
int in_save_list, i;
return_objp = NULL;
// As a first step, see if both ships and debris are in the list. If so, cull the debris.
int debris_in_list = 0;
int ship_in_list = 0;
for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
ship_in_list = 1;
continue;
}
if ( cur_rl->objp->type == OBJ_WEAPON ) {
if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
ship_in_list = 1;
continue;
}
}
if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
debris_in_list = 1;
continue;
}
}
if ( ship_in_list && debris_in_list ) {
// cull debris
reticle_list *rl, *next;
rl = GET_FIRST(&Reticle_cur_list);
while ( rl != &Reticle_cur_list ) {
next = rl->next;
if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
list_remove(&Reticle_cur_list,rl);
rl->flags = 0;
}
rl = next;
}
}
for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
in_save_list = 0;
for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
if ( cur_rl->objp == save_rl->objp ) {
in_save_list = 1;
break;
}
}
if ( !in_save_list ) {
return_objp = cur_rl->objp;
i = hud_reticle_list_find_free();
if ( i == -1 )
break;
new_rl = &Reticle_list[i];
new_rl->flags |= RL_USED;
if ( cur_rl->flags & RL_USE_DOT ) {
hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
}
else {
hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
}
list_append(&Reticle_save_list, new_rl);
break;
}
} // end for
if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
i = hud_reticle_list_find_free();
if ( i == -1 )
return NULL;
new_rl = &Reticle_list[i];
cur_rl = GET_FIRST(&Reticle_cur_list);
*new_rl = *cur_rl;
return_objp = cur_rl->objp;
hud_reticle_clear_list(&Reticle_save_list);
list_append(&Reticle_save_list, new_rl);
}
return return_objp;
}
// hud_target_hotkey_add_remove takes as its parameter which hotkey (1-0) to add/remove the current
// target from. This function behaves like the Shift-<selection> does in Windows -- using shift # will toggle
// the current target in and out of the selection set.
void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
{
htarget_list *hitem, *plist;
// don't do anything if a standalone multiplayer server
if ( MULTIPLAYER_STANDALONE )
return;
if ( (k < 0) || (k >= MAX_KEYED_TARGETS) ) {
nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n", k));
return;
}
plist = &(Players[Player_num].keyed_targets[k]);
// we must operate only on ships
if ( ctarget->type != OBJ_SHIP )
return;
// don't allow player into hotkey set
if ( ctarget == Player_obj )
return;
// don't put dying or departing
if ( Ships[ctarget->instance].is_dying_or_departing() )
return;
// don't add mission file added hotkey assignments if there are player added assignments
// already in the list
if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
if ( hitem->how_added == HOTKEY_USER_ADDED )
return;
}
}
// determine if the current target is currently in the set or not
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
if ( hitem->objp == ctarget )
break;
}
// if hitem == end of the list, then the target should be added, else it should be removed
if ( hitem == END_OF_LIST(plist) ) {
if ( EMPTY(&htarget_free_list) ) {
Int3(); // get Allender -- no more free hotkey target items
return;
}
nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
hitem = GET_FIRST( &htarget_free_list );
list_remove( &htarget_free_list, hitem );
list_append( plist, hitem );
hitem->objp = ctarget;
hitem->how_added = how_to_add;
} else {
nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
list_remove( plist, hitem );
list_append( &htarget_free_list, hitem );
hitem->objp = NULL; // for safety
}
}
// the following function clears the hotkey set given by parameter passed in
void hud_target_hotkey_clear( int k )
{
htarget_list *hitem, *plist, *temp;
plist = &(Players[Player_num].keyed_targets[k]);
hitem = GET_FIRST(plist);
while ( hitem != END_OF_LIST(plist) ) {
temp = GET_NEXT(hitem);
list_remove( plist, hitem );
list_append( &htarget_free_list, hitem );
hitem->objp = NULL;
hitem = temp;
}
if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
Players[Player_num].current_hotkey_set = -1;
}
// the next function sets the current selected set to be N. If there is just one ship in the selection
// set, this ship will become the new target. If there is more than one ship in the selection set,
// then the current_target will remain what it was.
void hud_target_hotkey_select( int k )
{
int visible_count = 0;
htarget_list *hitem, *plist, *target, *next_target, *first_target;
int target_objnum;
plist = &(Players[Player_num].keyed_targets[k]);
if ( EMPTY( plist ) ) // no items in list, then do nothing
return;
// a simple walk of the list to get the count
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
if (awacs_get_level(hitem->objp, Player_ship, true) > 1.0f) {
visible_count++;
}
}
// no visible ships in list
if (visible_count == 0) {
return;
}
// set the current target to be the "next" ship in the list. Scan the list to see if our
// current target is in the set. If so, target the next ship in the list, otherwise target
// the first
// set first_target - first visible item in list
// target - item in list that is the player's currently selected target
// next_target - next visible item in list following target
target_objnum = Player_ai->target_objnum;
target = NULL;
next_target = NULL;
first_target = NULL;
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
if (awacs_get_level(hitem->objp, Player_ship, true) > 1.0f) {
// get the first valid target
if (first_target == NULL) {
first_target = hitem;
}
// get the next target in the list following the player currently selected target
if (target != NULL) {
next_target = hitem;
break;
}
}
// mark the player currently selected target
if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
target = hitem;
}
}
// if current target is not in list, then target and next_target will be NULL
// so we use the first found target
if (target == NULL) {
Assert(first_target != NULL);
if (first_target != NULL) {
target = first_target;
next_target = first_target;
} else {
// this should not happen
return;
}
// if current target is in the list but this is not our current selection set,
// then we don't want to change target.
} else if (Players[Player_num].current_hotkey_set != k) {
next_target = target;
}
// update target if more than 1 is visible
if (visible_count > 1) {
// next already found (after current target in list)
if (next_target != NULL) {
target = next_target;
} else {
// next is before current target, so search from start of list
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
if (awacs_get_level(hitem->objp, Player_ship, true) > 1.0f) {
target = hitem;
break;
}
}
}
}
Assert( target != END_OF_LIST(plist) );
if ( Player_obj != target->objp ){
set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
hud_shield_hit_reset(target->objp);
}
Players[Player_num].current_hotkey_set = k;
}
// hud_init_targeting_colors() will initialize the shader and gradient objects used
// on the HUD
//
color HUD_color_homing_indicator;
void hud_make_shader(shader *sh, ubyte r, ubyte /*g*/, ubyte /*b*/, float dimmer = 1000.0f)
{
// The m matrix converts all colors to shades of green
//float tmp = 16.0f*(0.0015625f * i2fl(HUD_color_alpha+1.0f));
float tmp = 0.025f * i2fl(HUD_color_alpha+1.0f);
ubyte R = ubyte(r * tmp);
ubyte G = ubyte(r * tmp);
ubyte B = ubyte(r * tmp);
ubyte A = ubyte((float(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f) * 255.0f);
gr_create_shader( sh, R, G, B, A );
}
void hud_init_targeting_colors()
{
gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
hud_init_brackets();
}
void hud_keyed_targets_clear()
{
int i;
// clear out the keyed target list
for (i = 0; i < MAX_KEYED_TARGETS; i++ )
list_init( &(Players[Player_num].keyed_targets[i]) );
Players[Player_num].current_hotkey_set = -1;
// place all of the hoykey target items back onto the free list
list_init( &htarget_free_list );
for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
list_append( &htarget_free_list, &htarget_items[i] );
}
// Init data used for the weapons display on the HUD
void hud_weapons_init()
{
Weapon_flash_info.is_bright = 0;
for ( int i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
Weapon_flash_info.flash_duration[i] = 1;
Weapon_flash_info.flash_next[i] = 1;
Weapon_flash_info.flash_energy[i] = false;
}
// The E: There used to be a number of checks here. They are no longer needed, as the new HUD code handles it on its own.
Weapon_gauges_loaded = 1;
}
// init data used to play the homing "proximity warning" sound
void hud_init_homing_beep()
{
Homing_beep.snd_handle = sound_handle::invalid();
Homing_beep.last_time_played = 0;
Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
}
void hud_init_ballistic_index()
{
int i;
// decide whether to realign HUD for ballistic primaries
ballistic_hud_index = 0;
for (i = 0; i < Player_ship->weapons.num_primary_banks; i++)
{
if (Weapon_info[Player_ship->weapons.primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Ballistic])
{
ballistic_hud_index = 1;
break;
}
}
}
// hud_init_targeting() will set the current target to point to the dummy node
// in the object used list
//
void hud_init_targeting()
{
Assert(Player_ai != NULL);
// make sure there is no current target
set_target_objnum( Player_ai, -1 );
Player_ai->last_target = -1;
Player_ai->last_subsys_target = NULL;
Player_ai->last_dist = 0.0f;
Player_ai->last_speed = 0.0f;
hud_keyed_targets_clear();
hud_init_missile_lock();
hud_init_artillery();
// Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
hud_reticle_list_init();
hud_init_homing_beep();
hud_weapons_init();
Min_warning_missile_dist = 2.5f*Player_obj->radius;
Max_warning_missile_dist = 1500.0f;
Tl_hostile_reset_timestamp = timestamp(0);
Tl_friendly_reset_timestamp = timestamp(0);
Target_next_uninspected_object_timestamp = timestamp(0);
Target_newest_ship_timestamp = timestamp(0);
Target_next_turret_timestamp = timestamp(0);
if(The_mission.flags[Mission::Mission_Flags::Fullneb]) {
Toggle_text_alpha = TOGGLE_TEXT_NEBULA_ALPHA;
} else {
Toggle_text_alpha = TOGGLE_TEXT_NORMAL_ALPHA;
}
}
// Target the next or previous subobject on the currently selected ship, based on next_flag.
void hud_target_subobject_common(int next_flag)
{
if (Player_ai->target_objnum == -1) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "No target selected.", 322));
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL) );
return;
}
if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
return;
}
ship_subsys *start, *start2, *A;
ship_subsys *subsys_to_target=NULL;
ship *target_shipp;
target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
if (!Player_ai->targeted_subsys) {
start = END_OF_LIST(&target_shipp->subsys_list);
} else {
start = Player_ai->targeted_subsys;
}
start2 = advance_subsys(start, next_flag);
for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
if ( A == &target_shipp->subsys_list ) {
continue;
}
// ignore turrets
if ( A->system_info->type == SUBSYSTEM_TURRET ) {
continue;
}
if ( A->flags[Ship::Subsystem_Flags::Untargetable] ) {
continue;
}
subsys_to_target = A;
break;
} // end for
if ( subsys_to_target == NULL ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
} else {
set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
}
}
object *advance_fb(object *objp, int next_flag)
{
if (next_flag)
return GET_NEXT(objp);
else
return GET_LAST(objp);
}
// Target the previous subobject on the currently selected ship.
//
void hud_target_prev_subobject()
{
hud_target_subobject_common(0);
}
void hud_target_next_subobject()
{
hud_target_subobject_common(1);
}
// hud_target_next() will set the Players[Player_num].current_target to the next target in the object
// used list whose team matches the team parameter. The player is NOT included in the target list.
//
// parameters: team_mask => team(s) of ship to target next
//
void hud_target_common(int team_mask, int next_flag)
{
object *A, *start, *start2;
ship *shipp;
int is_ship, target_found = FALSE;
SCP_list<CJumpNode>::iterator jnp;
if (Player_ai->target_objnum == -1)
start = &obj_used_list;
else
start = &Objects[Player_ai->target_objnum];
start2 = advance_fb(start, next_flag);
for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
is_ship = 0;
if (A == &obj_used_list)
continue;
if ( (A == Player_obj) || ((A->type != OBJ_SHIP) && (A->type != OBJ_WEAPON) && (A->type != OBJ_JUMP_NODE)) )
continue;
if ( hud_target_invalid_awacs(A) )
continue;
if (A->type == OBJ_WEAPON) {
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted]) )
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) )
continue;
if (Weapons[A->instance].lssm_stage == 3)
continue;
}
if (A->type == OBJ_SHIP) {
if (should_be_ignored(&Ships[A->instance]))
continue;
is_ship = 1;
}
if (A->type == OBJ_JUMP_NODE) {
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if( jnp->GetSCPObject() == A )
break;
}
Assertion(jnp != Jump_nodes.end(), "Failed to find jump node with object index %d; trace out and fix!\n", OBJ_INDEX(A));
if( jnp->IsHidden() )
continue;
}
if ( vm_vec_same(&A->pos, &Eye_position) )
continue;
if ( is_ship ) {
shipp = &Ships[A->instance]; // get a pointer to the ship information
if (!iff_matches_mask(shipp->team, team_mask)) {
continue;
}
if ( A == Player_obj ) {
continue;
}
// if we've reached here, it is a valid next target
if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
target_found = TRUE;
set_target_objnum( Player_ai, OBJ_INDEX(A) );
hud_shield_hit_reset(A);
hud_maybe_set_sorted_turret_subsys(shipp);
hud_restore_subsystem_target(shipp);
}
} else {
target_found = TRUE;
set_target_objnum( Player_ai, OBJ_INDEX(A) );
hud_shield_hit_reset(A);
}
break;
}
if ( target_found == FALSE ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL) );
}
}
void hud_target_next(int team_mask)
{
hud_target_common(team_mask, 1);
}
void hud_target_prev(int team_mask)
{
hud_target_common(team_mask, 0);
}
// -------------------------------------------------------------------
// advance_missile_obj()
//
missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
{
if (next_flag){
return GET_NEXT(mo);
}
return GET_LAST(mo);
}
ship_obj *advance_ship(ship_obj *so, int next_flag)
{
if (next_flag){
return GET_NEXT(so);
}
return GET_LAST(so);
}
/// \brief Iterates down to and selects the next target in a linked list
/// fashion ordered from closest to farthest from the
/// attacked_object_number, returning the next valid target.
///
///
/// \param targeting_from_closest_to_farthest[in] targets the closest object
/// if true. Targets the farthest
/// away object if false.
/// \param valid_team_mask[in] A bit mask that defines the desired
/// victim team.
/// \param attacked_object_number[in] The objectid that is under attack.
/// Defaults to -1.
/// \param target_filters Applies a bit filter to exclude certain
/// classes of objects from being targeted.
/// Defaults to (SIF_CARGO | SIF_NAVBUOY)
///
/// \returns The next object to target if targeting was successful.
/// Returns NULL if targeting was unsuccessful.
static object* select_next_target_by_distance(const bool targeting_from_closest_to_farthest, const int valid_team_mask, const int attacked_object_number = -1, flagset<Ship::Info_Flags>* target_filters = NULL) {
object *minimum_object_ptr, *maximum_object_ptr, *nearest_object_ptr;
minimum_object_ptr = maximum_object_ptr = nearest_object_ptr = NULL;
float current_distance = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
float minimum_distance = 1e20f;
float maximum_distance = 0.0f;
int player_object_index = OBJ_INDEX(Player_obj);
flagset<Ship::Info_Flags> filter;
if (target_filters != NULL) {
filter = *target_filters;
} else {
filter.set(Ship::Info_Flags::Cargo);
filter.set(Ship::Info_Flags::Navbuoy);
}
float nearest_distance;
if (targeting_from_closest_to_farthest) {
nearest_distance = 1e20f;
}
else {
nearest_distance = 0.0f;
}
ship_obj *ship_object_ptr;
object *prospective_victim_ptr;
ship *prospective_victim_ship_ptr;
for (ship_object_ptr = GET_FIRST(&Ship_obj_list); ship_object_ptr != END_OF_LIST(&Ship_obj_list); ship_object_ptr = GET_NEXT(ship_object_ptr)) {
if (Objects[ship_object_ptr->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
prospective_victim_ptr = &Objects[ship_object_ptr->objnum];
// get a pointer to the ship information
prospective_victim_ship_ptr = &Ships[prospective_victim_ptr->instance];
float new_distance;
if ((prospective_victim_ptr == Player_obj) || (should_be_ignored(prospective_victim_ship_ptr))) {
continue;
}
// choose from the correct team
if (!iff_matches_mask(prospective_victim_ship_ptr->team, valid_team_mask)) {
continue;
}
// don't use object if it is already a target
if (OBJ_INDEX(prospective_victim_ptr) == Player_ai->target_objnum) {
continue;
}
if (attacked_object_number == -1) {
// always ignore navbuoys and cargo
if ((Ship_info[prospective_victim_ship_ptr->ship_info_index].flags & filter).any_set()) {
continue;
}
if (hud_target_invalid_awacs(prospective_victim_ptr)) {
continue;
}
new_distance = hud_find_target_distance(prospective_victim_ptr, Player_obj);
}
else {
// Filter out any target that is not targeting the player --Mastadon
if ((attacked_object_number == player_object_index) && (Ai_info[prospective_victim_ship_ptr->ai_index].target_objnum != player_object_index)) {
continue;
}
esct eval_ship_as_closest_target_args;
eval_ship_as_closest_target_args.attacked_objnum = attacked_object_number;
eval_ship_as_closest_target_args.check_all_turrets = (attacked_object_number == player_object_index);
eval_ship_as_closest_target_args.check_nearest_turret = FALSE;
// We don't ever filter our target selection to just bombers or fighters
// because the select next attacker logic doesn't. --Mastadon
eval_ship_as_closest_target_args.filter = 0;
eval_ship_as_closest_target_args.team_mask = valid_team_mask;
// We always get the turret attacking, since that's how the select next
// attacker logic does it. --Mastadon
eval_ship_as_closest_target_args.turret_attacking_target = 1;
eval_ship_as_closest_target_args.shipp = prospective_victim_ship_ptr;
evaluate_ship_as_closest_target(&eval_ship_as_closest_target_args);
new_distance = eval_ship_as_closest_target_args.min_distance;
}
if (new_distance <= minimum_distance) {
minimum_distance = new_distance;
minimum_object_ptr = prospective_victim_ptr;
}
if (new_distance >= maximum_distance) {
maximum_distance = new_distance;
maximum_object_ptr = prospective_victim_ptr;
}
float diff = 0.0f;
if (targeting_from_closest_to_farthest) {
diff = new_distance - current_distance;
if (diff > 0.0f) {
if (diff < (nearest_distance - current_distance)) {
nearest_distance = new_distance;
nearest_object_ptr = prospective_victim_ptr;
}
}
}
else {
diff = current_distance - new_distance;
if (diff > 0.0f) {
if (diff < (current_distance - nearest_distance)) {
nearest_distance = new_distance;
nearest_object_ptr = prospective_victim_ptr;
}
}
}
}
if (nearest_object_ptr == NULL) {
if (targeting_from_closest_to_farthest) {
if (minimum_object_ptr != NULL) {
nearest_object_ptr = minimum_object_ptr;
}
}
else {
if (maximum_object_ptr != NULL) {
nearest_object_ptr = maximum_object_ptr;
}
}
}
return nearest_object_ptr;
}
ship_obj *get_ship_obj_ptr_from_index(int index);
// -------------------------------------------------------------------
// hud_target_missile()
//
// Target the closest locked missile that is locked on locked_obj
//
// input: source_obj => pointer to object that fired weapon
// next_flag => 0 -> previous 1 -> next
//
// NOTE: this function is only allows targeting bombs
void hud_target_missile(object *source_obj, int next_flag)
{
missile_obj *end, *start, *mo;
object *A, *target_objp;
ai_info *aip;
weapon *wp;
weapon_info *wip;
int target_found = 0;
if ( source_obj->type != OBJ_SHIP )
return;
Assert( Ships[source_obj->instance].ai_index != -1 );
aip = &Ai_info[Ships[source_obj->instance].ai_index];
end = &Missile_obj_list;
if (aip->target_objnum != -1) {
target_objp = &Objects[aip->target_objnum];
if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
}
}
start = advance_missile_obj(end, next_flag);
for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
if ( mo == &Missile_obj_list ){
continue;
}
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
A = &Objects[mo->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert(A->type == OBJ_WEAPON);
Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
wp = &Weapons[A->instance];
wip = &Weapon_info[wp->weapon_info_index];
// only allow targeting of bombs
if ( !(wip->wi_flags[Weapon::Info_Flags::Can_be_targeted]) ) {
if ( !(wip->wi_flags[Weapon::Info_Flags::Bomb]) ) {
continue;
}
}
if (wp->lssm_stage==3){
continue;
}
// only allow targeting of hostile bombs
if (!iff_x_attacks_y(Player_ship->team, obj_team(A))) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
// if we've reached here, got a new target
target_found = TRUE;
set_target_objnum( aip, OBJ_INDEX(A) );
hud_shield_hit_reset(A);
break;
} // end for
if ( !target_found ) {
// if no bomb is found, search for bombers
ship_obj *startShip, *so;
if ( (aip->target_objnum != -1)
&& (Objects[aip->target_objnum].type == OBJ_SHIP)
&& ((Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags[Ship::Info_Flags::Bomber])
|| (Objects[aip->target_objnum].flags[Object::Object_Flags::Targetable_as_bomb]))) {
int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
startShip = get_ship_obj_ptr_from_index(index);
} else {
startShip = GET_FIRST(&Ship_obj_list);
}
for (so=advance_ship(startShip, next_flag); so!=startShip; so=advance_ship(so, next_flag)) {
// don't look at header
if (so == &Ship_obj_list) {
continue;
}
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
Assertion(A->type == OBJ_SHIP, "hud_target_missile was about to call obj_team with a non-ship obejct with type %d. Please report!", A->type);
// only allow targeting of hostile bombs
if (!iff_x_attacks_y(Player_ship->team, obj_team(A))) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
// check if ship type is bomber
if ( !(Ship_info[Ships[A->instance].ship_info_index].flags[Ship::Info_Flags::Bomber]) && !(A->flags[Object::Object_Flags::Targetable_as_bomb]) ) {
continue;
}
// check if ignore
if ( should_be_ignored(&Ships[A->instance]) ){
continue;
}
// found a good one
target_found = TRUE;
set_target_objnum( aip, OBJ_INDEX(A) );
hud_shield_hit_reset(A);
break;
}
}
if ( !target_found ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
}
}
// Return !0 if shipp can be scanned, otherwise return 0
int hud_target_ship_can_be_scanned(ship *shipp)
{
ship_info *sip;
sip = &Ship_info[shipp->ship_info_index];
// ignore cargo that has already been scanned
if (shipp->flags[Ship::Ship_Flags::Cargo_revealed])
return 0;
// The old behavior treats some ship types as always scannable. The new behavior only checks the ship's Scannable flag.
if (shipp->flags[Ship::Ship_Flags::Scannable]) {
return 1;
} else if (Use_new_scanning_behavior) {
return 0;
} else if ((sip->class_type < 0) || !(Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::Scannable])) {
return 0;
}
return 1;
}
// target the next/prev uninspected cargo container
void hud_target_uninspected_cargo(int next_flag)
{
object *A, *start, *start2;
ship *shipp;
int target_found = 0;
if (Player_ai->target_objnum == -1) {
start = &obj_used_list;
} else {
start = &Objects[Player_ai->target_objnum];
}
start2 = advance_fb(start, next_flag);
for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( A == &obj_used_list ) {
continue;
}
if (A == Player_obj || (A->type != OBJ_SHIP) ) {
continue;
}
shipp = &Ships[A->instance]; // get a pointer to the ship information
if ( should_be_ignored(shipp) ) {
continue;
}
// ignore all non-cargo carrying craft
if ( !hud_target_ship_can_be_scanned(shipp) ) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
// if we've reached here, it is a valid next target
if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
target_found = TRUE;
set_target_objnum( Player_ai, OBJ_INDEX(A) );
hud_shield_hit_reset(A);
}
}
if ( target_found == FALSE ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
// target the newest ship in the area
void hud_target_newest_ship()
{
object *A, *player_target_objp;
object *newest_obj=NULL;
ship *shipp;
ship_obj *so;
uint current_target_arrived_time = 0xffffffff, newest_time = 0;
if ( Player_ai->target_objnum >= 0 ) {
player_target_objp = &Objects[Player_ai->target_objnum];
if ( player_target_objp->type == OBJ_SHIP ) {
current_target_arrived_time = Ships[player_target_objp->instance].create_time;
}
} else {
player_target_objp = NULL;
}
// If no target is selected, then simply target the closest uninspected cargo
if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
current_target_arrived_time = 0xffffffff;
}
Target_newest_ship_timestamp = timestamp(TL_RESET);
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[A->instance]; // get a pointer to the ship information
if ( (A == Player_obj) || (should_be_ignored(shipp)) )
continue;
// ignore navbuoys
if ( Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Navbuoy] ) {
continue;
}
if ( A == player_target_objp ) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
newest_time = shipp->create_time;
newest_obj = A;
}
}
if (newest_obj) {
set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
hud_shield_hit_reset(newest_obj);
hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
hud_restore_subsystem_target(&Ships[newest_obj->instance]);
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
#define TYPE_NONE 0
#define TYPE_FACING_BEAM 1
#define TYPE_FACING_FLAK 2
#define TYPE_FACING_MISSILE 3
#define TYPE_FACING_LASER 4
#define TYPE_NONFACING_BEAM 5
#define TYPE_NONFACING_FLAK 6
#define TYPE_NONFACING_MISSILE 7
#define TYPE_NONFACING_LASER 8
#define TYPE_NONFACING_INC 4
typedef struct eval_next_turret {
ship_subsys *ss;
int type;
float dist;
} eval_next_turret;
int turret_compare_func(const eval_next_turret *p1, const eval_next_turret *p2)
{
Assert(p1->type != TYPE_NONE);
Assert(p2->type != TYPE_NONE);
if (p1->type != p2->type) {
return (p1->type - p2->type);
} else {
float delta_dist = p1->dist - p2->dist;
if (delta_dist < 0) {
return -1;
} else if (delta_dist > 0) {
return 1;
} else {
return 0;
}
}
}
extern bool turret_weapon_has_flags(const ship_weapon *swp, Weapon::Info_Flags flags);
extern bool turret_weapon_has_subtype(const ship_weapon *swp, int subtype);
// target the next/prev live turret on the current target
// auto_advance from hud_update_closest_turret
void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
{
ship_subsys *A;
ship_subsys *live_turret=NULL;
ship *target_shipp;
object *objp;
eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
int num_live_turrets = 0;
// make sure we're targeting a ship
if (Player_ai->target_objnum == -1) {
if (!auto_advance) {
snd_play(gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
// only targeting subsystems on ship
if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
if (!auto_advance) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
// set some pointers
objp = &Objects[Player_ai->target_objnum];
target_shipp = &Ships[objp->instance];
// set timestamp
int timestamp_val = 0;
if (!auto_advance) {
timestamp_val = Target_next_turret_timestamp;
Target_next_turret_timestamp = timestamp(TURRET_RESET);
}
// If no target is selected, then simply target the closest (or facing) turret
int last_subsys_turret = FALSE;
if (Player_ai->targeted_subsys != NULL) {
if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
if (Player_ai->targeted_subsys->weapons.num_primary_banks > 0 || Player_ai->targeted_subsys->weapons.num_secondary_banks > 0) {
last_subsys_turret = TRUE;
}
}
}
// do we want the closest turret (or the one our ship is pointing at)
int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
// initialize eval struct
memset(ent,0, sizeof(ent));
int use_straight_ahead_turret = FALSE;
// go through list of turrets
for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
// get a turret
if (A->system_info->type == SUBSYSTEM_TURRET) {
// niffiwan: ignore untargetable turrets
if ( A->flags[Ship::Subsystem_Flags::Untargetable] ) {
continue;
}
// check turret has hit points and has a weapon
if ( (A->current_hits > 0) && (A->weapons.num_primary_banks > 0 || A->weapons.num_secondary_banks > 0) ) {
if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
vec3d gsubpos, vec_to_subsys;
float distance, dot;
// get world pos of subsystem and its distance
get_subsystem_world_pos(objp, A, &gsubpos);
distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
// check if facing and in view
bool facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, false);
if (!auto_advance && get_closest_turret && !only_player_target) {
// if within 3 degrees and not previous subsys, use subsys in front
dot = vm_vec_dot(&vec_to_subsys, &Player_obj->orient.vec.fvec);
if ((dot > 0.9986) && facing) {
use_straight_ahead_turret = TRUE;
break;
}
}
// set weapon_type to allow sort of ent on type
if (turret_weapon_has_flags(&A->weapons, Weapon::Info_Flags::Beam)) {
ent[num_live_turrets].type = TYPE_FACING_BEAM;
} else if (turret_weapon_has_flags(&A->weapons, Weapon::Info_Flags::Flak)) {
ent[num_live_turrets].type = TYPE_FACING_FLAK;
} else {
if (turret_weapon_has_subtype(&A->weapons, WP_MISSILE)) {
ent[num_live_turrets].type = TYPE_FACING_MISSILE;
} else if (turret_weapon_has_subtype(&A->weapons, WP_LASER)) {
ent[num_live_turrets].type = TYPE_FACING_LASER;
} else {
//Turret not live, bail
continue;
}
}
// fill out ent struct
ent[num_live_turrets].ss = A;
ent[num_live_turrets].dist = distance;
if (!facing) {
ent[num_live_turrets].type += TYPE_NONFACING_INC;
}
num_live_turrets++;
}
}
}
}
// sort the list if we're not using turret straight ahead of us
if (!use_straight_ahead_turret) {
insertion_sort(ent, num_live_turrets, turret_compare_func);
}
if (use_straight_ahead_turret) {
// use the straight ahead turret
live_turret = A;
} else {
// check if we have a currently targeted turret and find its position after the sort
int i, start_index, next_index;
if (get_closest_turret) {
start_index = 0;
} else {
start_index = -1;
for (i=0; i<num_live_turrets; i++) {
if (ent[i].ss == Player_ai->targeted_subsys) {
start_index = i;
break;
}
}
// check that we started with a turret
if (start_index == -1) {
start_index = 0;
}
}
// set next live turret
if (num_live_turrets == 0) {
// no live turrets
live_turret = NULL;
} else if (num_live_turrets == 1 || get_closest_turret) {
// only 1 live turret, so set it
live_turret = ent[0].ss;
} else {
if (next_flag) {
// advance to next closest turret
next_index = start_index + 1;
if (next_index == num_live_turrets) {
next_index = 0;
}
} else {
// go to next farther turret
next_index = start_index - 1;
if (next_index == -1) {
next_index = num_live_turrets - 1;
}
}
// set the next turret to be targeted based on next_index
live_turret = ent[next_index].ss;
}
//if (live_turret) {
// debug info
// mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
//}
}
if ( live_turret != NULL ) {
set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
} else {
if (!auto_advance) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
}
// select a new target, by auto-targeting
void hud_target_auto_target_next()
{
if ( Framecount < 2 ) {
return;
}
// No auto-targeting after dead.
if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
return;
// try target next ship in hotkey set, if any -- Backslash
if ( Player->current_hotkey_set != -1 ) {
hud_target_hotkey_select(Player->current_hotkey_set);
}
int valid_team_mask = iff_get_attackee_mask(Player_ship->team);
// if none, try targeting closest hostile fighter/bomber
if ( Player_ai->target_objnum == -1 ) { //-V581
hud_target_closest(valid_team_mask, -1, FALSE, TRUE);
}
// No fighter/bombers exists, so go ahead an target the closest hostile
if ( Player_ai->target_objnum == -1 ) { //-V581
hud_target_closest(valid_team_mask, -1, FALSE);
}
// um, ok. Try targeting asteroids that are on a collision course for an escort ship
if ( Player_ai->target_objnum == -1 ) { //-V581
asteroid_target_closest_danger();
}
}
// Given that object 'targeter' is targeting object 'targetee',
// how far are they? This uses the point closest to the targeter
// object on the targetee's bounding box. So if targeter is inside
// targtee's bounding box, the distance is 0.
float hud_find_target_distance( object *targetee, const vec3d *targeter_pos )
{
vec3d tmp_pnt;
int model_num = -1;
// Which model is it?
switch( targetee->type ) {
case OBJ_SHIP:
model_num = Ship_info[Ships[targetee->instance].ship_info_index].model_num;
break;
case OBJ_DEBRIS:
// model_num = Debris[targetee->instance].model_num;
break;
case OBJ_WEAPON:
// Don't find model_num since circles would work better
//model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
break;
case OBJ_ASTEROID:
// Don't find model_num since circles would work better
//model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
break;
case OBJ_JUMP_NODE:
// Don't find model_num since circles would work better
//model_num = Jump_nodes[targetee->instance].modelnum;
break;
}
float dist = 0.0f;
// New way, that uses bounding box.
if ( model_num > -1 ) {
dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, targeter_pos );
} else {
// Old way, that uses radius.
dist = vm_vec_dist_quick(&targetee->pos, targeter_pos) - targetee->radius;
if ( dist < 0.0f ) {
dist = 0.0f;
}
}
return dist;
}
float hud_find_target_distance( object *targetee, object *targeter )
{
return hud_find_target_distance(targetee, &targeter->pos);
}
//
/// \brief evaluate a ship (and maybe turrets) as a potential target
///
/// Check if shipp (or its turrets) is attacking attacked_objnum
/// Provides a special case for player trying to select target (don't check if
/// turrets are aimed at player)
///
/// \param[in, out] *esct The Evaluate Ship as Closest Target (esct) that will
/// be used to determine if a target is a valid, harmful
/// target and, if so, sets the min_distance attribute
/// to the distance of either the attacker or the
/// closest attacker's turret. Otherwise, min_distance
/// is set to FLT_MAX
///
/// \return true if either the ship or one of it's turrets are attacking the
/// player. Otherwise, returns false.
bool evaluate_ship_as_closest_target(esct *esct_p)
{
int targeting_player, turret_is_attacking;
ship_subsys *ss;
float new_distance;
// initialize
esct_p->min_distance = FLT_MAX;
esct_p->check_nearest_turret = FALSE;
turret_is_attacking = FALSE;
object *objp = &Objects[esct_p->shipp->objnum];
Assert(objp->type == OBJ_SHIP);
if (objp->type != OBJ_SHIP) {
return false;
}
// player being targeted, so we will want closest distance from player
targeting_player = (esct_p->attacked_objnum == OBJ_INDEX(Player_obj));
// filter on team
if ( !iff_matches_mask(esct_p->shipp->team, esct_p->team_mask) ) {
return false;
}
// check if player or ignore ship
if ( (esct_p->shipp->objnum == OBJ_INDEX(Player_obj)) || (should_be_ignored(esct_p->shipp)) ) {
return false;
}
// bail if harmless
if ( Ship_info[esct_p->shipp->ship_info_index].class_type < 0 || !(Ship_types[Ship_info[esct_p->shipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::Target_as_threat])) {
return false;
}
// only look at targets that are AWACS valid
if (hud_target_invalid_awacs(&Objects[esct_p->shipp->objnum])) {
return false;
}
// If filter is set, only target fighters and bombers
if ( esct_p->filter ) {
if ( !(Ship_info[esct_p->shipp->ship_info_index].is_fighter_bomber()) ) {
return false;
}
}
// find closest turret to player if BIG or HUGE ship
if (Ship_info[esct_p->shipp->ship_info_index].is_big_or_huge()) {
for (ss=GET_FIRST(&esct_p->shipp->subsys_list); ss!=END_OF_LIST(&esct_p->shipp->subsys_list); ss=GET_NEXT(ss)) {
if (ss->flags[Ship::Subsystem_Flags::Untargetable])
continue;
if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
if (esct_p->check_all_turrets || (ss->turret_enemy_objnum == esct_p->attacked_objnum)) {
turret_is_attacking = 1;
esct_p->check_nearest_turret = TRUE;
if ( !esct_p->turret_attacking_target || (esct_p->turret_attacking_target && (ss->turret_enemy_objnum == esct_p->attacked_objnum)) ) {
vec3d gsubpos;
// get world pos of subsystem
vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
vm_vec_add2(&gsubpos, &objp->pos);
new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
/*
// GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
int turret_type = ss->system_info->turret_weapon_type;
if (Weapon_info[turret_type].wi_flags[Weapon::Info_Flags::Beam]) {
new_distance *= 0.3f;
} else if (Weapon_info[turret_type].wi_flags[Weapon::Info_Flags::Flak]) {
new_distance *= 0.6f;
} */
// get the closest distance
if (new_distance <= esct_p->min_distance) {
esct_p->min_distance = new_distance;
}
}
}
}
}
}
// If no turret is attacking, check if objp is actually targeting attacked_objnum
// don't bail if targeting is for player
if ( !targeting_player && !turret_is_attacking ) {
ai_info *aip = &Ai_info[esct_p->shipp->ai_index];
if (aip->target_objnum != esct_p->attacked_objnum) {
return false;
}
if ( (Game_mode & GM_NORMAL) && ( aip->mode != AIM_CHASE ) && (aip->mode != AIM_STRAFE) && (aip->mode != AIM_EVADE) && (aip->mode != AIM_EVADE_WEAPON) && (aip->mode != AIM_AVOID)) {
return false;
}
}
// consider the ship alone if there are no attacking turrets
if ( !turret_is_attacking ) {
// Volition switched distance evaluation methods here... presumably this is to prioritize small fighters when dogfighting next to large ships...
// Since this is used specifically for finding an ordering of targets and does not involve any visual displays, distance-to-center is reasonable.
//new_distance = hud_find_target_distance(objp, Player_obj);
new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
if (new_distance <= esct_p->min_distance) {
esct_p->min_distance = new_distance;
esct_p->check_nearest_turret = FALSE;
}
}
return true;
}
/// \brief Sets the Players[Player_num].current_target to the closest ship to
/// the player that matches the team passed as a paramater.
///
/// The current algorithm is to simply iterate through the objects and
/// calculate the magnitude of the vector that connects the player to the
/// target. The smallest magnitude is tracked, and then used to locate the
/// closest hostile ship. Note only the square of the magnitude is required,
/// since we are only comparing magnitudes.
///
/// \param[in] team_mask team of closest ship that should be targeted.
/// Default value is -1, if team doesn't matter.
///
/// \param[in] attacked_objnum object number of ship that is being attacked
/// \param[in] play_fail_snd boolean, whether to play SND_TARGET_FAIL
/// (needed, since function called repeatedly when
/// auto-targeting is enabled, and we don't want a
/// string of fail sounds playing). This is a
/// default parameter with a value of TRUE.
/// \param[in] filter OPTIONAL parameter (default value 0): when set
/// to TRUE, only fighters and bombers are
/// considered for new targets.
/// \param[in] get_closest_turret_attacking_player Finds the closest turret
/// attacking the player if true. Otherwise, only
/// finds the closest attacking ship, targeting the
/// turret closest to the player.
///
/// \return: true (non-zero) if a target was acquired. Returns false (zero) if
/// no target was acquired.
int hud_target_closest(int team_mask, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
{
object *A;
object *nearest_obj = &obj_used_list;
ship *shipp;
ship_obj *so;
int check_nearest_turret = FALSE;
// evaluate ship closest target struct
esct eval_ship_as_closest_target_args;
float min_distance = FLT_MAX;
int target_found = FALSE;
int player_obj_index = OBJ_INDEX(Player_obj);
ship_subsys *ss;
int initial_attacked_objnum = attacked_objnum;
if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
// bail if player does not have target
if ( Player_ai->target_objnum == -1 ) {
goto Target_closest_done;
}
if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
goto Target_closest_done;
}
// bail if ship is to be ignored
if (should_be_ignored(&Ships[Objects[attacked_objnum].instance])) {
goto Target_closest_done;
}
}
if (attacked_objnum == -1) {
attacked_objnum = player_obj_index;
}
// check all turrets if for player.
eval_ship_as_closest_target_args.check_all_turrets = (attacked_objnum == player_obj_index);
eval_ship_as_closest_target_args.filter = filter;
eval_ship_as_closest_target_args.team_mask = team_mask;
eval_ship_as_closest_target_args.attacked_objnum = attacked_objnum;
eval_ship_as_closest_target_args.turret_attacking_target = get_closest_turret_attacking_player;
for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[A->instance]; // get a pointer to the ship information
// fill in rest of eval_ship_as_closest_target_args
eval_ship_as_closest_target_args.shipp = shipp;
// Filter out any target that is not targeting the player --Mastadon
if ( (initial_attacked_objnum == player_obj_index) && (Ai_info[shipp->ai_index].target_objnum != player_obj_index) ) {
continue;
}
// check each shipp on list and update nearest obj and subsys
evaluate_ship_as_closest_target(&eval_ship_as_closest_target_args);
if (eval_ship_as_closest_target_args.min_distance < min_distance) {
target_found = TRUE;
min_distance = eval_ship_as_closest_target_args.min_distance;
nearest_obj = A;
check_nearest_turret = eval_ship_as_closest_target_args.check_nearest_turret;
}
}
Target_closest_done:
// maybe ignore target if too far away
// DKA 9/8/99 Remove distance check
/*
if (target_found) {
// get distance to nearest attacker
float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
// no distance limit for player obj
if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
target_found = FALSE;
}
} */
if (target_found) {
set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
hud_shield_hit_reset(nearest_obj);
if ( check_nearest_turret ) {
// if former subobject was not a turret do, not change subsystem
ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
if (ss == NULL || get_closest_turret_attacking_player) {
// update nearest turret with later func
hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
}
} else {
hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
}
} else {
// no target found, maybe play fail sound
if (play_fail_snd == TRUE) {
snd_play(gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
return target_found;
}
// auto update closest turret to attack on big or huge ships
void hud_update_closest_turret()
{
hud_target_live_turret(1, 1);
/*
float nearest_distance, new_distance;
ship_subsys *ss, *closest_subsys;
ship *shipp;
object *objp;
nearest_distance = FLT_MAX;
objp = &Objects[Player_ai->target_objnum];
shipp = &Ships[objp->instance];
closest_subsys = NULL;
Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
// make sure turret is not "unused"
if (ss->system_info->turret_weapon_type >= 0) {
vec3d gsubpos;
// get world pos of subsystem
vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
vm_vec_add2(&gsubpos, &objp->pos);
new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
// GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
int turret_type = ss->system_info->turret_weapon_type;
if (Weapon_info[turret_type].wi_flags[Weapon::Info_Flags::Beam]) {
new_distance *= 0.3f;
} else if (Weapon_info[turret_type].wi_flags[Weapon::Info_Flags::Flak]) {
new_distance *= 0.6f;
}
// check if facing and in view
bool facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, false);
if (facing) {
new_distance *= 0.5f;
}
// get the closest distance
if (new_distance <= nearest_distance) {
nearest_distance = new_distance;
closest_subsys = ss;
}
}
}
}
// check if new subsys to target
if (Player_ai->targeted_subsys != NULL) {
set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
}
*/
}
// --------------------------------------------------------------------
// hud_target_targets_target()
//
// Target your target's target. Your target is specified by objnum passed
// as a parameter.
//
void hud_target_targets_target()
{
object *objp = NULL;
object *tt_objp = NULL;
int tt_objnum;
if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
goto ttt_fail;
}
objp = &Objects[Player_ai->target_objnum];
if ( objp->type != OBJ_SHIP ) {
goto ttt_fail;
}
tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
goto ttt_fail;
}
if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
goto ttt_fail;
}
tt_objp = &Objects[tt_objnum];
if (hud_target_invalid_awacs(tt_objp)) {
goto ttt_fail;
}
if ( tt_objp->type != OBJ_SHIP ) {
goto ttt_fail;
}
if ( should_be_ignored(&Ships[tt_objp->instance]) ) {
goto ttt_fail;
}
// if we've reached here, found player target's target
set_target_objnum( Player_ai, tt_objnum );
hud_shield_hit_reset(&Objects[tt_objnum]);
hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
return;
ttt_fail:
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
}
// Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
int object_targetable_in_reticle(object *target_objp)
{
int obj_type;
SCP_list<CJumpNode>::iterator jnp;
if (target_objp == Player_obj ) {
return 0;
}
obj_type = target_objp->type;
if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) )
{
return 1;
} else if ( obj_type == OBJ_JUMP_NODE )
{
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == target_objp)
break;
}
if (!jnp->IsHidden())
return 1;
}
return 0;
}
// hud_target_in_reticle_new() will target the object that is closest to the player, and who is
// intersected by a ray passed from the center of the reticle out along the forward vector of the
// player.
//
// targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
//
// Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
// the ray intersects. We take the ship closest to us that intersects an object.
//
// Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
// is called if no intersections are found.
//
//
#define TARGET_IN_RETICLE_DISTANCE 10000.0f
void hud_target_in_reticle_new()
{
vec3d terminus;
object *A;
mc_info mc;
float dist;
SCP_list<CJumpNode>::iterator jnp;
hud_reticle_clear_list(&Reticle_cur_list);
Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
// Get 3d vector through center of reticle
vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.vec.fvec, TARGET_IN_RETICLE_DISTANCE);
mc.model_instance_num = -1;
mc.model_num = 0;
for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( !object_targetable_in_reticle(A) ) {
continue;
}
if ( A->type == OBJ_WEAPON ) {
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted]) ) {
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ){
continue;
}
}
if (Weapons[A->instance].lssm_stage==3){
continue;
}
}
if ( A->type == OBJ_SHIP ) {
if ( should_be_ignored(&Ships[A->instance]) ){
continue;
}
}
if(hud_target_invalid_awacs(A)){
continue;
}
switch (A->type) {
case OBJ_SHIP:
mc.model_num = Ship_info[Ships[A->instance].ship_info_index].model_num;
break;
case OBJ_DEBRIS:
mc.model_num = Debris[A->instance].model_num;
break;
case OBJ_WEAPON:
mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
break;
case OBJ_ASTEROID:
{
int pof = 0;
pof = Asteroids[A->instance].asteroid_subtype;
mc.model_num = Asteroid_info[Asteroids[A->instance].asteroid_type].subtypes[pof].model_number;
}
break;
case OBJ_JUMP_NODE:
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == A)
break;
}
mc.model_num = jnp->GetModelNumber();
break;
default:
Int3(); // Illegal object type.
}
if (mc.model_num == -1) {
// so just check distance of a point
vec3d temp_v;
float angle;
vm_vec_sub(&temp_v, &A->pos, &Eye_position);
vm_vec_normalize(&temp_v);
angle = vm_vec_dot(&Player_obj->orient.vec.fvec, &temp_v);
if (angle > 0.99f) {
dist = vm_vec_mag_squared(&temp_v);
hud_reticle_list_update(A, dist, 0);
}
} else {
mc.orient = &A->orient; // The object's orient
mc.pos = &A->pos; // The object's position
mc.p0 = &Eye_position; // Point 1 of ray to check
mc.p1 = &terminus; // Point 2 of ray to check
mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
model_collide(&mc);
if ( mc.num_hits ) {
dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
hud_reticle_list_update(A, dist, 0);
}
}
} // end for (go to next object)
hud_target_in_reticle_old(); // try the old method (works well with ships far away)
}
// hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
// the reticle
//
// targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
//
//
// Method: take the dot product of the foward vector and the vector to target. Take
// the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
//
// IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
// is only valid for the HUD reticle in use at that time.
#define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
void hud_target_in_reticle_old()
{
object *A, *target_obj;
float dot;
vec3d vec_to_target;
for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( !object_targetable_in_reticle(A) ) {
continue;
}
if ( A->type == OBJ_WEAPON ) {
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted]) ){
if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ){
continue;
}
}
if (Weapons[A->instance].lssm_stage==3){
continue;
}
}
if ( A->type == OBJ_SHIP ) {
if ( should_be_ignored(&Ships[A->instance]) ){
continue;
}
}
if(hud_target_invalid_awacs(A)){
continue;
}
if ( vm_vec_same( &A->pos, &Eye_position ) ) {
continue;
}
vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
if ( dot > MIN_DOT_FOR_TARGET ) {
hud_reticle_list_update(A, dot, 1);
}
}
target_obj = hud_reticle_pick_target();
if ( target_obj != NULL ) {
int oldTargetNum = Player_ai->target_objnum;
set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
hud_shield_hit_reset(target_obj);
if ( target_obj->type == OBJ_SHIP ) {
ship* shipp = &Ships[target_obj->instance];
// if the player is attempting to target the same ship under their reticule again
// then lets select the nearest subsystem for them.
if (Automatically_select_subsystem_under_reticle_when_targeting_same_ship &&
Ship_info[shipp->ship_info_index].is_big_or_huge() &&
oldTargetNum == Player_ai->target_objnum) {
hud_target_subsystem_in_reticle();
}
else {
hud_maybe_set_sorted_turret_subsys(shipp);
hud_restore_subsystem_target(shipp);
}
}
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
}
}
// hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
// is closest to the reticle center. The current target is the only object that is searched for
// subsystems
//
// Method: take the dot product of the foward vector and the vector to target. Take
// the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
//
// IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
// is only valid for the HUD reticle in use at that time.
//
void hud_target_subsystem_in_reticle()
{
object* targetp;
ship_subsys *subsys;
ship_subsys *nearest_subsys = NULL;
vec3d subobj_pos;
float dot, best_dot;
vec3d vec_to_target;
best_dot = -1.0f;
if ( Player_ai->target_objnum == -1){
hud_target_in_reticle_old();
}
if ( Player_ai->target_objnum == -1) { //-V581
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
return;
}
targetp = &Objects[Player_ai->target_objnum];
if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
return;
}
int shipnum = targetp->instance;
if ( targetp->type == OBJ_SHIP ) {
if ( should_be_ignored(&Ships[shipnum]) ) {
return;
}
}
for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
//if the subsystem isn't targetable, skip it
if (subsys->flags[Ship::Subsystem_Flags::Untargetable])
continue;
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
if ( dot > best_dot ) {
best_dot = dot;
if ( best_dot > MIN_DOT_FOR_TARGET )
nearest_subsys = subsys;
}
} // end for
if ( nearest_subsys != NULL ) {
set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
char r_name[NAME_LENGTH];
int i;
strcpy_s(r_name, ship_subsys_get_name(Player_ai->targeted_subsys));
for (i = 0; r_name[i] > 0; i++) {
if (r_name[i] == '|')
r_name[i] = ' ';
}
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), r_name);
Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
}
#define T_LENGTH 8
#define T_OFFSET_FROM_CIRCLE -13
#define T_BASE_LENGTH 4
// On entry:
// color set
void HudGaugeOrientationTee::renderOrientation(object *from_objp, object *to_objp, matrix *from_orientp)
{
float dot_product;
vec3d target_to_obj;
float x1,y1,x2,y2,x3,y3,x4,y4;
vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
vm_vec_normalize(&target_to_obj);
// calculate the dot product between the target_to_player vector and the targets forward vector
//
// 0 - vectors are perpendicular
// 1 - vectors are collinear and in the same direction (target is facing player)
// -1 - vectors are collinear and in the opposite direction (target is facing away from player)
dot_product = vm_vec_dot(&from_orientp->vec.fvec, &target_to_obj);
if (vm_vec_dot(&from_orientp->vec.rvec, &target_to_obj) >= 0) {
if (dot_product >= 0){
dot_product = -PI_2*dot_product + PI;
} else {
dot_product = -PI_2*dot_product - PI;
}
} else {
dot_product *= PI_2; //(range is now -PI/2 => PI/2)
}
y1 = sinf(dot_product) * (Radius - T_OFFSET_FROM_CIRCLE);
x1 = cosf(dot_product) * (Radius - T_OFFSET_FROM_CIRCLE);
y1 += position[1];
x1 += position[0];
y2 = sinf(dot_product) * (Radius - T_OFFSET_FROM_CIRCLE - T_LENGTH);
x2 = cosf(dot_product) * (Radius - T_OFFSET_FROM_CIRCLE - T_LENGTH);
y2 += position[1];
x2 += position[0];
x3 = x1 - T_BASE_LENGTH * sinf(dot_product);
y3 = y1 + T_BASE_LENGTH * cosf(dot_product);
x4 = x1 + T_BASE_LENGTH * sinf(dot_product);
y4 = y1 - T_BASE_LENGTH * cosf(dot_product);
// HACK! Should be antialiased!
renderLine(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
renderLine(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
}
void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
{
int i;
// Make the triangle always be the correct handiness so
// the tmapper won't think its back-facing and throw it out.
float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
if ( det >= 0.0f ) {
float tmp;
// swap y1 & y3
tmp = y1;
y1 = y3;
y3 = tmp;
// swap x1 & x3
tmp = x1;
x1 = x3;
x3 = tmp;
}
vertex verts[3];
// zero verts[] out, this is a faster way (nods to Kazan) to make sure that
// the specular colors are set to 0 to avoid rendering problems - taylor
memset(verts, 0, sizeof(verts));
verts[0].screen.xyw.x = x1;
verts[0].screen.xyw.y = y1;
verts[0].screen.xyw.w = 0.0f;
verts[0].texture_position.u = 0.0f;
verts[0].texture_position.v = 0.0f;
verts[0].flags = PF_PROJECTED;
verts[0].codes = 0;
verts[0].r = (ubyte)gr_screen.current_color.red;
verts[0].g = (ubyte)gr_screen.current_color.green;
verts[0].b = (ubyte)gr_screen.current_color.blue;
verts[0].a = (ubyte)gr_screen.current_color.alpha;
verts[1].screen.xyw.x = x2;
verts[1].screen.xyw.y = y2;
verts[1].screen.xyw.w = 0.0f;
verts[1].texture_position.u = 0.0f;
verts[1].texture_position.v = 0.0f;
verts[1].flags = PF_PROJECTED;
verts[1].codes = 0;
verts[1].r = (ubyte)gr_screen.current_color.red;
verts[1].g = (ubyte)gr_screen.current_color.green;
verts[1].b = (ubyte)gr_screen.current_color.blue;
verts[1].a = (ubyte)gr_screen.current_color.alpha;
verts[2].screen.xyw.x = x3;
verts[2].screen.xyw.y = y3;
verts[2].screen.xyw.w = 0.0f;
verts[2].texture_position.u = 0.0f;
verts[2].texture_position.v = 0.0f;
verts[2].flags = PF_PROJECTED;
verts[2].codes = 0;
verts[2].r = (ubyte)gr_screen.current_color.red;
verts[2].g = (ubyte)gr_screen.current_color.green;
verts[2].b = (ubyte)gr_screen.current_color.blue;
verts[2].a = (ubyte)gr_screen.current_color.alpha;
for (i=0; i<3; i++)
gr_resize_screen_posf(&verts[i].screen.xyw.x, &verts[i].screen.xyw.y);
//uint saved_mode = gr_zbuffer_get();
//int cull = gr_set_cull(0);
//gr_zbuffer_set( GR_ZBUFF_NONE );
material material_def;
material_def.set_blend_mode(ALPHA_BLEND_NONE);
material_def.set_depth_mode(ZBUFFER_TYPE_NONE);
material_def.set_cull_mode(false);
g3_render_primitives_colored(&material_def, verts, 3, PRIM_TYPE_TRIFAN, true);
//g3_draw_poly_constant_sw(3, vertlist, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
//gr_zbuffer_set( saved_mode );
//gr_set_cull(cull);
}
void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
{
gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
}
HudGaugeReticleTriangle::HudGaugeReticleTriangle():
HudGauge(HUD_OBJECT_HOSTILE_TRI, HUD_HOSTILE_TRIANGLE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
HudGaugeReticleTriangle::HudGaugeReticleTriangle(int _gauge_object, int _gauge_config):
HudGauge(_gauge_object, _gauge_config, true, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeReticleTriangle::initRadius(int length)
{
Radius = length;
}
void HudGaugeReticleTriangle::initTriBase(float length)
{
Target_triangle_base = length;
}
void HudGaugeReticleTriangle::initTriHeight(float h)
{
Target_triangle_height = h;
}
void HudGaugeReticleTriangle::render(float /*frametime*/, bool /*config*/) {
}
// Render a missile warning triangle that has a tail on it to indicate distance
void HudGaugeReticleTriangle::renderTriangleMissileTail(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
{
float x1=0.0f;
float x2=0.0f;
float y1=0.0f;
float y2=0.0f;
float xtail=0.0f;
float ytail=0.0f;
float sin_ang, cos_ang, tail_len;
float max_tail_len=20.0f;
sin_ang=sinf(ang);
cos_ang=cosf(ang);
if ( cur_dist < Min_warning_missile_dist ) {
tail_len = 0.0f;
} else if ( cur_dist > Max_warning_missile_dist ) {
tail_len = max_tail_len;
} else {
tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
}
if ( draw_inside ) {
x1 = xpos - Target_triangle_base * -sin_ang;
y1 = ypos + Target_triangle_base * cos_ang;
x2 = xpos + Target_triangle_base * -sin_ang;
y2 = ypos - Target_triangle_base * cos_ang;
xpos -= Target_triangle_height * cos_ang;
ypos += Target_triangle_height * sin_ang;
if ( tail_len > 0 ) {
xtail = xpos - tail_len * cos_ang;
ytail = ypos + tail_len * sin_ang;
}
} else {
x1 = xpos - Target_triangle_base * -sin_ang;
y1 = ypos + Target_triangle_base * cos_ang;
x2 = xpos + Target_triangle_base * -sin_ang;
y2 = ypos - Target_triangle_base * cos_ang;
xpos += Target_triangle_height * cos_ang;
ypos -= Target_triangle_height * sin_ang;
if ( tail_len > 0 ) {
xtail = xpos + tail_len * cos_ang;
ytail = ypos - tail_len * sin_ang;
}
}
gr_set_screen_scale(base_w, base_h);
if (draw_solid) {
hud_tri(xpos,ypos,x1,y1,x2,y2);
} else {
hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
}
// draw the tail indicating length
if ( tail_len > 0 ) {
gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
}
gr_reset_screen_scale();
}
// Render a triangle on the outside of the targeting circle.
// Must be inside a g3_start_frame().
// If aspect_flag !0, then render filled, indicating aspect lock.
// If show_interior !0, then point inwards to positions inside reticle
void HudGaugeReticleTriangle::renderTriangle(vec3d *hostile_pos, int aspect_flag, int show_interior, int split_tri)
{
vertex hostile_vertex;
float ang;
float xpos,ypos,cur_dist,sin_ang,cos_ang;
int draw_inside=0;
int tablePosX, tablePosY;
// determine if the given object is within the targeting reticle
// (which means the triangle is not drawn)
cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
g3_rotate_vertex(&hostile_vertex, hostile_pos);
g3_project_vertex(&hostile_vertex);
if (reticle_follow) {
int nx = HUD_nose_x;
int ny = HUD_nose_y;
gr_resize_screen_pos(&nx, &ny);
gr_set_screen_scale(base_w, base_h);
gr_unsize_screen_pos(&nx, &ny);
gr_reset_screen_scale();
tablePosX = position[0] + nx;
tablePosY = position[1] + ny;
}
else {
//Technically not non-slewing, but keeps old behaviour
tablePosX = position[0] + fl2i(HUD_nose_x);
tablePosY = position[1] + fl2i(HUD_nose_y);
}
if (hostile_vertex.codes == 0) { // on screen
int projected_x, projected_y;
if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
int mag_squared;
projected_x = fl2i(hostile_vertex.screen.xyw.x);
projected_y = fl2i(hostile_vertex.screen.xyw.y);
unsize(&projected_x, &projected_y);
mag_squared = (projected_x - tablePosX) * (projected_x - tablePosX) +
(projected_y - tablePosY) * (projected_y - tablePosY);
if ( mag_squared < Radius*Radius ) {
if ( show_interior ) {
draw_inside=1;
} else {
return;
}
}
}
}
// even if the screen position overflowed, it will still be pointing in the correct direction
unsize( &hostile_vertex.screen.xyw.x, &hostile_vertex.screen.xyw.y );
ang = atan2(-(hostile_vertex.screen.xyw.y - tablePosY), hostile_vertex.screen.xyw.x - tablePosX);
sin_ang=sinf(ang);
cos_ang=cosf(ang);
if ( draw_inside ) {
xpos = tablePosX + cos_ang*(Radius-7);
ypos = tablePosY - sin_ang*(Radius-7);
} else {
xpos = tablePosX + cos_ang*(Radius+4);
ypos = tablePosY - sin_ang*(Radius+4);
}
if ( split_tri ) {
// renderTriangleMissileSplit(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
renderTriangleMissileTail(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
} else {
float x1=0.0f;
float x2=0.0f;
float y1=0.0f;
float y2=0.0f;
if ( draw_inside ) {
x1 = xpos - Target_triangle_base * -sin_ang;
y1 = ypos + Target_triangle_base * cos_ang;
x2 = xpos + Target_triangle_base * -sin_ang;
y2 = ypos - Target_triangle_base * cos_ang;
xpos -= Target_triangle_height * cos_ang;
ypos += Target_triangle_height * sin_ang;
} else {
x1 = xpos - Target_triangle_base * -sin_ang;
y1 = ypos + Target_triangle_base * cos_ang;
x2 = xpos + Target_triangle_base * -sin_ang;
y2 = ypos - Target_triangle_base * cos_ang;
xpos += Target_triangle_height * cos_ang;
ypos -= Target_triangle_height * sin_ang;
}
//renderPrintf(position[0], position[1], "%d", fl2i((360*ang)/(2*PI)));
gr_set_screen_scale(base_w, base_h);
if (aspect_flag) {
hud_tri(xpos,ypos,x1,y1,x2,y2);
} else {
hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
}
gr_reset_screen_scale();
}
}
// Show all homing missiles locked onto the player.
// Also, play the beep!
void hud_process_homing_missiles()
{
object *A;
missile_obj *mo;
weapon *wp;
float dist, nearest_dist;
int closest_is_aspect=0;
nearest_dist = Homing_beep.max_cycle_dist;
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
A = &Objects[mo->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
wp = &Weapons[A->instance];
if (wp->homing_object == Player_obj) {
dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
if (dist < nearest_dist) {
nearest_dist = dist;
if ( Weapon_info[wp->weapon_info_index].is_locked_homing() ) {
closest_is_aspect=1;
} else {
closest_is_aspect=0;
}
}
}
}
// See if need to play warning beep.
if (nearest_dist < Homing_beep.max_cycle_dist ) {
float delta_time;
float cycle_time;
delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
// figure out the cycle time by doing a linear interpretation
cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
// play a new 'beep' if cycle time has elapsed
if ( (delta_time*1000) > cycle_time ) {
Homing_beep.last_time_played = Missiontime;
if ( snd_is_playing(Homing_beep.snd_handle) ) {
snd_stop(Homing_beep.snd_handle);
}
if ( closest_is_aspect ) {
Homing_beep.snd_handle = snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::PROXIMITY_ASPECT_WARNING)));
} else {
Homing_beep.snd_handle = snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::PROXIMITY_WARNING)));
}
}
}
}
HudGaugeMissileTriangles::HudGaugeMissileTriangles():
HudGaugeReticleTriangle(HUD_OBJECT_MISSILE_TRI, HUD_MISSILE_WARNING_ARROW)
{
}
void HudGaugeMissileTriangles::render(float /*frametime*/, bool /*config*/)
{
object *A;
missile_obj *mo;
weapon *wp;
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
gr_set_screen_scale(base_w, base_h);
gr_set_color_fast(&HUD_color_homing_indicator);
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
A = &Objects[mo->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
wp = &Weapons[A->instance];
if (wp->homing_object == Player_obj) {
renderTriangle(&A->pos, Weapon_info[wp->weapon_info_index].is_locked_homing(), 1, 1);
}
}
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
}
HudGaugeOrientationTee::HudGaugeOrientationTee():
HudGauge(HUD_OBJECT_ORIENTATION_TEE, HUD_ORIENTATION_TEE, true, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeOrientationTee::initRadius(int length)
{
Radius = length;
}
void HudGaugeOrientationTee::pageIn()
{
}
// hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
// outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
// is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
// the target is facing 90 away from the player.
void HudGaugeOrientationTee::render(float /*frametime*/, bool /*config*/)
{
object* targetp;
if (Player_ai->target_objnum == -1 || Player->target_is_dying)
return;
targetp = &Objects[Player_ai->target_objnum];
if ( maybeFlashSexp() == 1 ) {
hud_set_iff_color( targetp );
} else {
hud_set_iff_color( targetp, 1);
}
renderOrientation(targetp, Player_obj, &targetp->orient);
}
// routine to draw a bounding box around a remote detonate missile and distance to
void hud_process_remote_detonate_missile()
{
missile_obj *mo;
object *mobjp;
vertex target_point;
memset(&target_point, 0, sizeof(target_point));
// check for currently locked missiles (highest precedence)
for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
mobjp = &Objects[mo->objnum];
if (mobjp->flags[Object::Object_Flags::Should_be_dead])
continue;
if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Remote]) {
// get box center point
g3_rotate_vertex(&target_point,&mobjp->pos);
// project vertex
g3_project_vertex(&target_point);
if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
switch ( mobjp->type ) {
case OBJ_WEAPON:
hud_target_add_display_list(mobjp, &target_point, &mobjp->pos, 0, iff_get_color(IFF_COLOR_MESSAGE, 1), NULL, TARGET_DISPLAY_DIST);
break;
default:
Int3(); // should never happen
return;
}
}
}
}
}
}
// routine to possibly draw a bounding box around a ship sending a message to the player
void hud_show_message_sender()
{
object *targetp;
vertex target_point; // temp vertex used to find screen position for 3-D object;
// don't draw brackets if no ship sending a message
if ( Message_shipnum == -1 )
return;
targetp = &Objects[Ships[Message_shipnum].objnum];
Assert ( targetp != NULL );
if (targetp->type != OBJ_SHIP) {
// if it's not a ship (maybe it got ship-vanished in the middle of talking) then clear Message_shipnum
Message_shipnum = -1;
return;
}
// Don't do this for the ship you're flying!
if ( targetp == Player_obj ) {
return;
}
// Goober5000 - don't draw if primitive sensors
if ( Ships[Player_obj->instance].flags[Ship::Ship_Flags::Primitive_sensors] ) {
return;
}
// Karajorma - If we've gone to all the trouble to make our friendly ships stealthed they shouldn't then give away
// their position cause they're feeling chatty
// MageKing17 - Make the check see if they're actually stealthed at the time, and may as well include a check for
// being hidden from sensors, too; logic copied from a similar check in hudescort.cpp
if ( (Ships[Message_shipnum].flags[Ship::Ship_Flags::Hidden_from_sensors])
|| ((Ships[Message_shipnum].flags[Ship::Ship_Flags::Stealth]) && ((Ships[Message_shipnum].team != Player_ship->team) || (Ships[Message_shipnum].flags[Ship::Ship_Flags::Friendly_stealth_invis])))
) {
return;
}
Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
// check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
if ( targetp->flags[Object::Object_Flags::Should_be_dead] ) {
Message_shipnum = -1;
return;
}
memset(&target_point, 0, sizeof(target_point));
// find the current target vertex
g3_rotate_vertex(&target_point, &targetp->pos);
g3_project_vertex(&target_point);
if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 10, iff_get_color(IFF_COLOR_MESSAGE, 1), NULL, 0);
} else if (target_point.codes != 0) { // target center is not on screen
// draw the offscreen indicator at the edge of the screen where the target is closest to
// AL 11-19-97: only show offscreen indicator if player sensors are functioning
if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
if ( hud_sensors_ok(Player_ship, 0) ) {
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 0, iff_get_color(IFF_COLOR_MESSAGE, 1), NULL, TARGET_DISPLAY_DIST);
}
}
}
}
// hud_prune_hotkeys()
//
// Check for ships that are dying, departed or dead. These should be removed from the player's
// hotkey lists.
void hud_prune_hotkeys()
{
int i;
htarget_list *hitem, *plist;
object *objp;
ship *sp;
for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
plist = &(Players[Player_num].keyed_targets[i]);
if ( EMPTY( plist ) ) // no items in list, then do nothing
continue;
hitem = GET_FIRST(plist);
while ( hitem != END_OF_LIST(plist) ) {
int remove_item;
remove_item = 0;
objp = hitem->objp;
Assert ( objp != NULL );
if ( objp->type == OBJ_SHIP ) {
Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
sp = &Ships[objp->instance];
} else {
// if the object isn't a ship, it shouldn't be on the list, so remove it without question
remove_item = 1;
sp = NULL;
}
// check to see if the object is dying -- if so, remove it from the list
// check to see if the ship is departing -- if so, remove it from the list
if ( remove_item || (objp->flags[Object::Object_Flags::Should_be_dead]) || (sp->is_dying_or_departing()) ) {
if ( sp != NULL ) {
nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
}
htarget_list *temp;
temp = GET_NEXT(hitem);
list_remove( plist, hitem );
list_append( &htarget_free_list, hitem );
hitem->objp = NULL;
hitem = temp;
continue;
}
hitem = GET_NEXT( hitem );
} // end while
} // end for
// save the hotkey sets with mission time reaches a certain point. Code was put here because this
// function always called for both single/multiplayer. Maybe not the best location, but whatever.
mission_hotkey_maybe_save_sets();
}
int HUD_drew_selection_bracket_on_target;
// hud_show_selection_set draws some indicator around all the ships in the current selection set. No
// indicators will be drawn if there is only 1 ship in the set.
void hud_show_selection_set()
{
htarget_list *hitem, *plist;
object *targetp;
int set, count;
vertex target_point; // temp vertex used to find screen position for 3-D object;
HUD_drew_selection_bracket_on_target = 0;
set = Players[Player_num].current_hotkey_set;
if ( set == -1 )
return;
Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
plist = &(Players[Player_num].keyed_targets[set]);
count = 0;
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
count++;
if ( count == 0 ) { // only one ship, do nothing
Players[Player_num].current_hotkey_set = -1;
return;
}
memset(&target_point, 0, sizeof(target_point));
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
targetp = hitem->objp;
Assert ( targetp != NULL );
ship *target_shipp = NULL;
Assert ( targetp->type == OBJ_SHIP );
Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
target_shipp = &Ships[targetp->instance];
if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
continue;
}
// Goober5000 - don't draw indicators for non-visible ships, per Mantis #1972
// (the only way we could get here is if the hotkey set contained a mix of visible
// and invisible ships)
if (awacs_get_level(targetp, Player_ship, true) < 1.0f) {
continue;
}
// find the current target vertex
//
g3_rotate_vertex(&target_point,&targetp->pos);
g3_project_vertex(&target_point);
if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
switch ( targetp->type ) {
case OBJ_SHIP:
break;
default:
Int3(); // should never happen
return;
}
if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 5, iff_get_color(IFF_COLOR_SELECTION, 1), NULL, 0);
HUD_drew_selection_bracket_on_target = 1;
} else if ( Extra_target_info ) { //Backslash -- show the distance and a lead indicator
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 5, iff_get_color(IFF_COLOR_SELECTION, 1), NULL, TARGET_DISPLAY_DIST | TARGET_DISPLAY_LEAD);
} else {
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 5, iff_get_color(IFF_COLOR_SELECTION, 1), NULL, 0);
}
}
if (target_point.codes != 0) { // target center is not on screen
// draw the offscreen indicator at the edge of the screen where the target is closest to
// AL 11-19-97: only show offscreen indicator if player sensors are functioning
if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
if ( hud_sensors_ok(Player_ship, 0) ) {
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 5, iff_get_color(IFF_COLOR_SELECTION, 1), NULL, 0);
}
}
}
}
}
// hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
//
// Must be inside a g3_start_frame()
// input: frametime => time in seconds since last update
// in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
void hud_show_targeting_gauges(float frametime)
{
vertex target_point; // temp vertex used to find screen position for 3-D object;
vec3d target_pos;
hud_show_hostile_triangle();
hud_do_lock_indicators(frametime);
if (Player_ai->target_objnum == -1)
return;
object * targetp = &Objects[Player_ai->target_objnum];
Players[Player_num].lead_indicator_active = 0;
// check to see if there is even a current target
if ( targetp == &obj_used_list ) {
return;
}
// AL 1/20/97: Point to targted subsystem if one exists
if ( Player_ai->targeted_subsys != NULL ) {
get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
} else {
target_pos = targetp->pos;
}
// find the current target vertex
//
// The 2D screen pos depends on the current viewer position and orientation.
g3_rotate_vertex(&target_point,&target_pos);
hud_set_iff_color( targetp, 1 );
g3_project_vertex(&target_point);
if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
if (target_point.codes == 0) { // target center is not on screen
int target_display_flags;
if(Extra_target_info) {
target_display_flags = TARGET_DISPLAY_DIST | TARGET_DISPLAY_DOTS | TARGET_DISPLAY_SUBSYS | TARGET_DISPLAY_NAME | TARGET_DISPLAY_CLASS;
} else {
target_display_flags = TARGET_DISPLAY_DIST | TARGET_DISPLAY_DOTS | TARGET_DISPLAY_SUBSYS;
}
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 0, NULL, NULL, target_display_flags);
}
} else {
Hud_target_w = 0;
Hud_target_h = 0;
}
// update cargo scanning
hud_cargo_scan_update(targetp, frametime);
// display the lock indicator
if (!Player->target_is_dying) {
// update and render artillery
hud_artillery_update();
hud_artillery_render();
}
if (target_point.codes != 0) {
// draw the offscreen indicator at the edge of the screen where the target is closest to
Assert(Player_ai->target_objnum >= 0);
// AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
// in the message sending color in hud_show_message_sender()
if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
hud_target_add_display_list(targetp, &target_point, &targetp->pos, 0, NULL, NULL, 0);
}
}
}
// hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
// circle of the reticle. It will point to the closest enemy that is firing on the player.
// Currently, it points to the closest enemy that has the player as its target_objnum and has
// SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
void hud_show_hostile_triangle()
{
object* A;
float min_distance=1e20f;
float new_distance=0.0f;
object* nearest_obj = &obj_used_list;
ai_info *aip;
ship_obj *so;
ship *sp;
ship_subsys *ss;
int player_obj_index = OBJ_INDEX(Player_obj);
int turret_is_attacking = 0;
hostile_obj = NULL;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
sp = &Ships[A->instance];
// only look at ships who attack us
if ( (A == Player_obj) || !(iff_x_attacks_y(Ships[A->instance].team, Player_ship->team)) ) {
continue;
}
aip = &Ai_info[Ships[A->instance].ai_index];
// don't look at ignore ships
if ( should_be_ignored(sp) ) {
continue;
}
// always ignore cargo containers, navbouys, etc, and non-ships
if ( Ship_info[sp->ship_info_index].class_type < 0 || !(Ship_types[Ship_info[sp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::Show_attack_direction]) ) {
continue;
}
// check if ship is stealthy
if (awacs_get_level(&Objects[sp->objnum], Player_ship, true) < 1.0f) {
continue;
}
turret_is_attacking = 0;
// check if any turrets on ship are firing at the player (only on non fighter-bombers)
if ( !(Ship_info[sp->ship_info_index].is_fighter_bomber()) ) {
for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
if (ss->flags[Ship::Subsystem_Flags::Untargetable])
continue;
if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
if ( ss->turret_enemy_objnum == player_obj_index ) {
turret_is_attacking = 1;
vec3d gsubpos;
// get world pos of subsystem
vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
vm_vec_add2(&gsubpos, &A->pos);
new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
if (new_distance <= min_distance) {
min_distance=new_distance;
nearest_obj = A;
}
}
}
}
}
if ( !turret_is_attacking ) {
// check for ships attacking the player
if ( aip->target_objnum != Player_ship->objnum ) {
continue;
}
// ignore enemy if not in chase mode
if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
continue;
}
new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
if (new_distance <= min_distance) {
min_distance=new_distance;
nearest_obj = A;
}
}
}
if ( nearest_obj == &obj_used_list ) {
return;
}
if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
return;
}
hostile_obj = nearest_obj;
// hook to maybe warn player about this attacking ship
ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
}
HudGaugeHostileTriangle::HudGaugeHostileTriangle():
HudGaugeReticleTriangle(HUD_OBJECT_HOSTILE_TRI, HUD_HOSTILE_TRIANGLE)
{
}
void HudGaugeHostileTriangle::render(float /*frametime*/, bool /*config*/)
{
if (hostile_obj && maybeFlashSexp() != 1) {
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
// hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
hud_set_iff_color( hostile_obj, 1 );
renderTriangle(&hostile_obj->pos, 0, 1, 0);
if(!in_frame)
g3_end_frame();
}
}
bool hud_calculate_lead_pos(vec3d* shooter_pos, vec3d *lead_target_pos, vec3d *target_pos, object *targetp, weapon_info *wip, float dist_to_target, vec3d *rel_pos)
{
vec3d target_speed;
vec3d last_delta_vector;
float time_to_target, target_moved_dist;
bool valid_lead_pos = true;
if(wip->max_speed != 0) {
time_to_target = dist_to_target / wip->max_speed;
} else {
time_to_target = 0;
}
target_moved_dist = targetp->phys_info.speed * time_to_target;
target_speed = targetp->phys_info.vel;
if (!IS_VEC_NULL(&The_mission.gravity) && wip->gravity_const != 0.0f) {
if (physics_lead_ballistic_trajectory(shooter_pos, target_pos, &targetp->phys_info.vel, wip->max_speed, &The_mission.gravity, lead_target_pos)) {
*lead_target_pos = *shooter_pos + *lead_target_pos * 1000.0f;
return true;
} else {
valid_lead_pos = false;
// continue, in case the caller wants to get a lead pos either way
}
}
if(The_mission.ai_profile->flags[AI::Profile_Flags::Use_additive_weapon_velocity])
vm_vec_scale_sub2(&target_speed, &Player_obj->phys_info.vel, wip->vel_inherit_amount);
// test if the target is moving at all
if ( vm_vec_mag_quick(&target_speed) < 0.1f ) { // Find distance!
*lead_target_pos = *target_pos;
} else {
vm_vec_normalize(&target_speed);
vm_vec_scale(&target_speed, target_moved_dist);
vm_vec_add(lead_target_pos, target_pos, &target_speed);
polish_predicted_target_pos(wip, targetp, target_pos, lead_target_pos, dist_to_target, &last_delta_vector, 1); // Not used:, float time_to_enemy)
if(rel_pos) { // needed for quick lead indicators, not needed for normal lead indicators.
vm_vec_add2(lead_target_pos, rel_pos);
}
}
return valid_lead_pos;
}
// Return the bank number for the primary weapon that can fire the farthest, from
// the number of active primary weapons
// input: range => output parameter... it is the range of the selected bank
int hud_get_best_primary_bank(float *range)
{
int i, best_bank, bank_to_fire, num_to_test;
float weapon_range, farthest_weapon_range;
ship_weapon *swp;
weapon_info *wip;
swp = &Player_ship->weapons;
farthest_weapon_range = 0.0f;
best_bank = -1;
if ( Player_ship->flags[Ship::Ship_Flags::Primary_linked] ) {
num_to_test = swp->num_primary_banks;
} else {
num_to_test = MIN(1, swp->num_primary_banks);
}
for ( i = 0; i < num_to_test; i++ )
{
bank_to_fire = (swp->current_primary_bank + i) % swp->num_primary_banks;
// calculate the range of the weapon, and only display the lead target indicator
// if the weapon can actually hit the target
Assert(bank_to_fire >= 0 && bank_to_fire < swp->num_primary_banks);
Assert(swp->primary_bank_weapons[bank_to_fire] < weapon_info_size());
if (swp->primary_bank_weapons[bank_to_fire] < 0)
continue;
wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
weapon_range = MIN((wip->max_speed * wip->lifetime), wip->weapon_range);
// don't consider this primary if it's a ballistic that's out of ammo - Goober5000
if ( wip->wi_flags[Weapon::Info_Flags::Ballistic] )
{
if ( swp->primary_bank_ammo[bank_to_fire] <= 0)
{
continue;
}
}
if ( weapon_range > farthest_weapon_range )
{
best_bank = bank_to_fire;
farthest_weapon_range = weapon_range;
}
}
*range = farthest_weapon_range;
return best_bank;
}
// -----------------------------------------------------------------------------
// polish_predicted_target_pos()
//
// Called by the draw lead indicator code to predict where the enemy is going to be
//
void polish_predicted_target_pos(weapon_info *wip, object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_delta_vec, int num_polish_steps, object *reference_object)
{
Assertion(reference_object != nullptr, "polish_predicted_target_pos received a nullptr for its reference ship, this is a coder mistake, please report!");
int iteration;
vec3d reference_pos = reference_object->pos;
float time_to_enemy;
vec3d last_predicted_enemy_pos = *predicted_enemy_pos;
float weapon_speed = wip->max_speed;
vm_vec_zero(last_delta_vec);
vec3d enemy_vel = targetp->phys_info.vel;
vec3d enemy_acc;
if (The_mission.ai_profile->second_order_lead_predict_factor > 0) {
vec3d world_rotvel;
vm_vec_unrotate(&world_rotvel, &targetp->phys_info.rotvel, &targetp->orient);
vm_vec_cross(&enemy_acc, &world_rotvel, &enemy_vel);
}
// additive velocity stuff
// not just the player's main target
if (The_mission.ai_profile->flags[AI::Profile_Flags::Use_additive_weapon_velocity]) {
vm_vec_scale_sub2( &enemy_vel, &reference_object->phys_info.vel, wip->vel_inherit_amount);
}
for (iteration=0; iteration < num_polish_steps; iteration++) {
dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &reference_pos);
time_to_enemy = dist_to_enemy/weapon_speed;
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &enemy_vel, time_to_enemy);
if (The_mission.ai_profile->second_order_lead_predict_factor > 0) {
vm_vec_scale_add(predicted_enemy_pos, predicted_enemy_pos, &enemy_acc, (time_to_enemy * time_to_enemy / 2) * The_mission.ai_profile->second_order_lead_predict_factor);
}
vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
last_predicted_enemy_pos= *predicted_enemy_pos;
}
}
HudGaugeLeadIndicator::HudGaugeLeadIndicator():
HudGauge3DAnchor(HUD_OBJECT_LEAD, HUD_LEAD_INDICATOR, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeLeadIndicator::initHalfSize(float w, float h)
{
Lead_indicator_half[0] = w;
Lead_indicator_half[1] = h;
}
void HudGaugeLeadIndicator::initBitmaps(char *fname)
{
Lead_indicator_gauge.first_frame = bm_load_animation(fname, &Lead_indicator_gauge.num_frames);
if ( Lead_indicator_gauge.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeLeadIndicator::pageIn()
{
bm_page_in_aabitmap(Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
}
// determine the correct frame to draw for the lead indicator
// 0 -> center only (in secondary range only)
// 1 -> full (in secondary and primary range)
// 2 -> oustide only (in primary range only)
//
// input: prange => range of current primary weapon
// srange => range of current secondary weapon
// dist_to_target => current dist to target
//
// exit: 0-2 => frame offset
// -1 => don't draw anything
int HudGaugeLeadIndicator::pickFrame(float prange, float srange, float dist_to_target)
{
int frame_offset=-1;
int in_prange=0, in_srange=0;
if ( dist_to_target < prange ) {
in_prange=1;
}
if ( dist_to_target < srange ) {
in_srange=1;
}
if ( in_prange && in_srange ) {
frame_offset=1;
} else if ( in_prange && !in_srange ) {
frame_offset=2;
} else if ( !in_prange && in_srange ) {
frame_offset=0;
} else {
frame_offset=-1;
}
return frame_offset;
}
void HudGaugeLeadIndicator::render(float /*frametime*/, bool /*config*/)
{
if(Player->target_is_dying) {
return;
}
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
// first render the current target the player has selected.
renderLeadCurrentTarget();
// if extra targeting info is enabled, render lead indicators for objects in the target display list.
for(size_t i = 0; i < target_display_list.size(); i++) {
if ( (target_display_list[i].flags & TARGET_DISPLAY_LEAD) && target_display_list[i].objp ) {
// set the color
if( target_display_list[i].bracket_clr.red && target_display_list[i].bracket_clr.green &&
target_display_list[i].bracket_clr.blue ) {
gr_set_color_fast(&target_display_list[i].bracket_clr);
} else {
// use IFF colors if none defined.
hud_set_iff_color(target_display_list[i].objp, 1);
}
renderLeadQuick(&target_display_list[i].target_pos, target_display_list[i].objp);
}
}
if(!in_frame)
g3_end_frame();
}
void HudGaugeLeadIndicator::renderIndicator(int frame_offset, object *targetp, vec3d *lead_target_pos)
{
vertex lead_target_vertex;
int sx, sy;
g3_rotate_vertex(&lead_target_vertex, lead_target_pos);
if (lead_target_vertex.codes == 0) { // on screen
g3_project_vertex(&lead_target_vertex);
if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
if ( maybeFlashSexp() == 1 ) {
hud_set_iff_color(targetp, 0);
} else {
hud_set_iff_color(targetp, 1);
}
if ( Lead_indicator_gauge.first_frame + frame_offset >= 0 ) {
sx = fl2i(lead_target_vertex.screen.xyw.x);
sy = fl2i(lead_target_vertex.screen.xyw.y);
unsize(&sx, &sy);
renderBitmap(Lead_indicator_gauge.first_frame + frame_offset, fl2i(sx - Lead_indicator_half[0]), fl2i(sy - Lead_indicator_half[1]));
}
}
}
}
// HudGaugeLeadIndicator::renderTargetLead() determine where to draw the lead target box and display it
void HudGaugeLeadIndicator::renderLeadCurrentTarget()
{
vec3d target_pos;
vec3d lead_target_pos;
object *targetp;
ship_weapon *swp;
weapon_info *wip;
weapon_info *tmp=NULL;
float dist_to_target, prange, srange;
int bank_to_fire;
int frame_offset = -1;
if (Player_ai->target_objnum == -1)
return;
targetp = &Objects[Player_ai->target_objnum];
if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
return;
}
// only allow bombs to have lead indicator displayed
if ( targetp->type == OBJ_WEAPON ) {
if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted]) ) {
if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ) {
return;
}
}
}
// If the target is out of range, then draw the correct frame for the lead indicator
if ( Lead_indicator_gauge.first_frame == -1 ) {
Int3();
return;
}
// AL 1/20/97: Point to targted subsystem if one exists
if ( Player_ai->targeted_subsys != NULL ) {
get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
} else {
target_pos = targetp->pos;
}
swp = &Player_ship->weapons;
// Added to take care of situation where there are no primary banks on the player ship
// (this may not be possible, depending on what we decide for the weapons loadout rules)
if ( swp->num_primary_banks == 0 )
return;
srange = ship_get_secondary_weapon_range(Player_ship);
if ( (swp->current_secondary_bank >= 0) && (swp->secondary_bank_weapons[swp->current_secondary_bank] >= 0) )
{
int bank = swp->current_secondary_bank;
tmp = &Weapon_info[swp->secondary_bank_weapons[bank]];
if ( tmp->wi_flags[Weapon::Info_Flags::Dont_merge_indicators]
|| (!(tmp->is_homing()) && !(tmp->is_locked_homing() && Player->target_in_lock_cone) )) {
//The secondary lead indicator is handled farther below if it is a non-locking type, or if the Dont_merge_indicators flag is set for it.
srange = -1.0f;
}
}
// Determine "accurate" distance to target.
// This is the distance from the player ship to:
// (if targeting a subsystem) the distance to the subsystem centre
// (playing it safe, will usually be in range at slightly further away due to subsys radius)
// (otherwise) the closest point on the bounding box of the target
if ( Player_ai->targeted_subsys != NULL ) {
dist_to_target = vm_vec_dist(&target_pos, &Player_obj->pos);
} else {
dist_to_target = hud_find_target_distance(targetp, Player_obj);
}
//Moved here to avoid potentially leaving wip undefined. These values will be
//overwritten if using non-default leadIndicatorBehaviors, this is desired.
bank_to_fire = hud_get_best_primary_bank(&prange);
wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
bool no_primary_indicator = false;
if (Lead_indicator_behavior != leadIndicatorBehavior::DEFAULT && Player_ship->flags[Ship::Ship_Flags::Primary_linked]) {
vec3d averaged_lead_pos;
vm_vec_zero(&averaged_lead_pos);
int average_instances = 0;
for (int i = 0; i < swp->num_primary_banks; i++) {
auto bank = i;
// calculate the range of the weapon, and only display the lead target indicator
// if the weapon can actually hit the target
Assert(bank >= 0 && bank < swp->num_primary_banks);
Assert(swp->primary_bank_weapons[bank] < weapon_info_size());
if (swp->primary_bank_weapons[bank] < 0)
continue;
wip = &Weapon_info[swp->primary_bank_weapons[bank]];
if (wip->wi_flags[Weapon::Info_Flags::Nolink] || (wip->wi_flags[Weapon::Info_Flags::Ballistic] && swp->primary_bank_ammo[bank] <= 0))
continue;
auto weapon_range = MIN((wip->max_speed * wip->lifetime), wip->weapon_range);
if (weapon_range < dist_to_target)
continue;
if (!hud_calculate_lead_pos(&Player_obj->pos, &lead_target_pos, &target_pos, targetp, wip, dist_to_target)) {
continue;
}
// Note! This is function call that actually determines if primary or secondary target gauges are going to be rendered.
frame_offset = pickFrame(weapon_range, srange, dist_to_target);
if (frame_offset >= 0) {
if (Lead_indicator_behavior == leadIndicatorBehavior::MULTIPLE) {
renderIndicator(frame_offset, targetp, &lead_target_pos);
}
else if (Lead_indicator_behavior == leadIndicatorBehavior::AVERAGE) {
vm_vec_add2(&averaged_lead_pos, &lead_target_pos);
average_instances++;
}
}
}
if (average_instances > 0 && Lead_indicator_behavior == leadIndicatorBehavior::AVERAGE) {
averaged_lead_pos = averaged_lead_pos/i2fl(average_instances);
renderIndicator(frame_offset, targetp, &averaged_lead_pos);
// This handles an edge case where secondary weapon indicators might not have been rendered, despite possibly being in range.
} else if ( frame_offset == -1) {
no_primary_indicator = true;
}
}
else if (bank_to_fire >= 0) { //leadIndicatorBehavior::DEFAULT
if (!hud_calculate_lead_pos(&Player_obj->pos, &lead_target_pos, &target_pos, targetp, wip, dist_to_target)) {
prange = 0.0f; // no ballistic trajectory, primary is 'always out of range'
}
// Note! This is function call that actually determines if primary or secondary target gauges are going to be rendered.
frame_offset = pickFrame(prange, srange, dist_to_target);
// note here, that srange being -1.0f is indicative of the Dont_merge_indicators flag being used above,
// or the missile being a dumbfire.
if ( frame_offset < 0 && srange != -1.0f ) {
return;
}
if (frame_offset >= 0) {
renderIndicator(frame_offset, targetp, &lead_target_pos);
}
}
//Cyborg - this `else return;` would force the secondary indicator off if no primaries are available.
//Sure this is not a very common case, but we don't need the early return.
//We are safe from any ill effects because we're not going to try to render any primary indicators
//after this point anyway (the first argument for renderIndicator is forced to 0 below).
//Anyone who rewrites this function to somehow re-evaluate primary indicators will have to revist this.
//else return;
//do dumbfire lead indicator - color is orange (255,128,0) - bright, (192,96,0) - dim
//phreak changed 9/01/02
//Cyborg - This section mainly handles dumbfire indicators, unless Dont_merge_indicators is set, forcing a separate indicator
//for homing weapons. OR if no_primary_indicator is true (no primary indicator was drawn when in multiple or average mode)
//We are guaranteed (if the target is in the homing cone) to get here because in both of those situations srange is
//forced to -1.0f, precluding the early returns.
if((swp->current_secondary_bank>=0) && (swp->secondary_bank_weapons[swp->current_secondary_bank] >= 0)) {
int bank=swp->current_secondary_bank;
wip=&Weapon_info[swp->secondary_bank_weapons[bank]];
//get out of here if the secondary weapon is a homer and we don't have independent indicator behavior
if ( wip->is_homing() && !wip->wi_flags[Weapon::Info_Flags::Dont_merge_indicators] && !no_primary_indicator )
return;
double max_dist = MIN((wip->lifetime * wip->max_speed), wip->weapon_range);
if (dist_to_target > max_dist)
return;
if (hud_calculate_lead_pos(&Player_obj->pos, &lead_target_pos, &target_pos, targetp, wip, dist_to_target))
renderIndicator(0, targetp, &lead_target_pos);
}
}
//Backslash
// A stripped-down version of the lead indicator, only shows primary weapons
// and works for a specified target (not just the current selected target).
// Ideally I'd like to later turn this into something (or make a new function) that would actually WORK with gun convergence/normals
// instead of the existing code (copied from above) that does some calculations and then is ignored ;-)
// (Go look, what's it actually DO with source_pos?)
// And also, something that could be called for multiple weapons, ITTS style.
void HudGaugeLeadIndicator::renderLeadQuick(vec3d *target_world_pos, object *targetp)
{
vec3d source_pos;
vec3d *rel_pos;
vec3d lead_target_pos;
polymodel *pm;
ship_weapon *swp;
weapon_info *wip;
float dist_to_target, prange;
int bank_to_fire, frame_offset;
if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
return;
}
// only allow bombs to have lead indicator displayed
if ( targetp->type == OBJ_WEAPON ) {
if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted]) ) {
if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ) {
return;
}
}
}
// If the target is out of range, then draw the correct frame for the lead indicator
if ( Lead_indicator_gauge.first_frame == -1 ) {
Int3();
return;
}
pm = model_get(Ship_info[Player_ship->ship_info_index].model_num);
swp = &Player_ship->weapons;
// Added to take care of situation where there are no primary banks on the player ship
// (this may not be possible, depending on what we decide for the weapons loadout rules)
if ( swp->num_primary_banks == 0 )
return;
bank_to_fire = hud_get_best_primary_bank(&prange); //Backslash note: this!
if ( bank_to_fire < 0 )
return;
wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
if (pm->n_guns && bank_to_fire != -1 ) {
rel_pos = &pm->gun_banks[bank_to_fire].pnt[0];
} else {
rel_pos = NULL;
}
// vec3d firing_vec;
// vm_vec_unrotate(&firing_vec, &po->gun_banks[bank_to_fire].norm[pt], &obj->orient);
// vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL);
// source_pos will contain the world coordinate of where to base the lead indicator prediction
// from. Normally, this will be the world pos of the gun turret of the currently selected primary
// weapon.
source_pos = Player_obj->pos;
if (rel_pos != NULL) {
vec3d gun_point;
vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
vm_vec_add2(&source_pos, &gun_point);
}
// Determine "accurate" distance to target. This is the distance from the player ship
// to the closest point on the bounding box of the target
dist_to_target = hud_find_target_distance(targetp, Player_obj);
frame_offset = pickFrame(prange, -1.0f, dist_to_target);
if ( frame_offset < 0 ) {
return;
}
hud_calculate_lead_pos(&source_pos , &lead_target_pos, target_world_pos, targetp, wip, dist_to_target, rel_pos);
renderIndicator(frame_offset, targetp, &lead_target_pos);
}
HudGaugeLeadSight::HudGaugeLeadSight():
HudGauge(HUD_OBJECT_LEAD_SIGHT, HUD_LEAD_INDICATOR, true, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeLeadSight::initBitmaps(char *fname)
{
Lead_sight.first_frame = bm_load_animation(fname, &Lead_sight.num_frames);
if ( Lead_sight.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
} else {
int w, h;
bm_get_info(Lead_sight.first_frame, &w, &h);
Lead_sight_half[0] = fl2i(w * 0.5f);
Lead_sight_half[1] = fl2i(h * 0.5f);
}
}
void HudGaugeLeadSight::renderSight(int frame_offset, vec3d *target_pos, vec3d *lead_target_pos)
{
vertex target_vertex;
float target_sx;
float target_sy;
vertex lead_target_vertex;
float target_lead_sx;
float target_lead_sy;
// first see if the lead is on screen
g3_rotate_vertex(&lead_target_vertex, lead_target_pos);
if (lead_target_vertex.codes != 0)
return;
g3_project_vertex(&lead_target_vertex);
if (lead_target_vertex.flags & PF_OVERFLOW)
return;
target_lead_sx = lead_target_vertex.screen.xyw.x;
target_lead_sy = lead_target_vertex.screen.xyw.y;
// now see if the target is on screen
g3_rotate_vertex(&target_vertex, target_pos);
if (target_vertex.codes != 0)
return;
g3_project_vertex(&target_vertex);
if (target_vertex.flags & PF_OVERFLOW)
return;
target_sx = target_vertex.screen.xyw.x;
target_sy = target_vertex.screen.xyw.y;
// render the lead sight
if ( Lead_sight.first_frame >= 0 ) {
unsize(&target_lead_sx, &target_lead_sy);
unsize(&target_sx, &target_sy);
float reticle_target_sx = target_sx - Lead_sight_half[0] - target_lead_sx;
float reticle_target_sy = target_sy - Lead_sight_half[1] - target_lead_sy;
int tablePosX = position[0];
int tablePosY = position[1];
bool do_slew = reticle_follow;
if (do_slew) {
int nx = HUD_nose_x;
int ny = HUD_nose_y;
gr_resize_screen_pos(&nx, &ny);
gr_set_screen_scale(base_w, base_h);
gr_unsize_screen_pos(&nx, &ny);
gr_reset_screen_scale();
tablePosX += nx;
tablePosY += ny;
}
reticle_target_sx += tablePosX + 0.5f;
reticle_target_sy += tablePosY + 0.5f;
setGaugeColor();
//We need to do slewing manually only on the non-3D-dependant part of the hud, so make the rendering function believe that we don't slew
reticle_follow = false;
renderBitmap(Lead_sight.first_frame + frame_offset, fl2i(reticle_target_sx), fl2i(reticle_target_sy));
reticle_follow = do_slew;
}
}
void HudGaugeLeadSight::pageIn()
{
bm_page_in_aabitmap(Lead_sight.first_frame, Lead_sight.num_frames);
}
void HudGaugeLeadSight::render(float /*frametime*/, bool /*config*/)
{
vec3d target_pos;
vec3d source_pos;
vec3d *rel_pos;
vec3d lead_target_pos;
object *targetp;
polymodel *pm;
ship_weapon *swp;
weapon_info *wip;
float dist_to_target, prange;
int bank_to_fire;
if (Player_ai->target_objnum == -1)
return;
targetp = &Objects[Player_ai->target_objnum];
if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
return;
}
// only allow bombs to have lead indicator displayed
if ( targetp->type == OBJ_WEAPON ) {
if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ) {
return;
}
}
// If the target is out of range, then draw the correct frame for the lead indicator
if ( Lead_sight.first_frame == -1 ) {
Int3();
return;
}
// AL 1/20/97: Point to targeted subsystem if one exists
if ( Player_ai->targeted_subsys != NULL ) {
get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
} else {
target_pos = targetp->pos;
}
pm = model_get(Ship_info[Player_ship->ship_info_index].model_num);
swp = &Player_ship->weapons;
// Added to take care of situation where there are no primary banks on the player ship
// (this may not be possible, depending on what we decide for the weapons loadout rules)
if ( swp->num_primary_banks == 0 )
return;
bank_to_fire = hud_get_best_primary_bank(&prange);
if ( bank_to_fire < 0 )
return;
wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
if (pm->n_guns && bank_to_fire != -1 ) {
rel_pos = &pm->gun_banks[bank_to_fire].pnt[0];
} else {
rel_pos = NULL;
}
// source_pos will contain the world coordinate of where to base the lead indicator prediction
// from. Normally, this will be the world pos of the gun turret of the currently selected primary
// weapon.
source_pos = Player_obj->pos;
if (rel_pos != NULL) {
vec3d gun_point;
vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
vm_vec_add2(&source_pos, &gun_point);
}
// Determine "accurate" distance to target. This is the distance from the player ship
// to the closest point on the bounding box of the target
dist_to_target = hud_find_target_distance(targetp, Player_obj);
bool in_frame;
if ( dist_to_target < prange ) {
// fire it up
in_frame = g3_in_frame() > 0;
if(!in_frame) {
g3_start_frame(0);
}
hud_calculate_lead_pos(&source_pos, &lead_target_pos, &target_pos, targetp, wip, dist_to_target);
renderSight(1, &target_pos, &lead_target_pos); // render the primary weapon lead sight
if(!in_frame) {
g3_end_frame();
}
}
//do dumbfire lead indicator - color is orange (255,128,0) - bright, (192,96,0) - dim
//phreak changed 9/01/02
if((swp->current_secondary_bank>=0) && (swp->secondary_bank_weapons[swp->current_secondary_bank] >= 0))
{
int bank=swp->current_secondary_bank;
wip=&Weapon_info[swp->secondary_bank_weapons[bank]];
//get out of here if the secondary weapon is a homer or if its out of range
if ( wip->is_homing() ) {
return;
}
double max_dist = MIN((wip->lifetime * wip->max_speed), wip->weapon_range);
if (dist_to_target > max_dist) {
return;
}
} else {
return;
}
// fire it up
in_frame = g3_in_frame() > 0;
if(!in_frame) {
g3_start_frame(0);
}
//give it the "in secondary range frame
hud_calculate_lead_pos(&source_pos, &lead_target_pos, &target_pos, targetp, wip, dist_to_target);
renderSight(0, &target_pos, &lead_target_pos); // now render the secondary weapon lead sight
if(!in_frame) {
g3_end_frame();
}
}
void hud_cease_subsystem_targeting(bool print_message)
{
int ship_index;
Assertion(Player_ai->target_objnum < MAX_OBJECTS, "Invalid player target objnum");
if (Player_ai->target_objnum < 0) {
// Nothing selected
if (print_message) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR("No target selected.", 322));
snd_play(gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
// Object isn't a ship, so it doesn't have any subsystems
if (print_message) {
snd_play(gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return;
}
ship_index = Objects[Player_ai->target_objnum].instance;
Assertion(ship_index >= 0 && ship_index < MAX_SHIPS, "Invalid ship index");
Assertion(Player_num >= 0 && Player_num < MAX_PLAYERS, "Invalid player number");
Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
Player_ai->targeted_subsys = NULL;
Player_ai->targeted_subsys_parent = -1;
if ( print_message ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Deactivating sub-system targeting", 324));
}
hud_stop_looped_locking_sounds();
hud_lock_reset();
}
void hud_cease_targeting(bool deliberate)
{
// Turn off subsys targeting before we invalidate the player target_objnum...
hud_cease_subsystem_targeting(false);
set_target_objnum(Player_ai, -1);
if (deliberate) {
// Player wants to stop targeting, so turn off auto-target so we don't immediately aquire another target
Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR("Deactivating targeting system", 325));
}
}
// hud_restore_subsystem_target() will remember the last targeted subsystem
// on a target.
//
void hud_restore_subsystem_target(ship* shipp)
{
// check if there was a previously targeted sub-system for this target
if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
}
else {
Player_ai->targeted_subsys = NULL;
Player_ai->targeted_subsys_parent = -1;
}
}
// --------------------------------------------------------------------------------
// get_subsystem_world_pos() returns the world position for a given subsystem on a ship
//
vec3d* get_subsystem_world_pos(const object* parent_obj, const ship_subsys* subsys, vec3d* world_pos)
{
get_subsystem_pos(world_pos, parent_obj, subsys);
return world_pos;
}
// ----------------------------------------------------------------------------
// hud_target_change_check()
//
// called once per frame to account for when the target changes
//
void hud_target_change_check()
{
float current_speed=0.0f;
// Check if player subsystem target has changed, and reset necessary player flag
if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
Player->subsys_in_view=-1;
}
// check if the main target has changed
if (Player_ai->last_target != Player_ai->target_objnum) {
// acquired target
if ( Player_ai->target_objnum != -1){
snd_play( gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::TARGET_ACQUIRE)), 0.0f );
}
// cleared target
else {
if (Target_static_looping.isValid()) {
snd_stop(Target_static_looping);
}
}
// if we have a hotkey set active, see if new target is in set. If not in
// set, deselect the current hotkey set.
if ( Player->current_hotkey_set != -1 ) {
htarget_list *hitem, *plist;
plist = &(Player->keyed_targets[Player->current_hotkey_set]);
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
break;
}
}
if ( hitem == END_OF_LIST(plist) ){
Player->current_hotkey_set = -1;
}
}
player_stop_cargo_scan_sound();
if ( (Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS) ) {
hud_shield_hit_reset(&Objects[Player_ai->target_objnum]);
}
hud_targetbox_init_flash();
hud_targetbox_start_flash(TBOX_FLASH_NAME);
hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
Player->cargo_inspect_time=0;
Player->locking_subsys=NULL;
Player->locking_on_center=0;
Player->locking_subsys_parent=-1;
Player_ai->current_target_dist_trend = NO_CHANGE;
Player_ai->current_target_speed_trend = NO_CHANGE;
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
player_match_target_speed();
}
else {
if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
}
hud_lock_reset();
if ( (Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS) ) {
if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
}
}
// reset external cam distance
if (Viewer_mode & VM_EXTERNAL) {
if (Viewer_mode & VM_OTHER_SHIP)
Viewer_external_info.preferred_distance = 2 * Objects[Player_ai->target_objnum].radius;
}
}
else {
if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
Player_ai->current_target_dist_trend = DECREASING;
} else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
Player_ai->current_target_dist_trend = INCREASING;
} else {
Player_ai->current_target_dist_trend = NO_CHANGE;
}
if ( (Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS) ) {
current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
}
if (current_speed < Player_ai->last_speed-0.01){
Player_ai->current_target_speed_trend = DECREASING;
} else if (current_speed > Player_ai->last_speed+0.01) {
Player_ai->current_target_speed_trend = INCREASING;
} else {
Player_ai->current_target_speed_trend = NO_CHANGE;
}
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
player_match_target_speed();
}
}
}
Player_ai->last_dist = Player_ai->current_target_distance;
Player_ai->last_speed = current_speed;
Player_ai->last_target = Player_ai->target_objnum;
Player_ai->last_subsys_target = Player_ai->targeted_subsys;
}
HudGaugeTargetTriangle::HudGaugeTargetTriangle():
HudGaugeReticleTriangle(HUD_OBJECT_TARGET_TRI, HUD_TARGET_TRIANGLE)
{
}
void HudGaugeTargetTriangle::render(float /*frametime*/, bool /*config*/)
{
if ( Player_ai->target_objnum == -1)
return;
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
object *targetp = &Objects[Player_ai->target_objnum];
// draw the targeting triangle that orbits the outside of the outer circle of the reticle
// checking !target_is_dying is correct here, since you do not want -1 (no target) or 1(is actually dying)
if (!Player->target_is_dying && maybeFlashSexp() != 1) {
hud_set_iff_color(targetp, 1);
renderTriangle(&targetp->pos, 1, 0, 0);
}
if(!in_frame)
g3_end_frame();
}
// start the weapon line (on the HUD) flashing
void hud_start_flash_weapon(int index, bool flash_energy)
{
if ( index >= MAX_WEAPON_FLASH_LINES ) {
Int3(); // Get Alan
return;
}
if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
Weapon_flash_info.is_bright &= ~(1<<index);
}
Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
Weapon_flash_info.flash_energy[index] = flash_energy;
}
// maybe change the text color for the weapon line indicated by index
void hud_maybe_flash_weapon(int index)
{
if ( index >= MAX_WEAPON_FLASH_LINES ) {
Int3(); // Get Alan
return;
}
// hud_set_default_color();
hud_set_gauge_color(HUD_WEAPONS_GAUGE);
if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
Weapon_flash_info.is_bright ^= (1<<index);
}
if ( Weapon_flash_info.is_bright & (1<<index) ) {
hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
// hud_set_bright_color();
} else {
hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
// hud_set_dim_color();
}
}
}
/**
* @brief Check if targeting is possible based on sensors strength
*/
int hud_sensors_ok(ship *sp, int show_msg)
{
float sensors_str;
// If playing on lowest skill level, sensors don't affect targeting
// If dead, still allow player to target, despite any subsystem damage
// If i'm a multiplayer observer, allow me to target
if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
return 1;
}
// if the ship is currently being affected by EMP
if(emp_active_local()){
return 0;
}
// ensure targeting functions are not disabled through damage
sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
if ( show_msg ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Targeting is disabled due to sensors damage", 330));
snd_play(gamesnd_get_game_sound(GameSounds::TARGET_FAIL));
}
return 0;
} else {
return 1;
}
}
int hud_communications_state(ship *sp, bool for_death_scream)
{
float str;
// If playing on the lowest skill level, communications always ok
// If dead, still allow player to communicate, despite any subsystem damage
if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
return COMM_OK;
}
// Goober5000 - if the ship is the player, and he's dying, return OK (so laments can be played)
if ((sp == Player_ship) && (sp->flags[Ship::Ship_Flags::Dying]))
return COMM_OK;
str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION, for_death_scream );
if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
return COMM_DESTROYED;
} else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
return COMM_DAMAGED;
}
// Goober5000 - check for scrambled communications
if ((emp_active_local() && !sp->flags[Ship::Ship_Flags::EMP_doesnt_scramble_messages]) || sp->flags[Ship::Ship_Flags::Scramble_messages])
return COMM_SCRAMBLED;
return COMM_OK;
}
// target the next or previous hostile/friendly ship
void hud_target_next_list(int hostile, int next_flag, int team_mask, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
{
int timestamp_val, valid_team_mask;
if ( hostile ) {
timestamp_val = Tl_hostile_reset_timestamp;
Tl_hostile_reset_timestamp = timestamp(TL_RESET);
if ( team_mask == -1 ) {
valid_team_mask = iff_get_attackee_mask(Player_ship->team);
} else {
valid_team_mask = team_mask;
}
} else {
// everyone hates a traitor including other traitors so the friendly target option shouldn't work for them
if (Player_ship->team == Iff_traitor) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
return;
}
timestamp_val = Tl_friendly_reset_timestamp;
Tl_friendly_reset_timestamp = timestamp(TL_RESET);
valid_team_mask = iff_get_mask(Player_ship->team);
}
// If no target is selected, then simply target the closest ship
if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
hud_target_closest(valid_team_mask, attacked_objnum, play_fail_snd, filter, get_closest_turret_attacking_player);
return;
}
object *nearest_object = select_next_target_by_distance((next_flag != 0), valid_team_mask, attacked_objnum);
if (nearest_object != NULL) {
set_target_objnum( Player_ai, OBJ_INDEX(nearest_object) );
hud_shield_hit_reset(nearest_object);
hud_maybe_set_sorted_turret_subsys(&Ships[nearest_object->instance]);
hud_restore_subsystem_target(&Ships[nearest_object->instance]);
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL), 0.0f );
}
}
HudGaugeAutoTarget::HudGaugeAutoTarget():
HudGauge(HUD_OBJECT_AUTO_TARGET, HUD_AUTO_TARGET, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeAutoTarget::initAutoTextOffsets(int x, int y)
{
Auto_text_offsets[0] = x;
Auto_text_offsets[1] = y;
}
void HudGaugeAutoTarget::initTargetTextOffsets(int x, int y)
{
Target_text_offsets[0] = x;
Target_text_offsets[1] = y;
}
void HudGaugeAutoTarget::initBitmaps(char *fname)
{
Toggle_frame.first_frame = bm_load_animation(fname, &Toggle_frame.num_frames);
if ( Toggle_frame.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeAutoTarget::initOnColor(int r, int g, int b, int a)
{
if ( r == -1 || g == -1 || b == -1 || a == -1 ) {
Use_on_color = false;
gr_init_alphacolor(&On_color, 0, 0, 0, 0);
return;
}
Use_on_color = true;
gr_init_alphacolor(&On_color, r, g, b, a);
}
void HudGaugeAutoTarget::initOffColor(int r, int g, int b, int a)
{
if ( r == -1 || g == -1 || b == -1 || a == -1 ) {
Use_off_color = false;
gr_init_alphacolor(&Off_color, 0, 0, 0, 0);
return;
}
Use_off_color = true;
gr_init_alphacolor(&Off_color, r, g, b, a);
}
void HudGaugeAutoTarget::render(float /*frametime*/, bool /*config*/)
{
if (Player_ship->flags[Ship::Ship_Flags::Primitive_sensors])
return;
int frame_offset;
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
frame_offset = 1;
} else {
frame_offset = 0;
}
// draw the box background
setGaugeColor();
if (Toggle_frame.first_frame + frame_offset >= 0)
renderBitmap(Toggle_frame.first_frame+frame_offset, position[0], position[1]);
// draw the text on top
if (frame_offset == 1) {
//static color text_color;
//gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
if ( Use_on_color ) {
gr_set_color_fast(&On_color);
}
} else if ( Use_off_color ) {
gr_set_color_fast(&Off_color);
}
renderString(position[0] + Auto_text_offsets[0], position[1] + Auto_text_offsets[1], XSTR("auto", 1463));
renderString(position[0] + Target_text_offsets[0], position[1] + Target_text_offsets[1], XSTR("target", 1465));
}
void HudGaugeAutoTarget::pageIn()
{
bm_page_in_aabitmap(Toggle_frame.first_frame, Toggle_frame.num_frames);
}
HudGaugeAutoSpeed::HudGaugeAutoSpeed():
HudGauge(HUD_OBJECT_AUTO_SPEED, HUD_AUTO_SPEED, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeAutoSpeed::initAutoTextOffsets(int x, int y)
{
Auto_text_offsets[0] = x;
Auto_text_offsets[1] = y;
}
void HudGaugeAutoSpeed::initSpeedTextOffsets(int x, int y)
{
Speed_text_offsets[0] = x;
Speed_text_offsets[1] = y;
}
void HudGaugeAutoSpeed::initBitmaps(char *fname)
{
Toggle_frame.first_frame = bm_load_animation(fname, &Toggle_frame.num_frames);
if ( Toggle_frame.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeAutoSpeed::initOnColor(int r, int g, int b, int a)
{
if ( r == -1 || g == -1 || b == -1 || a == -1 ) {
Use_on_color = false;
gr_init_alphacolor(&On_color, 0, 0, 0, 0);
return;
}
Use_on_color = true;
gr_init_alphacolor(&On_color, r, g, b, a);
}
void HudGaugeAutoSpeed::initOffColor(int r, int g, int b, int a)
{
if ( r == -1 || g == -1 || b == -1 || a == -1 ) {
Use_off_color = false;
gr_init_alphacolor(&Off_color, 0, 0, 0, 0);
return;
}
Use_off_color = true;
gr_init_alphacolor(&Off_color, r, g, b, a);
}
void HudGaugeAutoSpeed::render(float /*frametime*/, bool /*config*/)
{
if (Player_ship->flags[Ship::Ship_Flags::Primitive_sensors])
return;
int frame_offset;
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
frame_offset = 3;
} else {
frame_offset = 2;
}
setGaugeColor();
if (Toggle_frame.first_frame + frame_offset >= 0)
renderBitmap(Toggle_frame.first_frame+frame_offset, position[0], position[1]);
// draw the text on top
if (frame_offset == 3) {
//static color text_color;
//gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
if ( Use_on_color ) {
gr_set_color_fast(&On_color);
}
} else if ( Use_off_color ) {
gr_set_color_fast(&Off_color);
}
renderString(position[0] + Auto_text_offsets[0], position[1] + Auto_text_offsets[1], XSTR("auto", 1463));
renderString(position[0] + Speed_text_offsets[0], position[1] + Speed_text_offsets[1], XSTR("speed", 1464));
}
void HudGaugeAutoSpeed::pageIn()
{
bm_page_in_aabitmap(Toggle_frame.first_frame, Toggle_frame.num_frames);
}
// Set the player target to the closest friendly repair ship
// input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
// output: 1 => A repair ship was targeted
// 0 => No targeting change
int hud_target_closest_repair_ship(int goal_objnum)
{
object *A;
object *nearest_obj=&obj_used_list;
ship *shipp;
ship_obj *so;
float min_distance=1e20f;
float new_distance=0.0f;
int rval=0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[A->instance]; // get a pointer to the ship information
// ignore all ships that aren't repair ships
if ( !(Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Support]) ) {
continue;
}
if ( (A == Player_obj) || (should_be_ignored(shipp)) )
continue;
// only consider friendly ships
if ( !(Player_ship->team == shipp->team)) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
if ( goal_objnum >= 0 ) {
if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
continue;
}
}
new_distance = hud_find_target_distance(A,Player_obj);
if (new_distance <= min_distance) {
min_distance=new_distance;
nearest_obj = A;
}
}
if (nearest_obj != &obj_used_list) {
set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
hud_shield_hit_reset(nearest_obj);
hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
rval=1;
}
else {
// inform player how to get a support ship
if ( goal_objnum == -1 ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "No support ships in area. Use messaging to call one in.", 332));
}
rval=0;
}
return rval;
}
void hud_target_toggle_hidden_from_sensors()
{
if ( Ignore_List[Ship::Ship_Flags::Hidden_from_sensors] ) {
Ignore_List.remove(Ship::Ship_Flags::Hidden_from_sensors);
HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
} else {
Ignore_List.set(Ship::Ship_Flags::Hidden_from_sensors);
HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
}
}
// target the closest uninspected object
void hud_target_closest_uninspected_object()
{
object *A, *nearest_obj = NULL;
ship *shipp;
ship_obj *so;
float min_distance = 1e20f;
float new_distance = 0.0f;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[A->instance]; // get a pointer to the ship information
if ( (A == Player_obj) || (should_be_ignored(shipp)) ){
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
// ignore all non-cargo carrying craft
if ( !hud_target_ship_can_be_scanned(shipp) ) {
continue;
}
new_distance = hud_find_target_distance(A,Player_obj);
if (new_distance <= min_distance) {
min_distance=new_distance;
nearest_obj = A;
}
}
if (nearest_obj != NULL) {
set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
hud_shield_hit_reset(nearest_obj);
hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL) );
}
}
// target the next or previous uninspected/unscanned object
void hud_target_uninspected_object(int next_flag)
{
object *A, *min_obj, *max_obj, *nearest_obj;
ship *shipp;
ship_obj *so;
float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
// If no target is selected, then simply target the closest uninspected cargo
if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
hud_target_closest_uninspected_object();
return;
}
Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
min_obj = max_obj = nearest_obj = NULL;
min_dist = 1e20f;
max_dist = 0.0f;
if ( next_flag ) {
nearest_dist = 1e20f;
} else {
nearest_dist = 0.0f;
}
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[A->instance]; // get a pointer to the ship information
if ( (A == Player_obj) || (should_be_ignored(shipp)) )
continue;
// ignore all non-cargo carrying craft
if ( !hud_target_ship_can_be_scanned(shipp) ) {
continue;
}
// don't use object if it is already a target
if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
continue;
}
if(hud_target_invalid_awacs(A)){
continue;
}
new_dist = hud_find_target_distance(A, Player_obj);
if (new_dist <= min_dist) {
min_dist = new_dist;
min_obj = A;
}
if (new_dist >= max_dist) {
max_dist = new_dist;
max_obj = A;
}
if ( next_flag ) {
diff = new_dist - cur_dist;
if ( diff > 0 ) {
if ( diff < ( nearest_dist - cur_dist ) ) {
nearest_dist = new_dist;
nearest_obj = A;
}
}
} else {
diff = cur_dist - new_dist;
if ( diff > 0 ) {
if ( diff < ( cur_dist - nearest_dist ) ) {
nearest_dist = new_dist;
nearest_obj = A;
}
}
}
}
if ( nearest_obj == NULL ) {
if ( next_flag ) {
if ( min_obj != NULL ) {
nearest_obj = min_obj;
}
} else {
if ( max_obj != NULL ) {
nearest_obj = max_obj;
}
}
}
if (nearest_obj != NULL) {
set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
hud_shield_hit_reset(nearest_obj);
hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
}
else {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL) );
}
}
// ----------------------------------------------------------------
//
// Target Last Transmission Sender code START
//
// ----------------------------------------------------------------
typedef struct transmit_target
{
int objnum;
int objsig;
} transmit_target;
static int Transmit_target_next_slot = 0;
static int Transmit_target_current_slot = -1;
static int Transmit_target_reset_timer = timestamp(0);
#define MAX_TRANSMIT_TARGETS 10
static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
// called once per level to initialize the target last transmission sender list
void hud_target_last_transmit_level_init()
{
int i;
for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
Transmit_target_list[i].objnum = -1;
Transmit_target_list[i].objsig = -1;
}
Transmit_target_next_slot = 0;
Transmit_target_current_slot = 0;
Transmit_target_reset_timer = timestamp(0);
}
// internal function only.. used to find index for last recorded ship transmission
int hud_target_last_transmit_newest()
{
int latest_slot;
latest_slot = Transmit_target_next_slot - 1;
if ( latest_slot < 0 ) {
latest_slot = MAX_TRANSMIT_TARGETS - 1;
}
return latest_slot;
}
// called externally to set the player target to the last ship which sent a transmission to the player
void hud_target_last_transmit()
{
int i;
if ( Transmit_target_current_slot < 0 ) {
Transmit_target_current_slot = hud_target_last_transmit_newest();
}
// If timed out, then simply target the last ship to transmit
if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
Transmit_target_current_slot = hud_target_last_transmit_newest();
}
Transmit_target_reset_timer = timestamp(TL_RESET);
int play_fail_sound = 1;
int transmit_index = Transmit_target_current_slot;
Assert(transmit_index >= 0);
for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
int transmit_objnum = Transmit_target_list[transmit_index].objnum;
if ( Player_ai->target_objnum == transmit_objnum ) {
play_fail_sound = 0;
} else {
if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
if ( !(should_be_ignored(&Ships[Objects[transmit_objnum].instance])) ) {
Transmit_target_current_slot = transmit_index-1;
if ( Transmit_target_current_slot < 0 ) {
Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
}
break;
}
}
}
}
transmit_index--;
if ( transmit_index < 0 ) {
transmit_index = MAX_TRANSMIT_TARGETS - 1;
}
}
if ( i == MAX_TRANSMIT_TARGETS ) {
if ( play_fail_sound ) {
snd_play( gamesnd_get_game_sound(GameSounds::TARGET_FAIL) );
}
Transmit_target_current_slot = -1;
return;
}
if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
return;
}
// target new ship!
// Fix bug in targeting due to Alt-Y (target last ship sending transmission).
// Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
int targeted_objnum;
targeted_objnum = Transmit_target_list[transmit_index].objnum;
Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
hud_shield_hit_reset(&Objects[Transmit_target_list[transmit_index].objnum]);
hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
}
}
// called externally to add a message sender to the list
void hud_target_last_transmit_add(int ship_num)
{
object *ship_objp;
int ship_objnum;
ship_objnum = Ships[ship_num].objnum;
Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
ship_objp = &Objects[ship_objnum];
Assert(ship_objp->type == OBJ_SHIP);
// don't add ourselves to the list
if (Player_obj == ship_objp) {
return;
}
Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
Transmit_target_next_slot++;
if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
Transmit_target_next_slot = 0;
}
}
// target a random ship (useful for EMP stuff)
void hud_target_random_ship()
{
int shipnum;
int objnum;
shipnum = ship_get_random_targetable_ship();
if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
return;
}
objnum = Ships[shipnum].objnum;
if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
// never target yourself
if(objnum == OBJ_INDEX(Player_obj)){
set_target_objnum(Player_ai, -1);
} else {
set_target_objnum(Player_ai, objnum);
hud_shield_hit_reset(&Objects[objnum]);
}
}
}
// ----------------------------------------------------------------
//
// Target Last Transmission Sender code END
//
// ----------------------------------------------------------------
void hudtarget_page_in()
{
int i;
for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
bm_page_in_aabitmap( Weapon_gauges[ballistic_hud_index][i].first_frame, Weapon_gauges[ballistic_hud_index][i].num_frames);
}
bm_page_in_aabitmap( New_weapon.first_frame, New_weapon.num_frames );
for (auto &wi : Weapon_info)
{
if (strlen(wi.hud_filename))
{
wi.hud_image_index = bm_load(wi.hud_filename);
}
}
}
void hud_stuff_ship_name(char *ship_name_text, const ship *shipp)
{
strcpy(ship_name_text, hud_get_ship_name(shipp).c_str());
}
SCP_string hud_get_ship_name(const ship *shipp)
{
// print ship name
if ( ((Iff_info[shipp->team].flags & IFFF_WING_NAME_HIDDEN) && (shipp->wingnum != -1)) || (shipp->flags[Ship::Ship_Flags::Hide_ship_name]) ) {
return "";
} else if (!Disable_built_in_translations) {
// handle translation
if (Lcl_gr) {
char buf[128];
strcpy(buf, shipp->get_display_name());
lcl_translate_targetbox_name_gr(buf);
return buf;
} else if (Lcl_pl) {
char buf[128];
strcpy(buf, shipp->get_display_name());
lcl_translate_targetbox_name_pl(buf);
return buf;
}
}
return shipp->get_display_name();
}
void hud_stuff_ship_callsign(char *ship_callsign_text, const ship *shipp)
{
strcpy(ship_callsign_text, hud_get_ship_callsign(shipp).c_str());
}
extern char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1];
SCP_string hud_get_ship_callsign(const ship *shipp)
{
// handle multiplayer callsign
if (Game_mode & GM_MULTIPLAYER) {
// get a player num from the object, then get a callsign from the player structure.
int pn = multi_find_player_by_object( &Objects[shipp->objnum] );
if (pn >= 0) {
return Net_players[pn].m_player->short_callsign;
}
}
SCP_string ship_callsign_text;
// try to get callsign
if (Fred_running) {
ship_callsign_text = Fred_callsigns[shipp-Ships];
} else {
if (shipp->callsign_index >= 0) {
ship_callsign_text = mission_parse_lookup_callsign_index(shipp->callsign_index);
}
}
if (!Disable_built_in_translations) {
// handle translation
if (Lcl_gr) {
char buf[128];
strcpy(buf, ship_callsign_text.c_str());
lcl_translate_targetbox_name_gr(buf);
return buf;
} else if (Lcl_pl) {
char buf[128];
strcpy(buf, ship_callsign_text.c_str());
lcl_translate_targetbox_name_pl(buf);
return buf;
}
}
return ship_callsign_text;
}
void hud_stuff_ship_class(char *ship_class_text, const ship *shipp)
{
strcpy(ship_class_text, hud_get_ship_class(shipp).c_str());
}
extern char Fred_alt_names[MAX_SHIPS][NAME_LENGTH + 1];
SCP_string hud_get_ship_class(const ship *shipp)
{
SCP_string ship_class_text;
// try to get alt name
if (Fred_running) {
ship_class_text = Fred_alt_names[shipp-Ships];
if (ship_class_text.empty()) {
ship_class_text = Ship_info[shipp->ship_info_index].get_display_name();
}
} else {
if (shipp->alt_type_index >= 0) {
ship_class_text = mission_parse_lookup_alt_index(shipp->alt_type_index);
} else {
ship_class_text = Ship_info[shipp->ship_info_index].get_display_name();
}
}
if (!Disable_built_in_translations) {
// handle translation
if (Lcl_gr) {
char buf[128];
strcpy(buf, ship_class_text.c_str());
lcl_translate_targetbox_name_gr(buf);
return buf;
} else if (Lcl_pl) {
char buf[128];
strcpy(buf, ship_class_text.c_str());
lcl_translate_targetbox_name_pl(buf);
return buf;
}
}
return ship_class_text;
}
HudGaugeCmeasures::HudGaugeCmeasures():
HudGauge(HUD_OBJECT_CMEASURES, HUD_CMEASURE_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeCmeasures::initCountTextOffsets(int x, int y)
{
Cm_text_offsets[0] = x;
Cm_text_offsets[1] = y;
}
void HudGaugeCmeasures::initCountValueOffsets(int x, int y)
{
Cm_text_val_offsets[0] = x;
Cm_text_val_offsets[1] = y;
}
void HudGaugeCmeasures::initBitmaps(char *fname)
{
Cmeasure_gauge.first_frame = bm_load_animation(fname, &Cmeasure_gauge.num_frames);
if ( Cmeasure_gauge.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeCmeasures::pageIn()
{
bm_page_in_aabitmap(Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);
}
void HudGaugeCmeasures::render(float /*frametime*/, bool /*config*/)
{
if ( Cmeasure_gauge.first_frame < 0) {
return; // failed to load coutermeasure gauge background
}
ship_info *sip = &Ship_info[Player_ship->ship_info_index];
if(sip->cmeasure_max < 0 || sip->cmeasure_type < 0){
return;
}
// hud_set_default_color();
setGaugeColor();
// blit the background
renderBitmap(Cmeasure_gauge.first_frame, position[0], position[1]);
// blit text
renderString(position[0] + Cm_text_offsets[0], position[1] + Cm_text_offsets[1], XSTR( "cm.", 327));
if ( !Player_ship ) {
Int3(); // player ship doesn't exist?
return;
}
renderPrintf(position[0] + Cm_text_val_offsets[0], position[1] + Cm_text_val_offsets[1], 1.0f, false, NOX("%02d"), Player_ship->cmeasure_count);
}
HudGaugeAfterburner::HudGaugeAfterburner():
HudGauge(HUD_OBJECT_AFTERBURNER, HUD_AFTERBURNER_ENERGY, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeAfterburner::initEnergyHeight(int h)
{
Energy_h = h;
}
void HudGaugeAfterburner::initBitmaps(char *fname)
{
Energy_bar.first_frame = bm_load_animation(fname, &Energy_bar.num_frames);
if ( Energy_bar.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
// Render the HUD afterburner energy gauge
void HudGaugeAfterburner::render(float /*frametime*/, bool /*config*/)
{
float percent_left;
int clip_h,w,h;
if ( Energy_bar.first_frame < 0 ){
return;
}
Assert(Player_ship);
if ( !(Ship_info[Player_ship->ship_info_index].flags[Ship::Info_Flags::Afterburner]) ) {
// Goober5000 - instead of drawing an empty burner gauge, don't draw the gauge at all
return;
} else {
percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
}
if ( percent_left > 1 ) {
percent_left = 1.0f;
}
clip_h = (int)std::lround((1.0f - percent_left) * Energy_h);
bm_get_info(Energy_bar.first_frame,&w,&h);
setGaugeColor();
if ( clip_h > 0) {
renderBitmapEx(Energy_bar.first_frame, position[0], position[1],w,clip_h,0,0);
}
if ( clip_h <= Energy_h ) {
renderBitmapEx(Energy_bar.first_frame+1, position[0], position[1] + clip_h,w,h-clip_h,0,clip_h);
}
}
void HudGaugeAfterburner::pageIn()
{
bm_page_in_aabitmap( Energy_bar.first_frame, Energy_bar.num_frames);
}
HudGaugeWeaponEnergy::HudGaugeWeaponEnergy():
HudGauge(HUD_OBJECT_WEAPON_ENERGY, HUD_WEAPONS_ENERGY, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeWeaponEnergy::initTextOffsets(int x, int y)
{
Wenergy_text_offsets[0] = x;
Wenergy_text_offsets[1] = y;
}
void HudGaugeWeaponEnergy::initEnergyHeight(int h)
{
Wenergy_h = h;
}
void HudGaugeWeaponEnergy::initAlignments(HudAlignment text_align, HudAlignment armed_align)
{
Text_alignment = text_align;
Armed_alignment = armed_align;
}
void HudGaugeWeaponEnergy::initArmedOffsets(int x, int y, int h, bool show)
{
Armed_name_offsets[0] = x;
Armed_name_offsets[1] = y;
Show_armed = show;
Armed_name_h = h;
}
void HudGaugeWeaponEnergy::initAlwaysShowText(bool show_text)
{
Always_show_text = show_text;
}
void HudGaugeWeaponEnergy::initMoveText(bool move_text)
{
Moving_text = move_text;
}
void HudGaugeWeaponEnergy::initShowBallistics(bool show_ballistics)
{
Show_ballistic = show_ballistics;
}
void HudGaugeWeaponEnergy::initBitmaps(char *fname)
{
Energy_bar.first_frame = bm_load_animation(fname, &Energy_bar.num_frames);
if ( Energy_bar.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
} else {
if (Energy_bar.num_frames != 4) {
error_display(0, "The animation '%s' has %d frames but the energy bar requires 4 frames in the animation! Ignoring animation...",
fname, Energy_bar.num_frames);
// Free the bitmap slot and set the frame handle to -1 so that it's ignored when rendering this gauge
bm_release(Energy_bar.first_frame);
Energy_bar.first_frame = -1;
Energy_bar.num_frames = 0;
}
}
}
void HudGaugeWeaponEnergy::pageIn()
{
bm_page_in_aabitmap( Energy_bar.first_frame, Energy_bar.num_frames);
}
void HudGaugeWeaponEnergy::render(float /*frametime*/, bool /*config*/)
{
int x;
bool use_new_gauge = false;
// Goober5000 - only check for the new gauge in case of command line + a ballistic-capable ship
if (Cmdline_ballistic_gauge)
{
for (x = 0; x < Player_ship->weapons.num_primary_banks; ++x)
{
if (Weapon_info[Player_ship->weapons.primary_bank_weapons[x]].wi_flags[Weapon::Info_Flags::Ballistic])
{
use_new_gauge = true;
break;
}
}
}
if(use_new_gauge)
{
int currentx, currenty, line_height;
int y;
int max_w = 100;
float remaining;
currentx = position[0] + 10;
currenty = position[1];
line_height = gr_get_font_height() + 1;
if(gr_screen.max_w_unscaled == 640) {
max_w = 60;
}
//*****ENERGY GAUGE
if(Weapon_info[Player_ship->weapons.current_primary_bank].energy_consumed > 0.0f)
setGaugeColor(HUD_C_BRIGHT);
//Draw name
renderString(currentx, currenty, XSTR("Energy", 1616));
currenty += line_height;
//Draw background
setGaugeColor(HUD_C_DIM);
renderRect(currentx, currenty, max_w, 10);
//Draw gauge bar
setGaugeColor(HUD_C_NORMAL);
remaining = max_w * ((float)Player_ship->weapon_energy/(float)Ship_info[Player_ship->ship_info_index].max_weapon_reserve);
if(remaining > 0)
{
setGaugeColor(HUD_C_BRIGHT);
for(y = 0; y < 10; y++) {
renderGradientLine(currentx, currenty + y, currentx + fl2i(remaining), currenty + y);
}
}
currenty += 12;
char shortened_name[NAME_LENGTH];
//*****BALLISTIC GAUGES
for(x = 0; x < Player_ship->weapons.num_primary_banks; x++)
{
//Skip all pure-energy weapons
if(!(Weapon_info[Player_ship->weapons.primary_bank_weapons[x]].wi_flags[Weapon::Info_Flags::Ballistic]))
continue;
//Draw the weapon bright or normal depending if it's active or not.
if(x == Player_ship->weapons.current_primary_bank || (Player_ship->flags[Ship::Ship_Flags::Primary_linked])) {
setGaugeColor(HUD_C_BRIGHT);
} else {
setGaugeColor(HUD_C_NORMAL);
}
if(gr_screen.max_w_unscaled == 640) {
strcpy_s(shortened_name, Weapon_info[Player_ship->weapons.primary_bank_weapons[x]].get_display_name());
font::force_fit_string(shortened_name, NAME_LENGTH, 55);
renderString(currentx, currenty, shortened_name);
} else {
renderString(currentx, currenty, Weapon_info[Player_ship->weapons.primary_bank_weapons[x]].get_display_name());
}
//Next 'line'
currenty += line_height;
//Draw the background for the gauge
setGaugeColor(HUD_C_DIM);
renderRect(currentx, currenty, max_w, 10);
//Reset to normal brightness
setGaugeColor(HUD_C_NORMAL);
//Draw the bar graph
remaining = (max_w - 4) * ((float) Player_ship->weapons.primary_bank_ammo[x] / (float) Player_ship->weapons.primary_bank_start_ammo[x]);
if(remaining > 0) {
renderRect(currentx + 2, currenty + 2, fl2i(remaining), 6);
}
//Increment for next 'line'
currenty += 12;
}
}
else
{
float percent_left;
int ballistic_ammo = 0;
int max_ballistic_ammo = 0;
int clip_h, w, h, i;
weapon_info *wip;
ship_weapon *sw;
if ( Energy_bar.first_frame < 0 ) {
return;
}
if ( Player_ship->weapons.num_primary_banks <= 0 ) {
return;
}
sw = &Player_ship->weapons;
// show ballistic ammunition in energy gauge if need be
if ( Show_ballistic ) {
if ( Player_ship->flags[Ship::Ship_Flags::Primary_linked] ) {
// go through all ballistic primaries and add up their ammunition totals and max capacities
for ( i = 0; i < sw->num_primary_banks; i++ ) {
// skip all pure-energy weapons
if( ! ( Weapon_info[sw->primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Ballistic] ) ) {
continue;
}
ballistic_ammo += sw->primary_bank_ammo[i];
max_ballistic_ammo += sw->primary_bank_start_ammo[i];
}
} else {
ballistic_ammo = sw->primary_bank_ammo[sw->current_primary_bank];
max_ballistic_ammo = sw->primary_bank_start_ammo[sw->current_primary_bank];
}
if (max_ballistic_ammo > 0) {
percent_left = i2fl(ballistic_ammo) / i2fl(max_ballistic_ammo);
} else {
percent_left = 1.0f;
}
} else {
// also leave if no energy can be stored for weapons - Goober5000
if (!ship_has_energy_weapons(Player_ship))
return;
percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
if ( percent_left > 1 )
{
percent_left = 1.0f;
}
}
clip_h = (int)std::lround((1.0f - percent_left) * Wenergy_h);
if ( percent_left <= 0.3 || Show_ballistic || Always_show_text ) {
char buf[10];
int delta_y = 0, delta_x = 0;
if ( percent_left < 0.1 ) {
gr_set_color_fast(&Color_bright_red);
} else {
setGaugeColor();
}
if ( Show_ballistic ) {
sprintf(buf, "%d", ballistic_ammo);
} else {
sprintf(buf, XSTR( "%d%%", 326), (int)std::lround(percent_left*100));
}
if ( Moving_text ) {
delta_y = clip_h;
}
hud_num_make_mono(buf, font_num);
if ( Text_alignment == HudAlignment::RIGHT ) {
gr_get_string_size(&w, &h, buf);
delta_x = -w;
}
renderString(position[0] + Wenergy_text_offsets[0] + delta_x, position[1] + Wenergy_text_offsets[1] + delta_y, buf);
}
setGaugeColor();
// list currently armed primary banks if we have to
if ( Show_armed ) {
if ( Player_ship->flags[Ship::Ship_Flags::Primary_linked] ) {
// show all primary banks
for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
wip = &Weapon_info[sw->primary_bank_weapons[i]];
auto weapon_name = wip->get_display_name();
if ( Armed_alignment == HudAlignment::RIGHT ) {
gr_get_string_size(&w, &h, weapon_name);
} else {
w = 0;
}
renderString(position[0] + Armed_name_offsets[0] - w, position[1] + Armed_name_offsets[1] + Armed_name_h * i, weapon_name);
}
} else {
// just show the current armed bank
i = Player_ship->weapons.current_primary_bank;
wip = &Weapon_info[sw->primary_bank_weapons[i]];
auto weapon_name = wip->get_display_name();
if ( Armed_alignment == HudAlignment::RIGHT ) {
gr_get_string_size(&w, &h, weapon_name);
} else {
w = 0;
}
renderString(position[0] + Armed_name_offsets[0] - w, position[1] + Armed_name_offsets[1], weapon_name);
}
}
// maybe flash the energy bar
for ( i = 0; i < sw->num_primary_banks + sw->num_secondary_banks; i++ )
{
if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) && Weapon_flash_info.flash_energy[i])
{
if ( Weapon_flash_info.is_bright & (1<<i) )
{
// hud_set_bright_color();
setGaugeColor(HUD_C_BRIGHT);
break;
}
}
}
bm_get_info(Energy_bar.first_frame+2,&w,&h);
if ( clip_h > 0 ) {
renderBitmapEx(Energy_bar.first_frame+2, position[0], position[1], w,clip_h,0,0);
}
if ( clip_h <= Wenergy_h ) {
renderBitmapEx(Energy_bar.first_frame+3, position[0], position[1] + clip_h, w,h-clip_h,0,clip_h);
}
// hud_set_default_color();
}
}
HudGaugeWeapons::HudGaugeWeapons():
HudGauge(HUD_OBJECT_WEAPONS, HUD_WEAPONS_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeWeapons::initLinkIcon()
{
ubyte sc = lcl_get_font_index(font_num);
// default to a '>' if the font has no special chars
// seems about the closest normal char to the triangle
if (sc == 0) {
Weapon_link_icon = ubyte ('>');
} else {
Weapon_link_icon = sc + 2;
}
}
void HudGaugeWeapons::initTopOffsetX(int x, int x_b)
{
top_offset_x[0] = x;
top_offset_x[1] = x_b;
}
void HudGaugeWeapons::initHeaderOffsets(int x, int y, int x_b, int y_b)
{
Weapon_header_offsets[0][0] = x;
Weapon_header_offsets[0][1] = y;
Weapon_header_offsets[1][0] = x_b;
Weapon_header_offsets[1][1] = y_b;
}
void HudGaugeWeapons::initFrameOffsetX(int x, int x_b)
{
frame_offset_x[0] = x;
frame_offset_x[1] = x_b;
}
void HudGaugeWeapons::initPrimaryWeaponOffsets(int link_x, int name_x, int ammo_x)
{
Weapon_plink_offset_x = link_x;
Weapon_pname_offset_x = name_x;
Weapon_pammo_offset_x = ammo_x;
}
void HudGaugeWeapons::initSecondaryWeaponOffsets(int ammo_x, int name_x, int reload_x, int linked_x, int unlinked_x)
{
Weapon_sammo_offset_x = ammo_x;
Weapon_sname_offset_x = name_x;
Weapon_sreload_offset_x = reload_x;
Weapon_slinked_offset_x = linked_x;
Weapon_sunlinked_offset_x = unlinked_x;
}
void HudGaugeWeapons::initStartNameOffsetsY(int p_y, int s_y)
{
pname_start_offset_y = p_y;
sname_start_offset_y = s_y;
}
void HudGaugeWeapons::initPrimaryHeights(int top_h, int text_h)
{
top_primary_h = top_h;
primary_text_h = text_h;
}
void HudGaugeWeapons::initSecondaryHeights(int top_h, int text_h)
{
top_secondary_h = top_h;
secondary_text_h = text_h;
}
void HudGaugeWeapons::initBitmapsPrimaryTop(char *fname, char *fname_ballistic)
{
// load the graphics for the top portion of the weapons gauge
primary_top[0].first_frame = bm_load_animation(fname, &primary_top[0].num_frames);
if(primary_top[0].first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
primary_top[1].first_frame = bm_load_animation(fname_ballistic, &primary_top[1].num_frames);
if(primary_top[1].first_frame < 0) {
primary_top[1].first_frame = primary_top[0].first_frame;
primary_top[1].num_frames = primary_top[0].num_frames;
}
}
void HudGaugeWeapons::initBitmapsPrimaryMiddle(char *fname, char *fname_ballistic)
{
// load the graphics for the middle portion of the primary weapons listing
primary_middle[0].first_frame = bm_load_animation(fname, &primary_middle[0].num_frames);
if(primary_middle[0].first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
primary_middle[1].first_frame = bm_load_animation(fname_ballistic, &primary_middle[1].num_frames);
if(primary_middle[1].first_frame < 0) {
primary_middle[1].first_frame = primary_middle[0].first_frame;
primary_middle[1].num_frames = primary_middle[0].num_frames;
}
}
void HudGaugeWeapons::initBitmapsPrimaryLast(char *fname, char *fname_ballistic)
{
// load the graphics for the bottom portion of the primary weapons listing if there is one.
// Don't bother the user if there isn't one since retail doesn't use this.
primary_last[0].first_frame = bm_load_animation(fname, &primary_last[0].num_frames);
primary_last[1].first_frame = bm_load_animation(fname_ballistic, &primary_last[1].num_frames);
if(primary_last[1].first_frame < 0) {
primary_last[1].first_frame = primary_last[0].first_frame;
primary_last[1].num_frames = primary_last[0].num_frames;
}
}
void HudGaugeWeapons::initBitmapsSecondaryTop(char *fname, char *fname_ballistic)
{
// top portion of the secondary weapons gauge
secondary_top[0].first_frame = bm_load_animation(fname, &secondary_top[0].num_frames);
if(secondary_top[0].first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
secondary_top[1].first_frame = bm_load_animation(fname_ballistic, &secondary_top[1].num_frames);
if(secondary_top[1].first_frame < 0) {
secondary_top[1].first_frame = secondary_top[0].first_frame;
secondary_top[1].num_frames = secondary_top[0].num_frames;
}
}
void HudGaugeWeapons::initBitmapsSecondaryMiddle(char *fname, char *fname_ballistic)
{
// middle portion of the secondary weapons gauge
secondary_middle[0].first_frame = bm_load_animation(fname, &secondary_middle[0].num_frames);
if(secondary_middle[0].first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
secondary_middle[1].first_frame = bm_load_animation(fname_ballistic, &secondary_middle[1].num_frames);
if(secondary_middle[1].first_frame < 0) {
secondary_middle[1].first_frame = secondary_middle[0].first_frame;
secondary_middle[1].num_frames = secondary_middle[0].num_frames;
}
}
void HudGaugeWeapons::initBitmapsSecondaryBottom(char *fname, char *fname_ballistic)
{
// bottom portion of the entire weapons gauge
secondary_bottom[0].first_frame = bm_load_animation(fname, &secondary_bottom[0].num_frames);
if(secondary_bottom[0].first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
secondary_bottom[1].first_frame = bm_load_animation(fname_ballistic, &secondary_bottom[1].num_frames);
if(secondary_bottom[1].first_frame < 0) {
secondary_bottom[1].first_frame = secondary_bottom[0].first_frame;
secondary_bottom[1].num_frames = secondary_bottom[0].num_frames;
}
}
void HudGaugeWeapons::pageIn()
{
if(primary_top[0].first_frame > -1) {
bm_page_in_aabitmap(primary_top[0].first_frame,primary_top[0].num_frames);
}
if(primary_top[1].first_frame > -1) {
bm_page_in_aabitmap(primary_top[1].first_frame,primary_top[1].num_frames);
}
if(primary_middle[0].first_frame > -1) {
bm_page_in_aabitmap(primary_middle[0].first_frame,primary_middle[0].num_frames);
}
if(primary_middle[1].first_frame > -1) {
bm_page_in_aabitmap(primary_middle[1].first_frame, primary_middle[1].num_frames);
}
if(primary_last[1].first_frame > -1) {
bm_page_in_aabitmap(primary_last[1].first_frame, primary_last[1].num_frames);
}
if(secondary_top[0].first_frame > -1) {
bm_page_in_aabitmap(secondary_top[0].first_frame, secondary_top[0].num_frames);
}
if(secondary_top[1].first_frame > -1) {
bm_page_in_aabitmap(secondary_top[1].first_frame, secondary_top[1].num_frames);
}
if(secondary_middle[0].first_frame > -1) {
bm_page_in_aabitmap(secondary_middle[0].first_frame, secondary_middle[0].num_frames);
}
if(secondary_middle[1].first_frame >-1) {
bm_page_in_aabitmap(secondary_middle[0].first_frame, secondary_middle[0].num_frames);
}
if(secondary_bottom[0].first_frame > -1) {
bm_page_in_aabitmap(secondary_bottom[0].first_frame, secondary_bottom[0].num_frames);
}
if(secondary_bottom[1].first_frame > -1) {
bm_page_in_aabitmap(secondary_bottom[0].first_frame, secondary_bottom[0].num_frames);
}
}
void HudGaugeWeapons::render(float /*frametime*/, bool /*config*/)
{
ship_weapon *sw;
int np, ns; // np == num primary, ns == num secondary
if(Player_obj->type == OBJ_OBSERVER)
return;
Assert(Player_obj->type == OBJ_SHIP);
Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
sw = &Ships[Player_obj->instance].weapons;
np = sw->num_primary_banks;
ns = sw->num_secondary_banks;
setGaugeColor();
// draw top of primary display
if (primary_top[ballistic_hud_index].first_frame >= 0)
renderBitmap(primary_top[ballistic_hud_index].first_frame, position[0] + top_offset_x[ballistic_hud_index], position[1]);
// render the header of this gauge
renderString(position[0] + Weapon_header_offsets[ballistic_hud_index][0], position[1] + Weapon_header_offsets[ballistic_hud_index][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
const char *weapon_name;
char ammo_str[32];
int i, w, h;
int y = position[1] + top_primary_h;
int name_y = position[1] + pname_start_offset_y;
// render primaries
for(i = 0; i < np; i++) {
setGaugeColor();
// choose which background to draw for additional primaries.
// Note, we don't draw a background for the first primary.
// It is assumed that the top primary wep frame already has this rendered.
if(i == 1) {
// used to draw the second primary weapon background
if (primary_middle[ballistic_hud_index].first_frame >= 0)
renderBitmap(primary_middle[ballistic_hud_index].first_frame, position[0] + frame_offset_x[ballistic_hud_index], y);
} else if(i != 0) {
// used to draw the the third, fourth, fifth, etc...
if(primary_last[ballistic_hud_index].first_frame >= 0)
renderBitmap(primary_last[ballistic_hud_index].first_frame, position[0] + frame_offset_x[ballistic_hud_index], y);
}
weapon_name = Weapon_info[sw->primary_bank_weapons[i]].get_display_name();
// maybe modify name here to fit
// do we need to flash the text?
if (HudGauge::maybeFlashSexp() == i ) {
setGaugeColor(HUD_C_BRIGHT);
} else {
maybeFlashWeapon(i);
}
// indicate if this is linked or currently armed
if ( ((sw->current_primary_bank == i) && !(Player_ship->flags[Ship::Ship_Flags::Primary_linked])) || ((Player_ship->flags[Ship::Ship_Flags::Primary_linked]) && !(Weapon_info[sw->primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Nolink]))) {
renderPrintfWithGauge(position[0] + Weapon_plink_offset_x, name_y, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
}
// either render this primary's image or its name
if(Weapon_info[sw->primary_bank_weapons[0]].hud_image_index != -1) {
renderBitmap(Weapon_info[sw->primary_bank_weapons[i]].hud_image_index, position[0] + Weapon_pname_offset_x, name_y);
} else {
renderPrintfWithGauge(position[0] + Weapon_pname_offset_x, name_y, EG_WEAPON_P2, 1.0f, false, "%s", weapon_name);
}
// if this is a ballistic primary with ammo, render the ammo count
if (Weapon_info[sw->primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Ballistic]) {
// print out the ammo right justified
sprintf(ammo_str, "%d", sw->primary_bank_ammo[i]);
hud_num_make_mono(ammo_str, font_num);
gr_get_string_size(&w, &h, ammo_str);
renderString(position[0] + Weapon_pammo_offset_x - w, name_y, EG_NULL, ammo_str);
}
if(i != 0) {
y += primary_text_h;
}
name_y += primary_text_h;
}
weapon_info *wip;
if ( HudGauge::maybeFlashSexp() == i ) {
setGaugeColor(HUD_C_BRIGHT);
}
if (secondary_top[ballistic_hud_index].first_frame >= 0)
renderBitmap(secondary_top[ballistic_hud_index].first_frame, position[0] + frame_offset_x[ballistic_hud_index], y);
name_y = y + sname_start_offset_y;
y += top_secondary_h;
for(i = 0; i < ns; i++)
{
setGaugeColor();
wip = &Weapon_info[sw->secondary_bank_weapons[i]];
if(i!=0 && secondary_middle[ballistic_hud_index].first_frame >= 0) {
renderBitmap(secondary_middle[ballistic_hud_index].first_frame, position[0] + frame_offset_x[ballistic_hud_index], y);
}
maybeFlashWeapon(np+i);
if (wip->has_display_name()) {
// Do not apply the cluster bomb hack if we have an alternate name to make translating that name possible
weapon_name = wip->get_display_name();
} else {
// HACK - make Cluster Bomb fit on the HUD.
if(!stricmp(wip->name,"cluster bomb")){
weapon_name = NOX("Cluster");
} else {
weapon_name = wip->get_display_name();
}
}
if ( sw->current_secondary_bank == i ) {
// show that this is the current secondary armed
renderPrintfWithGauge(position[0] + Weapon_sunlinked_offset_x, name_y, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
// indicate if this is linked
// don't draw the link indicator if the fire can't be fired link.
// the link flag is ignored rather than cleared so the player can cycle past a no-doublefire weapon without the setting being cleared
if ( Player_ship->flags[Ship::Ship_Flags::Secondary_dual_fire] && !wip->wi_flags[Weapon::Info_Flags::No_doublefire] &&
!The_mission.ai_profile->flags[AI::Profile_Flags::Disable_player_secondary_doublefire] ) {
renderPrintfWithGauge(position[0] + Weapon_slinked_offset_x, name_y, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
}
// show secondary weapon's image or print its name
if(wip->hud_image_index != -1) {
renderBitmap(wip->hud_image_index, position[0] + Weapon_sname_offset_x, name_y);
} else {
renderString(position[0] + Weapon_sname_offset_x, name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
// show the cooldown time
if ((sw->current_secondary_bank >= 0) && ship_secondary_has_ammo(sw, i)) {
int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
renderPrintfWithGauge(position[0] + Weapon_sreload_offset_x, name_y, EG_NULL, 1.0f, false, "%d", (int)std::lround(ms_till_fire/1000.0f));
}
}
} else {
// just print the weapon's name since this isn't armed
renderString(position[0] + Weapon_sname_offset_x, name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
if (!Weapon_info[sw->secondary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::SecondaryNoAmmo]) {
int ammo=sw->secondary_bank_ammo[i];
// print out the ammo right justified
sprintf(ammo_str, "%d", ammo);
hud_num_make_mono(ammo_str, font_num);
gr_get_string_size(&w, &h, ammo_str);
renderString(position[0] + Weapon_sammo_offset_x - w, name_y, EG_NULL, ammo_str);
}
if(i != 0) {
y += secondary_text_h;
}
name_y += secondary_text_h;
}
// a bit lonely here with no secondaries so just print "<none>"
if(ns==0)
{
renderString(position[0] + Weapon_pname_offset_x, name_y, EG_WEAPON_S1, XSTR( "<none>", 329));
}
y -= 0;
// finish drawing the background
if (secondary_bottom[ballistic_hud_index].first_frame >= 0)
renderBitmap(secondary_bottom[ballistic_hud_index].first_frame, position[0] + frame_offset_x[ballistic_hud_index], y);
}
void hud_update_weapon_flash()
{
ship_weapon *sw;
int num_weapons;
sw = &Ships[Player_obj->instance].weapons;
num_weapons = sw->num_primary_banks + sw->num_secondary_banks;
if ( num_weapons > MAX_WEAPON_FLASH_LINES ) {
Int3(); // Get Alan
return;
}
for(int i = 0; i < num_weapons; i++) {
if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
if ( timestamp_elapsed(Weapon_flash_info.flash_next[i]) ) {
Weapon_flash_info.flash_next[i] = timestamp(TBOX_FLASH_INTERVAL);
Weapon_flash_info.is_bright ^= (1<<i);
}
}
}
}
void HudGaugeWeapons::maybeFlashWeapon(int index)
{
if ( index >= MAX_WEAPON_FLASH_LINES ) {
Int3(); // Get Alan
return;
}
// hud_set_default_color();
setGaugeColor();
if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
if ( Weapon_flash_info.is_bright & (1<<index) ) {
setGaugeColor(HUD_C_BRIGHT);
// hud_set_bright_color();
} else {
setGaugeColor(HUD_C_DIM);
// hud_set_dim_color();
}
}
}
void hud_target_add_display_list(object *objp, const vertex *target_point, const vec3d *target_pos, int correction, const color *bracket_clr, const char* name, int flags)
{
target_display_info element;
element.objp = objp;
element.target_point = *target_point;
element.target_pos = *target_pos;
element.correction = correction;
element.flags = flags;
if(bracket_clr) {
element.bracket_clr = *bracket_clr;
} else {
// no color given, so this will tell the target display gauges to use IFF colors.
gr_init_color(&element.bracket_clr, 0, 0, 0);
}
if(name) {
strcpy_s(element.name, name);
} else {
strcpy_s(element.name, "");
}
target_display_list.push_back(element);
}
void hud_target_clear_display_list()
{
target_display_list.clear();
}
HudGaugeOffscreen::HudGaugeOffscreen():
HudGauge3DAnchor(HUD_OBJECT_OFFSCREEN, HUD_OFFSCREEN_INDICATOR, false, true, VM_DEAD_VIEW | VM_OTHER_SHIP, 255, 255, 255)
{
}
void HudGaugeOffscreen::initMaxTriSeperation(float length)
{
Max_offscreen_tri_seperation = length;
}
void HudGaugeOffscreen::initMaxFrontSeperation(float length)
{
Max_front_seperation = length;
}
void HudGaugeOffscreen::initTriBase(float length)
{
Offscreen_tri_base = length;
}
void HudGaugeOffscreen::initTriHeight(float length)
{
Offscreen_tri_height = length;
}
void HudGaugeOffscreen::pageIn()
{
}
void HudGaugeOffscreen::render(float /*frametime*/, bool /*config*/)
{
// don't show offscreen indicator if we're warping out.
if ( Player->control_mode != PCM_NORMAL ) {
return;
}
for(size_t i = 0; i < target_display_list.size(); i++) {
if(target_display_list[i].target_point.codes != 0) {
float dist = 0.0f;
vec2d coords;
float half_triangle_sep;
int dir;
if(target_display_list[i].objp) {
if (OBJ_INDEX(target_display_list[i].objp) == Player_ai->target_objnum) {
dist = Player_ai->current_target_distance;
} else {
dist = hud_find_target_distance( target_display_list[i].objp, Player_obj );
}
} else {
// if we don't have a corresponding object, use given position to figure out distance
dist = vm_vec_dist_quick(&Player_obj->pos, &target_display_list[i].target_pos);
}
if( target_display_list[i].bracket_clr.red && target_display_list[i].bracket_clr.green &&
target_display_list[i].bracket_clr.blue ) {
gr_set_color_fast(&target_display_list[i].bracket_clr);
} else {
// use IFF colors if none defined.
if(target_display_list[i].objp) {
hud_set_iff_color(target_display_list[i].objp, 1);
} else {
// no object so this must mean it's a nav point. but for some odd reason someone forgot to include a color.
gr_set_color_fast(&target_display_list[i].bracket_clr);
}
}
calculatePosition(&target_display_list[i].target_point, &target_display_list[i].target_pos, &coords, &dir, &half_triangle_sep);
renderOffscreenIndicator(&coords, dir, dist, half_triangle_sep, true);
}
}
}
void HudGaugeOffscreen::calculatePosition(vertex* target_point, vec3d *tpos, vec2d *outcoords, int *dir, float *half_triangle_sep)
{
float xpos,ypos;
vec3d targ_to_player;
float dist_behind;
float triangle_sep;
float half_gauge_length;
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
gr_set_screen_scale(base_w, base_h);
// calculate the dot product between the players forward vector and the vector connecting
// the player to the target. Normalize targ_to_player since we want the dot product
// to range between 0 -> 1.
vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
vm_vec_normalize(&targ_to_player);
dist_behind = vm_vec_dot(&Player_obj->orient.vec.fvec, &targ_to_player);
if (dist_behind < 0) { // still in front of player, but not in view
dist_behind = dist_behind + 1.0f;
if (dist_behind > 0.2 ){
triangle_sep = ( dist_behind ) * Max_front_seperation;
} else {
triangle_sep = 0.0f;
}
} else {
triangle_sep = dist_behind * Max_offscreen_tri_seperation + Max_offscreen_tri_seperation;
}
if ( triangle_sep > Max_offscreen_tri_seperation + Max_front_seperation){
triangle_sep = Max_offscreen_tri_seperation + Max_front_seperation;
}
// calculate these values only once, since it will be used in several places
*half_triangle_sep = 0.5f * triangle_sep;
half_gauge_length = *half_triangle_sep + Offscreen_tri_base;
// We need to find the screen (x,y) for where to draw the offscreen indicator
//
// The best way I've found is to draw a line from the eye_pos to the target, and
// then use clip_line() to find the screen (x,y) for where the line hits the edge
// of the screen.
//
// The weird thing about clip_line() is that is flips around the two verticies,
// so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
//
vertex *eye_vertex = NULL;
vertex real_eye_vertex;
eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
vec3d eye_pos;
vm_vec_add( &eye_pos, &Eye_position, &View_matrix.vec.fvec);
g3_rotate_vertex(eye_vertex, &eye_pos);
ubyte codes_or;
codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
clip_line(&target_point,&eye_vertex,codes_or,0);
g3_project_vertex(target_point);
g3_project_vertex(eye_vertex);
if (eye_vertex->flags&PF_OVERFLOW) {
// This is unlikely to happen, but can if a clip goes through the player's eye.
if (!in_frame)
g3_end_frame();
return;
}
if (target_point->flags & PF_TEMP_POINT)
free_temp_point(target_point);
if (eye_vertex->flags & PF_TEMP_POINT)
free_temp_point(eye_vertex);
xpos = eye_vertex->screen.xyw.x;
ypos = eye_vertex->screen.xyw.y;
// we need it unsized here and it will be fixed when things are acutally drawn
gr_unsize_screen_posf(&xpos, &ypos);
xpos = (xpos<1) ? 0 : xpos;
ypos = (ypos<1) ? 0 : ypos;
if ( xpos >= gr_screen.clip_right_unscaled) {
xpos = i2fl(gr_screen.clip_right_unscaled);
*dir = 0;
if ( ypos < (half_gauge_length - gr_screen.clip_top_unscaled) )
ypos = half_gauge_length;
if ( ypos > (gr_screen.clip_bottom_unscaled - half_gauge_length) )
ypos = gr_screen.clip_bottom_unscaled - half_gauge_length;
} else if ( xpos <= gr_screen.clip_left_unscaled ) {
xpos = i2fl(gr_screen.clip_left_unscaled);
*dir = 1;
if ( ypos < (half_gauge_length - gr_screen.clip_top_unscaled) )
ypos = half_gauge_length;
if ( ypos > (gr_screen.clip_bottom_unscaled - half_gauge_length) )
ypos = gr_screen.clip_bottom_unscaled - half_gauge_length;
} else if ( ypos <= gr_screen.clip_top_unscaled ) {
ypos = i2fl(gr_screen.clip_top_unscaled);
*dir = 2;
if ( xpos < ( half_gauge_length - gr_screen.clip_left_unscaled) )
xpos = half_gauge_length;
if ( xpos > (gr_screen.clip_right_unscaled - half_gauge_length) )
xpos = gr_screen.clip_right_unscaled - half_gauge_length;
} else if ( ypos >= gr_screen.clip_bottom_unscaled ) {
ypos = i2fl(gr_screen.clip_bottom_unscaled);
*dir = 3;
if ( xpos < ( half_gauge_length - gr_screen.clip_left_unscaled) )
xpos = half_gauge_length;
if ( xpos > (gr_screen.clip_right_unscaled - half_gauge_length) )
xpos = gr_screen.clip_right_unscaled - half_gauge_length;
} else {
if (!in_frame)
g3_end_frame();
return;
}
// The offscreen target triangles are drawn according the the diagram below
//
//
//
// x3 x3
// / | | \.
// / | | \.
// x1____x2 x2____x1
// | |
// .......|................|............(xpos,ypos)
// | |
// x4____x5 x5____x4
// \ | | /
// \ | | /
// x6 x6
//
//
xpos = (float)floor(xpos);
ypos = (float)floor(ypos);
if (outcoords != NULL) {
outcoords->x = xpos;
outcoords->y = ypos;
}
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
}
void HudGaugeOffscreen::renderOffscreenIndicator(vec2d *coords, int dir, float distance, float half_triangle_sep, bool draw_solid)
{
float xpos, ypos;
float displayed_distance;
char buf[32];
int w = 0, h = 0;
// points to draw triangles
float x1=0.0f;
float y1=0.0f;
float x2=0.0f;
float y2=0.0f;
float x3=0.0f;
float y3=0.0f;
float x4=0.0f;
float y4=0.0f;
float x5=0.0f;
float y5=0.0f;
float x6=0.0f;
float y6=0.0f;
// scale by distance modifier from hud_guages.tbl for display purposes
displayed_distance = distance * Hud_unit_multiplier;
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
gr_set_screen_scale(base_w, base_h);
if (displayed_distance > 0.0f) {
sprintf(buf, "%d", (int)std::lround(displayed_distance));
hud_num_make_mono(buf, font_num);
gr_get_string_size(&w, &h, buf);
} else {
buf[0] = 0;
}
xpos = coords->x;
ypos = coords->y;
if (dir == 0) {
x1 = x4 = (xpos+2);
x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height;
y1 = y2 = ypos - half_triangle_sep;
y3 = y2 - Offscreen_tri_base;
y4 = y5 = ypos + half_triangle_sep;
y6 = y5 + Offscreen_tri_base;
if ( buf[0] ) {
gr_string( fl2i(xpos - w - 10), (int)std::lround(ypos - h/2.0f), buf);
}
} else if (dir == 1) {
x1 = x4 = (xpos-1);
x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height;
y1 = y2 = ypos - half_triangle_sep;
y3 = y2 - Offscreen_tri_base;
y4 = y5 = ypos + half_triangle_sep;
y6 = y5 + Offscreen_tri_base;
if ( buf[0] ) {
gr_string(fl2i(xpos + 10), (int)std::lround(ypos - h/2.0f), buf);
}
} else if (dir == 2) {
y1 = y4 = (ypos-1);
y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height;
x1 = x2 = xpos - half_triangle_sep;
x3 = x2 - Offscreen_tri_base;
x4 = x5 = xpos + half_triangle_sep;
x6 = x5 + Offscreen_tri_base;
if ( buf[0] ) {
gr_string((int)std::lround(xpos - w/2.0f), fl2i(ypos+10), buf);
}
} else if (dir == 3) {
y1 = y4 = (ypos+2);
y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height;
x1 = x2 = xpos - half_triangle_sep;
x3 = x2 - Offscreen_tri_base;
x4 = x5 = xpos + half_triangle_sep;
x6 = x5 + Offscreen_tri_base;
if ( buf[0] ) {
gr_string((int)std::lround(xpos - w/2.0f), fl2i(ypos-h-10), buf);
}
}
if (draw_solid) {
hud_tri(x3,y3,x2,y2,x1,y1);
hud_tri(x4,y4,x5,y5,x6,y6);
} else {
hud_tri_empty(x3,y3,x2,y2,x1,y1);
hud_tri_empty(x4,y4,x5,y5,x6,y6);
}
if (dir == 0 || dir == 3){
gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
} else if (dir == 1) {
gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
} else {
gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
}
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
}
HudGaugeWarheadCount::HudGaugeWarheadCount():
HudGauge(HUD_OBJECT_WARHEAD_COUNT, HUD_WEAPONS_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY, 255, 255, 255)
{
}
void HudGaugeWarheadCount::initBitmap(char *fname)
{
Warhead.first_frame = bm_load_animation(fname, &Warhead.num_frames);
if ( Warhead.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeWarheadCount::initNameOffsets(int x, int y)
{
Warhead_name_offsets[0] = x;
Warhead_name_offsets[1] = y;
}
void HudGaugeWarheadCount::initCountOffsets(int x, int y)
{
Warhead_count_offsets[0] = x;
Warhead_count_offsets[1] = y;
}
void HudGaugeWarheadCount::initCountSizes(int w, int h)
{
Warhead_count_size[0] = w;
Warhead_count_size[1] = h;
}
void HudGaugeWarheadCount::initMaxSymbols(int count)
{
Max_symbols = count;
}
void HudGaugeWarheadCount::initMaxColumns(int count)
{
Max_columns = count;
}
void HudGaugeWarheadCount::initTextAlign(HudAlignment align)
{
Text_align = align;
}
void HudGaugeWarheadCount::pageIn()
{
bm_page_in_aabitmap(Warhead.first_frame, Warhead.num_frames);
}
void HudGaugeWarheadCount::render(float /*frametime*/, bool /*config*/)
{
if(Player_obj->type == OBJ_OBSERVER) {
return;
}
Assert(Player_obj->type == OBJ_SHIP);
Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
ship_weapon *sw = &Ships[Player_obj->instance].weapons;
// don't bother displaying anything if we have no secondaries
if ( sw->num_secondary_banks <= 0 ) {
return;
}
int wep_num = sw->current_secondary_bank;
weapon_info *wip = &Weapon_info[sw->secondary_bank_weapons[wep_num]];
int ammo = sw->secondary_bank_ammo[wep_num];
// don't bother displaying anything if we have no ammo.
if ( ammo <= 0 ) {
return;
}
auto weapon_name = wip->get_display_name();
setGaugeColor();
// display the weapon name
if ( Text_align == HudAlignment::RIGHT ) {
int w, h;
gr_get_string_size(&w, &h, weapon_name);
renderString(position[0] + Warhead_name_offsets[0] - w, position[1] + Warhead_name_offsets[1], weapon_name);
} else if ( Text_align == HudAlignment::LEFT ) {
renderString(position[0] + Warhead_name_offsets[0], position[1] + Warhead_name_offsets[1], weapon_name);
}
setGaugeColor(HUD_C_BRIGHT);
// if ammo is greater than the icon display limit, just show a numeric
if ( ammo > Max_symbols ) {
char ammo_str[32];
sprintf(ammo_str, "%d", ammo);
hud_num_make_mono(ammo_str, font_num);
if ( Text_align == HudAlignment::RIGHT ) {
int w, h;
gr_get_string_size(&w, &h, ammo_str);
renderString(position[0] + Warhead_count_offsets[0] - w, position[1] + Warhead_count_offsets[1], ammo_str);
} else if ( Text_align == HudAlignment::LEFT ) {
renderString(position[0] + Warhead_count_offsets[0], position[1] + Warhead_count_offsets[1], ammo_str);
}
return;
}
int delta_x = 0, delta_y = 0;
if ( Text_align == HudAlignment::RIGHT ) {
delta_x = -Warhead_count_size[0];
} else if ( Text_align == HudAlignment::LEFT ) {
delta_x = Warhead_count_size[0];
}
int i, column;
for ( i = 0; i < ammo; i++ ) {
if ( Max_columns > 0 ) {
delta_y = Warhead_count_size[1] * (i / Max_columns);
column = i % Max_columns;
} else {
column = i;
}
if (Warhead.first_frame >= 0)
renderBitmap(Warhead.first_frame, position[0] + Warhead_count_offsets[0] + column * delta_x, position[1] + Warhead_count_offsets[1] + delta_y);
}
}
HudGaugeWeaponList::HudGaugeWeaponList(int _gauge_object):
HudGauge(_gauge_object, HUD_WEAPONS_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY, 255, 255, 255)
{
}
void HudGaugeWeaponList::initLinkIcon() {
ubyte sc = lcl_get_font_index(font_num);
// default to a '>' if the font has no special chars
// seems about the closest normal char to the triangle
if (sc == 0) {
Weapon_link_icon = ubyte ('>');
} else {
Weapon_link_icon = sc + 2;
}
}
void HudGaugeWeaponList::initBitmaps(const char *fname_first, const char *fname_entry, const char *fname_last)
{
_background_first.first_frame = bm_load_animation(fname_first, &_background_first.num_frames);
if(_background_first.first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname_first);
}
_background_entry.first_frame = bm_load_animation(fname_entry, &_background_entry.num_frames);
if(_background_entry.first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname_entry);
}
_background_last.first_frame = bm_load_animation(fname_last, &_background_last.num_frames);
if(_background_last.first_frame < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname_last);
}
}
void HudGaugeWeaponList::initBgFirstOffsetX(int x)
{
_bg_first_offset_x = x;
}
void HudGaugeWeaponList::initBgEntryOffsetX(int x)
{
_bg_entry_offset_x = x;
}
void HudGaugeWeaponList::initBgLastOffsetX(int x)
{
_bg_last_offset_x = x;
}
void HudGaugeWeaponList::initBgLastOffsetY(int y)
{
_bg_last_offset_y = y;
}
void HudGaugeWeaponList::initBgFirstHeight(int h)
{
_background_first_h = h;
}
void HudGaugeWeaponList::initBgEntryHeight(int h)
{
_background_entry_h = h;
}
void HudGaugeWeaponList::initHeaderText(const char *text)
{
strcpy_s(header_text, text);
}
void HudGaugeWeaponList::initHeaderOffsets(int x, int y)
{
_header_offsets[0] = x;
_header_offsets[1] = y;
}
void HudGaugeWeaponList::initEntryStartY(int y)
{
_entry_start_y = y;
}
void HudGaugeWeaponList::initEntryHeight(int h)
{
_entry_h = h;
}
void HudGaugeWeaponList::pageIn()
{
if ( _background_first.first_frame >= 0 ) {
bm_page_in_aabitmap(_background_first.first_frame, _background_first.num_frames);
}
if ( _background_entry.first_frame >= 0 ) {
bm_page_in_aabitmap(_background_entry.first_frame, _background_entry.num_frames);
}
if ( _background_last.first_frame >= 0 ) {
bm_page_in_aabitmap(_background_last.first_frame, _background_last.num_frames);
}
}
void HudGaugeWeaponList::maybeFlashWeapon(int index)
{
if ( index >= MAX_WEAPON_FLASH_LINES ) {
Int3(); // Get Alan
return;
}
// hud_set_default_color();
setGaugeColor();
if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
if ( Weapon_flash_info.is_bright & (1<<index) ) {
setGaugeColor(HUD_C_BRIGHT);
// hud_set_bright_color();
} else {
setGaugeColor(HUD_C_DIM);
// hud_set_dim_color();
}
}
}
void HudGaugeWeaponList::render(float /*frametime*/, bool /*config*/) {
}
HudGaugePrimaryWeapons::HudGaugePrimaryWeapons():
HudGaugeWeaponList(HUD_OBJECT_PRIMARY_WEAPONS)
{
}
void HudGaugePrimaryWeapons::initPrimaryLinkOffsetX(int x)
{
_plink_offset_x = x;
}
void HudGaugePrimaryWeapons::initPrimaryNameOffsetX(int x)
{
_pname_offset_x = x;
}
void HudGaugePrimaryWeapons::initPrimaryAmmoOffsetX(int x)
{
_pammo_offset_x = x;
}
void HudGaugePrimaryWeapons::render(float /*frametime*/, bool /*config*/)
{
ship_weapon *sw;
int num_primaries; // np == num primary
if(Player_obj->type == OBJ_OBSERVER)
return;
Assert(Player_obj->type == OBJ_SHIP);
Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
sw = &Ships[Player_obj->instance].weapons;
num_primaries = sw->num_primary_banks;
setGaugeColor();
if (_background_first.first_frame >= 0)
renderBitmap(_background_first.first_frame, position[0], position[1]);
// render the header of this gauge
renderString(position[0] + _header_offsets[0], position[1] + _header_offsets[1], EG_WEAPON_TITLE, header_text);
char ammo_str[32];
int i, w, h;
int bg_y_offset = _background_first_h;
int text_y_offset = _entry_start_y;
for ( i = 0; i < num_primaries; ++i ) {
setGaugeColor();
if (_background_entry.first_frame >= 0)
renderBitmap(_background_entry.first_frame, position[0], position[1] + bg_y_offset);
auto weapon_name = Weapon_info[sw->primary_bank_weapons[i]].get_display_name();
if (HudGauge::maybeFlashSexp() == i ) {
setGaugeColor(HUD_C_BRIGHT);
} else {
maybeFlashWeapon(i);
}
// indicate if this is linked or currently armed
if ( (sw->current_primary_bank == i) || (Player_ship->flags[Ship::Ship_Flags::Primary_linked]) ) {
renderPrintfWithGauge(position[0] + _plink_offset_x, position[1] + text_y_offset, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
}
// either render this primary's image or its name
if(Weapon_info[sw->primary_bank_weapons[0]].hud_image_index != -1) {
renderBitmap(Weapon_info[sw->primary_bank_weapons[i]].hud_image_index, position[0] + _pname_offset_x, text_y_offset);
} else {
renderPrintfWithGauge(position[0] + _pname_offset_x, position[1] + text_y_offset, EG_WEAPON_P2, 1.0f, false, "%s", weapon_name);
}
// if this is a ballistic primary with ammo, render the ammo count
if (Weapon_info[sw->primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Ballistic]) {
// print out the ammo right justified
sprintf(ammo_str, "%d", sw->primary_bank_ammo[i]);
hud_num_make_mono(ammo_str, font_num);
gr_get_string_size(&w, &h, ammo_str);
renderString(position[0] + _pammo_offset_x - w, position[1] + text_y_offset, EG_NULL, ammo_str);
}
text_y_offset += _entry_h;
bg_y_offset += _background_entry_h;
}
if ( num_primaries == 0 ) {
if (_background_entry.first_frame >= 0)
renderBitmap(_background_entry.first_frame, position[0], position[1] + bg_y_offset);
renderString(position[0] + _pname_offset_x, position[1] + text_y_offset, EG_WEAPON_P1, XSTR( "<none>", 329));
bg_y_offset += _background_entry_h;
}
if (_background_last.first_frame >= 0)
renderBitmap(_background_last.first_frame, position[0], position[1] + bg_y_offset + _bg_last_offset_y);
}
HudGaugeSecondaryWeapons::HudGaugeSecondaryWeapons():
HudGaugeWeaponList(HUD_OBJECT_SECONDARY_WEAPONS)
{
}
void HudGaugeSecondaryWeapons::initSecondaryAmmoOffsetX(int x)
{
_sammo_offset_x = x;
}
void HudGaugeSecondaryWeapons::initSecondaryNameOffsetX(int x)
{
_sname_offset_x = x;
}
void HudGaugeSecondaryWeapons::initSecondaryReloadOffsetX(int x)
{
_sreload_offset_x = x;
}
void HudGaugeSecondaryWeapons::initSecondaryLinkedOffsetX(int x)
{
_slinked_offset_x = x;
}
void HudGaugeSecondaryWeapons::initSecondaryUnlinkedOffsetX(int x)
{
_sunlinked_offset_x = x;
}
void HudGaugeSecondaryWeapons::render(float /*frametime*/, bool /*config*/)
{
ship_weapon *sw;
int num_primaries, num_secondaries;
Assert(Player_obj->type == OBJ_SHIP);
Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
sw = &Ships[Player_obj->instance].weapons;
num_primaries = sw->num_primary_banks;
num_secondaries = sw->num_secondary_banks;
setGaugeColor();
renderBitmap(_background_first.first_frame, position[0], position[1]);
// render the header of this gauge
renderString(position[0] + _header_offsets[0], position[1] + _header_offsets[1], EG_WEAPON_TITLE, header_text);
weapon_info *wip;
char ammo_str[32];
int i, w, h;
int bg_y_offset = _background_first_h;
int text_y_offset = _entry_start_y;
for ( i = 0; i < num_secondaries; ++i ) {
setGaugeColor();
wip = &Weapon_info[sw->secondary_bank_weapons[i]];
renderBitmap(_background_entry.first_frame, position[0], position[1] + bg_y_offset);
maybeFlashWeapon(num_primaries+i);
auto weapon_name = wip->get_display_name();
if ( sw->current_secondary_bank == i ) {
// show that this is the current secondary armed
renderPrintfWithGauge(position[0] + _sunlinked_offset_x, position[1] + text_y_offset, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
// indicate if this is linked
// don't draw the link indicator if the fire can't be fired link.
// the link flag is ignored rather than cleared so the player can cycle past a no-doublefire weapon without the setting being cleared
if ( Player_ship->flags[Ship::Ship_Flags::Secondary_dual_fire] && !wip->wi_flags[Weapon::Info_Flags::No_doublefire] &&
!The_mission.ai_profile->flags[AI::Profile_Flags::Disable_player_secondary_doublefire] ) {
renderPrintfWithGauge(position[0] + _slinked_offset_x, position[1] + text_y_offset, EG_NULL, 1.0f, false, "%c", Weapon_link_icon);
}
// show secondary weapon's image or print its name
if(wip->hud_image_index != -1) {
renderBitmap(wip->hud_image_index, position[0] + _sname_offset_x, position[1] + text_y_offset);
} else {
renderString(position[0] + _sname_offset_x, position[1] + text_y_offset, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
// show the cooldown time
if ((sw->current_secondary_bank >= 0) && ship_secondary_has_ammo(sw, i)) {
int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
renderPrintfWithGauge(position[0] + _sreload_offset_x, position[1] + text_y_offset, EG_NULL, 1.0f, false, "%d", (int)std::lround(ms_till_fire/1000.0f));
}
}
} else {
renderString(position[0] + _sname_offset_x, position[1] + text_y_offset, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
if (!Weapon_info[sw->secondary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::SecondaryNoAmmo]) {
int ammo = sw->secondary_bank_ammo[i];
// print out the ammo right justified
sprintf(ammo_str, "%d", ammo);
hud_num_make_mono(ammo_str, font_num);
gr_get_string_size(&w, &h, ammo_str);
renderString(position[0] + _sammo_offset_x - w, position[1] + text_y_offset, EG_NULL, ammo_str);
}
bg_y_offset += _background_entry_h;
text_y_offset += _entry_h;
}
if ( num_secondaries == 0 ) {
renderBitmap(_background_entry.first_frame, position[0], position[1] + bg_y_offset);
renderString(position[0] + _sname_offset_x, position[1] + text_y_offset, EG_WEAPON_S1, XSTR( "<none>", 329));
bg_y_offset += _background_entry_h;
}
// finish drawing the background
renderBitmap(_background_last.first_frame, position[0], position[1] + bg_y_offset + _bg_last_offset_y);
}
HudGaugeHardpoints::HudGaugeHardpoints():
HudGauge(HUD_OBJECT_HARDPOINTS, HUD_WEAPONS_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY, 255, 255, 255)
{
}
void HudGaugeHardpoints::initSizes(int w, int h)
{
_size[0] = w;
_size[1] = h;
}
void HudGaugeHardpoints::initLineWidth(float w)
{
_line_width = w;
}
void HudGaugeHardpoints::initViewDir(int dir)
{
_view_direction = dir;
}
void HudGaugeHardpoints::initDrawOptions(bool primary_models, bool secondary_models)
{
draw_primary_models = primary_models;
draw_secondary_models = secondary_models;
}
void HudGaugeHardpoints::render(float /*frametime*/, bool /*config*/)
{
int sx, sy;
ship *sp;
ship_info *sip;
object *objp = Player_obj;
sp = &Ships[objp->instance];
sip = &Ship_info[sp->ship_info_index];
sx = position[0];
sy = position[1];
bool g3_yourself = !g3_in_frame();
angles top_view = {-PI_2,0.0f,0.0f};
angles front_view = {PI_2*2.0f,PI_2*2.0f,0.0f};
matrix object_orient;
switch ( _view_direction ) {
case TOP:
vm_angles_2_matrix(&object_orient, &top_view);
break;
case FRONT:
vm_angles_2_matrix(&object_orient, &front_view);
break;
}
gr_screen.clip_width = _size[0];
gr_screen.clip_height = _size[1];
//Fire it up
if(g3_yourself)
g3_start_frame(1);
hud_save_restore_camera_data(1);
setClip(sx, sy, _size[0], _size[1]);
g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom*1.5f);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
setGaugeColor();
//We're ready to show stuff
model_render_params render_info;
gr_stencil_clear();
const int detail_level_lock = 1;
render_info.set_detail_level_lock(detail_level_lock);
render_info.set_flags(
MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_FOGGING | MR_NO_TEXTURING | MR_NO_CULL | MR_NO_ZBUFFER | MR_STENCIL_WRITE
| MR_NO_COLOR_WRITES);
render_info.set_object_number(OBJ_INDEX(objp));
model_render_immediate( &render_info, sip->model_num, &object_orient, &vmd_zero_vector);
render_info.set_color(gauge_color);
render_info.set_flags(MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_FOGGING | MR_NO_TEXTURING | MR_NO_ZBUFFER | MR_NO_CULL | MR_STENCIL_READ);
// Factor was chosen pretty arbitrarily to make outline feature work with existing data
render_info.set_outline_thickness(15.f * _line_width);
model_render_immediate(
&render_info,
sip->model_num,
&object_orient,
&vmd_zero_vector
);
gr_stencil_set(GR_STENCIL_NONE);
// draw weapon models
int i, k;
ship_weapon *swp = &sp->weapons;
vertex draw_point;
vec3d subobj_pos;
uint64_t render_flags = MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_FOGGING | MR_NO_TEXTURING | MR_NO_ZBUFFER;
setGaugeColor();
float alpha = gr_screen.current_color.alpha / 255.0f;
//secondary weapons
int num_secondaries_rendered = 0;
if ( draw_secondary_models ) {
auto ship_pm = model_get(sip->model_num);
for (i = 0; i < swp->num_secondary_banks; i++) {
auto wip = &Weapon_info[swp->secondary_bank_weapons[i]];
if (wip->external_model_num == -1 || !sip->draw_secondary_models[i])
continue;
auto bank = &ship_pm->missile_banks[i];
if (wip->wi_flags[Weapon::Info_Flags::External_weapon_lnch]) {
for(k = 0; k < bank->num_slots; k++) {
model_render_params weapon_render_info;
weapon_render_info.set_detail_level_lock(detail_level_lock);
weapon_render_info.set_flags(render_flags);
// We need to transform the position local to the model to be in "world" space relative to the rendered outline
vec3d world_position;
vm_vec_unrotate(&world_position, &bank->pnt[k], &object_orient);
// "Bank" the external model by the angle offset
angles angs = { 0.0f, bank->external_model_angle_offset[k], 0.0f };
matrix model_orient = object_orient;
vm_rotate_matrix_by_angles(&model_orient, &angs);
model_render_immediate(&weapon_render_info, wip->external_model_num, &model_orient, &bank->pnt[k]);
}
} else {
num_secondaries_rendered = 0;
for(k = 0; k < bank->num_slots; k++)
{
auto secondary_weapon_pos = bank->pnt[k];
if (num_secondaries_rendered >= sp->weapons.secondary_bank_ammo[i])
break;
if(sp->secondary_point_reload_pct.get(i, k) <= 0.0)
continue;
model_render_params weapon_render_info;
if ( swp->current_secondary_bank == i && ( swp->secondary_next_slot[i] == k || ( swp->secondary_next_slot[i]+1 == k && sp->flags[Ship::Ship_Flags::Secondary_dual_fire] ) ) ) {
weapon_render_info.set_color(Color_bright_blue);
} else {
weapon_render_info.set_color(Color_bright_white);
}
num_secondaries_rendered++;
vm_vec_scale_add2(&secondary_weapon_pos, &vmd_z_vector, -(1.0f-sp->secondary_point_reload_pct.get(i, k)) * model_get(wip->external_model_num)->rad);
weapon_render_info.set_detail_level_lock(detail_level_lock);
weapon_render_info.set_flags(render_flags);
// We need to transform the position local to the model to be in "world" space relative to the rendered outline
vec3d world_position;
vm_vec_unrotate(&world_position, &secondary_weapon_pos, &object_orient);
// "Bank" the external model by the angle offset
angles angs = { 0.0f, bank->external_model_angle_offset[k], 0.0f };
matrix model_orient = object_orient;
vm_rotate_matrix_by_angles(&model_orient, &angs);
model_render_immediate(&weapon_render_info, wip->external_model_num, &model_orient, &world_position);
}
}
}
}
resetClip();
setGaugeColor(HUD_C_BRIGHT);
//primary weapons
if ( draw_primary_models ) {
auto ship_pm = model_get(sip->model_num);
for ( i = 0; i < swp->num_primary_banks; i++ ) {
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
auto bank = &ship_pm->gun_banks[i];
for ( k = 0; k < bank->num_slots; k++ ) {
if ( wip->external_model_num < 0 || !sip->draw_primary_models[i] ) {
vm_vec_unrotate(&subobj_pos, &bank->pnt[k], &object_orient);
//vm_vec_sub(&subobj_pos, &Eye_position, &subobj_pos);
//g3_rotate_vertex(&draw_point, &bank->pnt[k]);
g3_rotate_vertex(&draw_point, &subobj_pos);
g3_project_vertex(&draw_point);
//resize(&width, &height);
//unsize(&xc, &yc);
//unsize(&draw_point.screen.xyw.x, &draw_point.screen.xyw.y);
if (!(draw_point.flags & PF_OVERFLOW))
renderCircle((int)draw_point.screen.xyw.x + position[0], (int)draw_point.screen.xyw.y + position[1], 10);
//renderCircle(xc, yc, 25);
} else {
model_render_params weapon_render_info;
weapon_render_info.set_detail_level_lock(detail_level_lock);
weapon_render_info.set_flags(render_flags);
weapon_render_info.set_alpha(alpha);
// We need to transform the position local to the model to be in "world" space relative to the rendered outline
vec3d world_position;
vm_vec_unrotate(&world_position, &bank->pnt[k], &object_orient);
// "Bank" the external model by the angle offset
angles angs = { 0.0f, bank->external_model_angle_offset[k], 0.0f };
matrix model_orient = object_orient;
vm_rotate_matrix_by_angles(&model_orient, &angs);
model_render_immediate(&weapon_render_info, wip->external_model_num, swp->primary_bank_external_model_instance[i], &model_orient, &world_position);
}
}
}
}
//We're done
gr_end_view_matrix();
gr_end_proj_matrix();
if(g3_yourself)
g3_end_frame();
hud_save_restore_camera_data(0);
}