mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 08:15:59 -10:00
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
3931 lines
95 KiB
C++
3931 lines
95 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ai/aigoals.h"
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#include "asteroid/asteroid.h"
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#include "bmpman/bmpman.h"
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#include "cmdline/cmdline.h"
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#include "freespace.h"
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#include "gamesnd/eventmusic.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "globalincs/linklist.h"
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#include "hud/hud.h"
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#include "hud/hudconfig.h"
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#include "hud/hudescort.h"
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#include "hud/hudets.h"
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#include "hud/hudlock.h"
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#include "hud/hudmessage.h"
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#include "hud/hudnavigation.h" //kazan
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#include "hud/hudobserver.h"
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#include "hud/hudreticle.h"
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#include "hud/hudshield.h"
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#include "hud/hudsquadmsg.h"
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#include "hud/hudtarget.h"
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#include "hud/hudtargetbox.h"
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#include "hud/hudwingmanstatus.h"
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#include "iff_defs/iff_defs.h"
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#include "io/timer.h"
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#include "localization/localize.h"
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#include "mission/missiongoals.h"
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#include "mission/missionmessage.h"
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#include "mission/missionparse.h"
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#include "mission/missiontraining.h"
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#include "missionui/redalert.h"
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#include "model/model.h"
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#include "network/multi_pmsg.h"
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#include "network/multi_voice.h"
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#include "network/multiutil.h"
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#include "object/object.h"
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#include "object/objectdock.h"
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#include "playerman/player.h"
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#include "radar/radar.h"
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#include "radar/radarsetup.h"
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#include "render/3d.h"
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#include "ship/ship.h"
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#include "starfield/supernova.h"
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#include "weapon/emp.h"
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#include "weapon/weapon.h"
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SCP_vector<HudGauge*> default_hud_gauges;
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// new values for HUD alpha
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#define HUD_NEW_ALPHA_DIM 80
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#define HUD_NEW_ALPHA_NORMAL 120
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#define HUD_NEW_ALPHA_BRIGHT 220
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// high contrast
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#define HUD_NEW_ALPHA_DIM_HI 130
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#define HUD_NEW_ALPHA_NORMAL_HI 190
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#define HUD_NEW_ALPHA_BRIGHT_HI 255
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// Externals not related to the HUD code itself
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extern float View_zoom;
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// globals that will control the color of the HUD gauges
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int HUD_color_red = 0;
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int HUD_color_green = 255;
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int HUD_color_blue = 0;
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int HUD_color_alpha = HUD_COLOR_ALPHA_DEFAULT; // 1 -> HUD_COLOR_ALPHA_USER_MAX
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int HUD_draw = 1;
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int HUD_contrast = 0; // high or lo contrast (for nebula, etc)
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// Goober5000
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int HUD_disable_except_messages = 0;
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color HUD_color_defaults[HUD_NUM_COLOR_LEVELS]; // array of colors with different alpha blending
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color HUD_color_debug; // grey debug text shown on HUD
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static int Player_engine_snd_loop = -1;
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// HUD render frame offsets
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float HUD_offset_x = 0.0f;
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float HUD_offset_y = 0.0f;
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// the offset of the player's view vector and the ship forward vector in pixels (Swifty)
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int HUD_nose_x;
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int HUD_nose_y;
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// Global: integrity of player's target
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float Pl_target_integrity;
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int Hud_max_targeting_range;
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static int Hud_last_can_target; // whether Player is able to target in the last frame
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static int Hud_can_target_timer; // timestamp to allow target gauge to draw static once targeting functions are not allowed
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// centered text message gauges (collision, emp, etc)
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char Hud_text_flash[512] = "";
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int Hud_text_flash_timer = 0;
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int Hud_text_flash_interval = 0;
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void hud_init_text_flash_gauge();
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void hud_start_text_flash(char *txt, int t, int interval);
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// multiplayer messaging text
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int Multi_msg_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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5, 150
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},
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{ // GR_1024
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8, 240
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}
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};
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// multiplayer voice stuff
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int Voice_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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5, 165
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},
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{ // GR_1024
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8, 255
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}
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};
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// ping text coords
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int Ping_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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560, 3
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},
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{ // GR_1024
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896, 5
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}
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};
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// supernova coords
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int Supernova_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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100, 100
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},
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{ // GR_1024
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170, 170
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}
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};
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// used to draw the hud support view
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static int Hud_support_view_active;
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static int Hud_support_view_abort; // active when we need to display abort message
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static int Hud_support_view_fade; // timer
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static int Hud_support_obj_sig, Hud_support_objnum, Hud_support_target_sig;
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// flashing gauges
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#define HUD_GAUGE_FLASH_DURATION 5000
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#define HUD_GAUGE_FLASH_INTERVAL 200
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int HUD_gauge_flash_duration[NUM_HUD_GAUGES];
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int HUD_gauge_flash_next[NUM_HUD_GAUGES];
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int HUD_gauge_bright;
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static objective_display_info Objective_display;
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// Subspace notify display
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static int Subspace_notify_active;
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static int Objective_notify_active;
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static int HUD_abort_subspace_timer = 1;
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static hud_subsys_info Pl_hud_subsys_info[SUBSYSTEM_MAX];
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static int Pl_hud_next_flash_timestamp;
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static int Pl_hud_is_bright;
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#define SUBSYS_DAMAGE_FLASH_DURATION 1800
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#define SUBSYS_DAMAGE_FLASH_INTERVAL 100
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float Player_rearm_eta = 0;
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// forward declarations
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void update_throttle_sound();
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void hud_damage_popup_init();
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void hud_support_view_init();
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void hud_gauge_flash_init();
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void hud_objective_message_init();
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void hud_stop_subspace_notify();
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void hud_start_subspace_notify();
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void hud_stop_objective_notify();
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void hud_start_objective_notify();
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int hud_subspace_notify_active();
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int hud_objective_notify_active();
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void hud_subspace_notify_abort();
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void hud_maybe_display_subspace_notify();
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int hud_maybe_render_emp_icon();
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void hud_init_emp_icon();
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// Saturate a value in minv..maxv.
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void saturate(int *i, int minv, int maxv)
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{
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if (*i < minv)
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*i = minv;
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else if (*i > maxv)
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*i = maxv;
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}
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// init the colors used for the different shades of the HUD
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void HUD_init_hud_color_array()
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{
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int i;
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for ( i = 0; i < HUD_NUM_COLOR_LEVELS; i++ ) {
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gr_init_alphacolor( &HUD_color_defaults[i], HUD_color_red, HUD_color_green, HUD_color_blue, (i+1)*16 );
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}
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}
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// HUD_init will call all the various HUD gauge init functions. This function is called at the
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// start of each mission (level)
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void HUD_init_colors()
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{
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saturate(&HUD_color_red, 0, 255);
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saturate(&HUD_color_green, 0, 255);
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saturate(&HUD_color_blue, 0, 255);
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saturate(&HUD_color_alpha, 0, HUD_COLOR_ALPHA_USER_MAX);
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gr_init_alphacolor( &HUD_color_debug, 128, 255, 128, HUD_color_alpha*16 );
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HUD_init_hud_color_array();
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hud_init_targeting_colors();
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hud_gauge_flash_init();
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}
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// The following global data is used to determine if we should change the engine sound.
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// We only check if the throttle has changed every THROTTLE_SOUND_CHECK_INTERVAL ms, and
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// then we make sure that the throttle has actually changed. If it has changed, we start
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// a new sound and/or adjust the volume. This occurs in update_throttle_sound()
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//
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static float last_percent_throttle;
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#define THROTTLE_SOUND_CHECK_INTERVAL 50 // in ms
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static int throttle_sound_check_id;
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#define DAMAGE_FLASH_TIME 150
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static int Damage_flash_bright;
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static int Damage_flash_timer;
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HudGauge::HudGauge():
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base_w(0), base_h(0), gauge_config(-1), font_num(font::FONT1), lock_color(false), sexp_lock_color(false), reticle_follow(false),
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active(false), off_by_default(false), sexp_override(false), pop_up(false), disabled_views(0), custom_gauge(false),
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texture_target(-1), canvas_w(-1), canvas_h(-1), target_w(-1), target_h(-1)
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{
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position[0] = 0;
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position[1] = 0;
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gr_init_alphacolor(&gauge_color, 255, 255, 255, (HUD_color_alpha+1)*16);
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flash_duration = timestamp(1);
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flash_next = timestamp(1);
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flash_status = false;
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popup_timer = timestamp(1);
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texture_target_fname[0] = '\0';
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custom_name[0] = '\0';
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custom_text = "";
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custom_frame.first_frame = -1;
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custom_frame.num_frames = 0;
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custom_frame_offset = 0;
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}
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HudGauge::HudGauge(int _gauge_object, int _gauge_config, bool _slew, bool _message, int _disabled_views, int r, int g, int b):
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base_w(0), base_h(0), gauge_config(_gauge_config), gauge_object(_gauge_object), font_num(font::FONT1), lock_color(false), sexp_lock_color(false),
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reticle_follow(_slew), active(false), off_by_default(false), sexp_override(false), pop_up(false), message_gauge(_message),
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disabled_views(_disabled_views), custom_gauge(false), textoffset_x(0), textoffset_y(0), texture_target(-1),
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canvas_w(-1), canvas_h(-1), target_w(-1), target_h(-1)
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{
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Assert(gauge_config <= NUM_HUD_GAUGES && gauge_config >= 0);
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position[0] = 0;
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position[1] = 0;
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if(r >= 0 && r <= 255 &&
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g >= 0 && g <= 255 &&
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b >= 0 && b <= 255) {
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gr_init_alphacolor(&gauge_color, r, g, b, (HUD_color_alpha+1)*16);
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} else {
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gr_init_alphacolor(&gauge_color, 255, 255, 255, (HUD_color_alpha+1)*16);
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}
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flash_duration = timestamp(1);
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flash_next = timestamp(1);
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flash_status = false;
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popup_timer = timestamp(1);
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texture_target_fname[0] = '\0';
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custom_name[0] = '\0';
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custom_text = "";
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default_text = "";
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custom_frame.first_frame = -1;
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custom_frame.num_frames = 0;
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custom_frame_offset = 0;
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}
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// constructor for custom gauges
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HudGauge::HudGauge(int _gauge_config, bool _slew, int r, int g, int b, char* _custom_name, char* _custom_text, char* frame_fname, int txtoffset_x, int txtoffset_y):
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base_w(0), base_h(0), gauge_config(_gauge_config), gauge_object(HUD_OBJECT_CUSTOM), font_num(font::FONT1), lock_color(false), sexp_lock_color(false),
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reticle_follow(_slew), active(false), off_by_default(false), sexp_override(false), pop_up(false), message_gauge(false),
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disabled_views(VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY), custom_gauge(true), textoffset_x(txtoffset_x),
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textoffset_y(txtoffset_y), texture_target(-1), canvas_w(-1), canvas_h(-1), target_w(-1), target_h(-1)
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{
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position[0] = 0;
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position[1] = 0;
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if(r >= 0 && r <= 255 && g >= 0 && g <= 255 && b >= 0 && b <= 255) {
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gr_init_alphacolor(&gauge_color, r, g, b, (HUD_color_alpha+1)*16);
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} else {
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gr_init_alphacolor(&gauge_color, 255, 255, 255, (HUD_color_alpha+1)*16);
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}
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flash_duration = timestamp(1);
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flash_next = timestamp(1);
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flash_status = false;
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popup_timer = timestamp(1);
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texture_target_fname[0] = '\0';
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if(_custom_name) {
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strcpy_s(custom_name, _custom_name);
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} else {
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custom_name[0] = '\0';
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}
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if(_custom_text) {
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custom_text = _custom_text;
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default_text = _custom_text;
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} else {
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custom_text = "";
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default_text = "";
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}
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custom_frame.first_frame = -1;
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custom_frame.num_frames = 0;
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custom_frame_offset = 0;
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if(frame_fname) {
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custom_frame.first_frame = bm_load_animation(frame_fname, &custom_frame.num_frames);
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if (custom_frame.first_frame < 0 ) {
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Warning(LOCATION,"Cannot load hud ani: %s\n", frame_fname);
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}
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}
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}
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HudGauge::~HudGauge() {};
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void HudGauge::initPosition(int x, int y)
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{
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position[0] = x;
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position[1] = y;
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}
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void HudGauge::getPosition(int *x, int *y)
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{
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*x = position[0];
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*y = position[1];
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}
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void HudGauge::initBaseResolution(int w, int h)
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{
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Assert(w >= 640 && h >= 480);
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base_w = w;
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base_h = h;
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}
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void HudGauge::initSlew(bool slew)
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{
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reticle_follow = slew;
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}
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void HudGauge::initFont(int input_font_num)
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{
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if (input_font_num >= 0 && input_font_num < font::FontManager::numberOfFonts()) {
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font_num = input_font_num;
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}
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}
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const char* HudGauge::getCustomGaugeName()
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{
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return custom_name;
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}
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const char* HudGauge::getCustomGaugeText()
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{
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return custom_text.c_str();
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}
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void HudGauge::updateCustomGaugeCoords(int _x, int _y)
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{
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if(!custom_gauge) {
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return;
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}
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position[0] = _x;
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position[1] = _y;
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}
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void HudGauge::updateCustomGaugeFrame(int frame_offset)
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{
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if(!custom_gauge) {
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return;
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}
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if (frame_offset < 0 ||frame_offset > custom_frame.num_frames) {
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return;
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}
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custom_frame_offset = frame_offset;
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}
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void HudGauge::updateCustomGaugeText(const char* txt)
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{
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if(!custom_gauge) {
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return;
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}
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custom_text = txt;
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}
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void HudGauge::updateCustomGaugeText(const SCP_string& txt)
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{
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if(!custom_gauge) {
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return;
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}
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custom_text = txt;
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}
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void HudGauge::setFont()
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{
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font::set_font(font_num);
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}
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void HudGauge::setGaugeColor(int bright_index)
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{
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int alpha;
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// if we're drawing it as bright
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if(bright_index != HUD_C_NONE){
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switch(bright_index){
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case HUD_C_DIM:
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alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
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gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
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break;
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case HUD_C_NORMAL:
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alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
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gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
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break;
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case HUD_C_BRIGHT:
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alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
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gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
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break;
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// intensity
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default:
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Assert((bright_index >= 0) && (bright_index < HUD_NUM_COLOR_LEVELS));
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if(bright_index < 0){
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bright_index = 0;
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}
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if(bright_index >= HUD_NUM_COLOR_LEVELS){
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bright_index = HUD_NUM_COLOR_LEVELS - 1;
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}
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// alpha = 255 - (255 / (bright_index + 1));
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// alpha = (int)((float)alpha * 1.5f);
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int level = 255 / (HUD_NUM_COLOR_LEVELS);
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alpha = level * bright_index;
|
|
if(alpha > 255){
|
|
alpha = 255;
|
|
}
|
|
if(alpha < 0){
|
|
alpha = 0;
|
|
}
|
|
gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
|
|
break;
|
|
}
|
|
} else {
|
|
switch(maybeFlashSexp()) {
|
|
case 0:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
|
|
gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
|
|
break;
|
|
case 1:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
|
|
gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
|
|
break;
|
|
default:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
|
|
gr_init_alphacolor(&gauge_color, gauge_color.red, gauge_color.green, gauge_color.blue, alpha);
|
|
}
|
|
}
|
|
|
|
gr_set_color_fast(&gauge_color);
|
|
}
|
|
|
|
int HudGauge::getConfigType()
|
|
{
|
|
//return gauge_type;
|
|
return gauge_config;
|
|
}
|
|
|
|
int HudGauge::getObjectType()
|
|
{
|
|
return gauge_object;
|
|
}
|
|
|
|
void HudGauge::lockConfigColor(bool lock)
|
|
{
|
|
lock_color = lock;
|
|
}
|
|
|
|
void HudGauge::sexpLockConfigColor(bool lock)
|
|
{
|
|
sexp_lock_color = lock;
|
|
}
|
|
|
|
void HudGauge::updateColor(int r, int g, int b, int a)
|
|
{
|
|
if(sexp_lock_color || lock_color)
|
|
return;
|
|
|
|
gr_init_alphacolor(&gauge_color, r, g, b, a);
|
|
}
|
|
|
|
void HudGauge::updateActive(bool show)
|
|
{
|
|
active = show;
|
|
}
|
|
|
|
void HudGauge::initRenderStatus(bool do_render)
|
|
{
|
|
off_by_default = !do_render;
|
|
}
|
|
|
|
bool HudGauge::isOffbyDefault()
|
|
{
|
|
return off_by_default;
|
|
}
|
|
|
|
bool HudGauge::isActive()
|
|
{
|
|
return active && !sexp_override;
|
|
}
|
|
|
|
void HudGauge::updateSexpOverride(bool sexp)
|
|
{
|
|
sexp_override = sexp;
|
|
}
|
|
|
|
void HudGauge::updatePopUp(bool pop_up_flag)
|
|
{
|
|
pop_up = pop_up_flag;
|
|
}
|
|
|
|
void HudGauge::startPopUp(int time)
|
|
{
|
|
//Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
if ( !pop_up ) {
|
|
return;
|
|
}
|
|
|
|
popup_timer = timestamp(time);
|
|
}
|
|
|
|
int HudGauge::popUpActive()
|
|
{
|
|
//Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
if ( !pop_up ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( !timestamp_elapsed(popup_timer) ) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void HudGauge::resetTimers()
|
|
{
|
|
flash_duration = timestamp(1);
|
|
flash_next = timestamp(1);
|
|
flash_status = false;
|
|
|
|
popup_timer = timestamp(1);
|
|
}
|
|
|
|
void HudGauge::startFlashSexp()
|
|
{
|
|
flash_duration = timestamp(HUD_GAUGE_FLASH_DURATION);
|
|
flash_next = timestamp(1);
|
|
flash_status = false;
|
|
}
|
|
|
|
bool HudGauge::flashExpiredSexp()
|
|
{
|
|
if(timestamp_elapsed(flash_duration)) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int HudGauge::maybeFlashSexp()
|
|
{
|
|
if ( !timestamp_elapsed(flash_duration) ) {
|
|
if ( timestamp_elapsed(flash_next) ) {
|
|
flash_next = timestamp(HUD_GAUGE_FLASH_INTERVAL);
|
|
|
|
// toggle between default and bright frames
|
|
flash_status = !flash_status;
|
|
}
|
|
return (int)flash_status;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void HudGauge::preprocess()
|
|
{
|
|
|
|
}
|
|
|
|
void HudGauge::onFrame(float frametime)
|
|
{
|
|
|
|
}
|
|
|
|
void HudGauge::render(float frametime)
|
|
{
|
|
if(!custom_gauge) {
|
|
return;
|
|
}
|
|
|
|
setGaugeColor();
|
|
|
|
if( !custom_text.empty() ) {
|
|
char *text = new char[custom_text.size()+1];
|
|
strcpy(text, custom_text.c_str());
|
|
|
|
hud_num_make_mono(text, font_num);
|
|
renderString(position[0] + textoffset_x, position[1] + textoffset_y, text);
|
|
|
|
delete[] text;
|
|
}
|
|
|
|
if(custom_frame.first_frame > -1) {
|
|
renderBitmap(custom_frame.first_frame + custom_frame_offset, position[0], position[1]);
|
|
}
|
|
}
|
|
|
|
void HudGauge::renderString(int x, int y, const char *str)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_string(x + nx, y + ny, str);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderString(int x, int y, int gauge_id, const char *str)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
if ( gauge_id > -2 ) {
|
|
emp_hud_string(x + nx, y + ny, gauge_id, str, GR_RESIZE_FULL);
|
|
} else {
|
|
gr_string(x + nx, y + ny, str);
|
|
}
|
|
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderStringAlignCenter(int x, int y, int area_width, const char *s)
|
|
{
|
|
int w, h;
|
|
|
|
gr_get_string_size(&w, &h, s);
|
|
renderString(x + ((area_width - w) / 2), y, s);
|
|
}
|
|
|
|
void HudGauge::renderPrintf(int x, int y, const char* format, ...)
|
|
{
|
|
char tmp[256] = "";
|
|
va_list args;
|
|
|
|
// format the text
|
|
va_start(args, format);
|
|
vsnprintf(tmp, sizeof(tmp)-1, format, args);
|
|
va_end(args);
|
|
tmp[sizeof(tmp)-1] = '\0';
|
|
|
|
renderString(x, y, tmp);
|
|
}
|
|
|
|
void HudGauge::renderPrintf(int x, int y, int gauge_id, const char* format, ...)
|
|
{
|
|
char tmp[256] = "";
|
|
va_list args;
|
|
|
|
// format the text
|
|
va_start(args, format);
|
|
vsnprintf(tmp, sizeof(tmp)-1, format, args);
|
|
va_end(args);
|
|
tmp[sizeof(tmp)-1] = '\0';
|
|
|
|
renderString(x, y, gauge_id, tmp);
|
|
}
|
|
|
|
void HudGauge::renderBitmapColor(int frame, int x, int y)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if( !emp_should_blit_gauge() ) {
|
|
return;
|
|
}
|
|
|
|
emp_hud_jitter(&x, &y);
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_set_bitmap(frame);
|
|
gr_bitmap(x + nx, y + ny);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderBitmap(int x, int y)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if( !emp_should_blit_gauge() ) {
|
|
return;
|
|
}
|
|
|
|
emp_hud_jitter(&x, &y);
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_aabitmap(x + nx, y + ny);
|
|
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderBitmap(int frame, int x, int y)
|
|
{
|
|
gr_set_bitmap(frame);
|
|
renderBitmap(x, y);
|
|
}
|
|
|
|
void HudGauge::renderBitmapEx(int frame, int x, int y, int w, int h, int sx, int sy)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if( !emp_should_blit_gauge() ) {
|
|
return;
|
|
}
|
|
|
|
emp_hud_jitter(&x, &y);
|
|
|
|
gr_set_bitmap(frame);
|
|
|
|
if( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_aabitmap_ex(x + nx, y + ny, w, h, sx, sy);
|
|
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderLine(int x1, int y1, int x2, int y2)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_line(x1+nx, y1+ny, x2+nx, y2+ny);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderGradientLine(int x1, int y1, int x2, int y2)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if(reticle_follow) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_gradient(x1+nx, y1+ny, x2+nx, y2+ny);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderRect(int x, int y, int w, int h)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_rect(x+nx, y+ny, w, h);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::renderCircle(int x, int y, int diameter)
|
|
{
|
|
int nx = 0, ny = 0;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
nx = HUD_nose_x;
|
|
ny = HUD_nose_y;
|
|
|
|
gr_resize_screen_pos(&nx, &ny);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(&nx, &ny);
|
|
} else {
|
|
gr_set_screen_scale(base_w, base_h);
|
|
}
|
|
}
|
|
|
|
gr_circle(x+nx, y+ny, diameter);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::setClip(int x, int y, int w, int h)
|
|
{
|
|
int hx = fl2i(HUD_offset_x);
|
|
int hy = fl2i(HUD_offset_y);
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
|
|
hx = display_offset_x;
|
|
hy = display_offset_y;
|
|
|
|
gr_resize_screen_pos(&x, &y);
|
|
|
|
hx += x;
|
|
hy += y;
|
|
|
|
gr_unsize_screen_pos(&hx, &hy);
|
|
|
|
gr_set_clip(hx, hy, w, h);
|
|
} else {
|
|
if ( reticle_follow ) {
|
|
hx += HUD_nose_x;
|
|
hy += HUD_nose_y;
|
|
}
|
|
|
|
gr_resize_screen_pos(&hx, &hy);
|
|
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_resize_screen_pos(&x, &y, &w, &h);
|
|
|
|
gr_set_clip(hx+x, hy+y, w, h, GR_RESIZE_NONE);
|
|
}
|
|
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::resetClip()
|
|
{
|
|
int hx = 0, hy = 0;
|
|
int w, h;
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
gr_set_screen_scale(canvas_w, canvas_h, -1, -1, target_w, target_h, target_w, target_h, true);
|
|
|
|
hx = display_offset_x;
|
|
hy = display_offset_y;
|
|
|
|
gr_unsize_screen_pos(&hx, &hy);
|
|
|
|
w = canvas_w;
|
|
h = canvas_h;
|
|
|
|
gr_set_clip(hx, hy, w, h);
|
|
} else {
|
|
hx = fl2i(HUD_offset_x);
|
|
hy = fl2i(HUD_offset_y);
|
|
|
|
gr_resize_screen_pos(&hx, &hy);
|
|
gr_set_screen_scale(base_w, base_h);
|
|
|
|
w = gr_screen.max_w;
|
|
h = gr_screen.max_h;
|
|
|
|
// clip the screen based on the actual resolution
|
|
gr_set_clip(hx, hy, w, h, GR_RESIZE_NONE);
|
|
}
|
|
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::unsize(int *x, int *y)
|
|
{
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_pos(x, y);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::unsize(float *x, float *y)
|
|
{
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_unsize_screen_posf(x, y);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::resize(int *x, int *y)
|
|
{
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_resize_screen_pos(x, y);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::resize(float *x, float *y)
|
|
{
|
|
gr_set_screen_scale(base_w, base_h);
|
|
gr_resize_screen_posf(x, y);
|
|
gr_reset_screen_scale();
|
|
}
|
|
|
|
void HudGauge::pageIn()
|
|
{
|
|
if(custom_gauge) {
|
|
if(custom_frame.first_frame > -1 && custom_frame.num_frames > 0) {
|
|
bm_page_in_aabitmap( custom_frame.first_frame, custom_frame.num_frames );
|
|
}
|
|
}
|
|
}
|
|
|
|
void HudGauge::initialize()
|
|
{
|
|
//Reset text to default
|
|
custom_text = default_text;
|
|
|
|
custom_frame_offset = 0;
|
|
|
|
sexp_lock_color = false;
|
|
}
|
|
|
|
bool HudGauge::canRender()
|
|
{
|
|
if (sexp_override) {
|
|
return false;
|
|
}
|
|
|
|
if(hud_disabled_except_messages() && !message_gauge) {
|
|
return false;
|
|
}
|
|
|
|
if (hud_disabled() && !hud_disabled_except_messages()) {
|
|
return false;
|
|
}
|
|
|
|
if(!active)
|
|
return false;
|
|
|
|
if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
|
|
return false;
|
|
}
|
|
|
|
if ((Viewer_mode & disabled_views)) {
|
|
return false;
|
|
}
|
|
|
|
if(pop_up) {
|
|
if(!popUpActive()) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (gauge_config == HUD_ETS_GAUGE) {
|
|
if (Ships[Player_obj->instance].flags[Ship::Ship_Flags::No_ets]) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void HudGauge::initCockpitTarget(const char* display_name, int _target_x, int _target_y, int _target_w, int _target_h, int _canvas_w, int _canvas_h)
|
|
{
|
|
if ( strlen(display_name) <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
target_x = _target_x;
|
|
target_y = _target_y;
|
|
|
|
strcpy_s(texture_target_fname, display_name);
|
|
target_w = _target_w;
|
|
target_h = _target_h;
|
|
|
|
if ( _canvas_w > 0 && _canvas_h > 0 ) {
|
|
canvas_w = _canvas_w;
|
|
canvas_h = _canvas_h;
|
|
} else {
|
|
canvas_w = _target_w;
|
|
canvas_h = _target_h;
|
|
}
|
|
}
|
|
|
|
bool HudGauge::setupRenderCanvas(int render_target)
|
|
{
|
|
if (texture_target_fname[0] != '\0') {
|
|
if ( render_target >= 0 && render_target == texture_target ) {
|
|
return true;
|
|
}
|
|
} else {
|
|
if ( render_target < 0 ) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void HudGauge::setCockpitTarget(const cockpit_display *display)
|
|
{
|
|
if ( display == NULL ) {
|
|
return;
|
|
}
|
|
|
|
if ( strcmp(texture_target_fname, display->name) ) {
|
|
return;
|
|
}
|
|
|
|
if ( display->target < 0 ) {
|
|
return;
|
|
}
|
|
|
|
texture_target = display->target;
|
|
display_offset_x = display->offset[0] + target_x;
|
|
display_offset_y = display->offset[1] + target_y;
|
|
}
|
|
|
|
void HudGauge::resetCockpitTarget()
|
|
{
|
|
texture_target = -1;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
/**
|
|
* @brief Called each level to initialize HUD systems
|
|
*/
|
|
void HUD_init()
|
|
{
|
|
HUD_init_colors();
|
|
hud_init_msg_window();
|
|
hud_init_targeting();
|
|
hud_init_reticle();
|
|
hud_shield_level_init();
|
|
hud_targetbox_init_flash();
|
|
hud_escort_init();
|
|
hud_damage_popup_init();
|
|
hud_support_view_init();
|
|
hud_init_squadmsg(); // initialize the vars needed for squadmate messaging
|
|
hud_objective_message_init();
|
|
hud_init_wingman_status_gauge();
|
|
hud_init_target_static();
|
|
hud_init_text_flash_gauge();
|
|
hud_stop_subspace_notify();
|
|
hud_stop_objective_notify();
|
|
hud_target_last_transmit_level_init();
|
|
|
|
throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
|
|
HUD_abort_subspace_timer = 1;
|
|
Hud_last_can_target = 1;
|
|
Hud_can_target_timer = 1;
|
|
last_percent_throttle = 0.0f;
|
|
|
|
// default to high contrast in the nebula
|
|
HUD_contrast = 0;
|
|
HUD_draw = 1;
|
|
HUD_disable_except_messages = 0;
|
|
|
|
if(The_mission.flags[Mission::Mission_Flags::Fullneb]){
|
|
HUD_contrast = 1;
|
|
}
|
|
|
|
// reset to infinite
|
|
Hud_max_targeting_range = 0;
|
|
|
|
size_t j, num_gauges;
|
|
|
|
// go through all HUD gauges and call their initialization functions
|
|
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
|
|
if(it->hud_enabled) {
|
|
num_gauges = it->hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
it->hud_gauges[j]->initialize();
|
|
it->hud_gauges[j]->resetTimers();
|
|
it->hud_gauges[j]->updateSexpOverride(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
default_hud_gauges[j]->initialize();
|
|
default_hud_gauges[j]->resetTimers();
|
|
default_hud_gauges[j]->updateSexpOverride(false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Do post mission cleanup of HUD
|
|
*/
|
|
void hud_level_close()
|
|
{
|
|
size_t j, num_gauges;
|
|
|
|
for ( auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it ) {
|
|
if(it->hud_enabled) {
|
|
num_gauges = it->hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
it->hud_gauges[j]->resetCockpitTarget();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Delete all HUD gauge objects, for all ships
|
|
*/
|
|
void hud_close()
|
|
{
|
|
size_t j, num_gauges = 0;
|
|
|
|
for (auto it = Ship_info.begin(); it != Ship_info.end(); ++it) {
|
|
num_gauges = it->hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
vm_free(it->hud_gauges[j]);
|
|
it->hud_gauges[j] = NULL;
|
|
}
|
|
it->hud_gauges.clear();
|
|
}
|
|
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
delete default_hud_gauges[j];
|
|
default_hud_gauges[j] = NULL;
|
|
}
|
|
default_hud_gauges.clear();
|
|
}
|
|
|
|
void hud_toggle_draw()
|
|
{
|
|
HUD_draw = !HUD_draw;
|
|
}
|
|
|
|
// Goober5000
|
|
void hud_set_draw(int draw)
|
|
{
|
|
HUD_draw = draw;
|
|
}
|
|
|
|
//WMC
|
|
int hud_get_draw()
|
|
{
|
|
return HUD_draw;
|
|
}
|
|
|
|
// Goober5000
|
|
void hud_disable_except_messages(int disable)
|
|
{
|
|
HUD_disable_except_messages = disable;
|
|
}
|
|
|
|
// Goober5000
|
|
/**
|
|
* @brief Like ::hud_disabled(), except messages are still drawn
|
|
*/
|
|
int hud_disabled_except_messages()
|
|
{
|
|
return HUD_disable_except_messages;
|
|
}
|
|
|
|
/**
|
|
* @brief Checks if HUD disabled
|
|
* @return !0 if HUD is disabled (ie no gauges are shown/usable), otherwise return 0
|
|
*/
|
|
int hud_disabled()
|
|
{
|
|
return !HUD_draw;
|
|
}
|
|
|
|
/**
|
|
* @brief Determine if we should popup the weapons gauge on the HUD.
|
|
*/
|
|
void hud_maybe_popup_weapons_gauge()
|
|
{
|
|
if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) {
|
|
ship_weapon *swp = &Player_ship->weapons;
|
|
int i;
|
|
|
|
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
|
|
if ( swp->secondary_bank_ammo[i] > 0 ) {
|
|
int ms_till_fire = timestamp_until(swp->next_secondary_fire_stamp[i]);
|
|
if ( ms_till_fire >= 1000 ) {
|
|
hud_gauge_popup_start(HUD_WEAPONS_GAUGE, 2500);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Updates HUD systems each frame
|
|
*
|
|
* @details This function updates those parts of the HUD that are not dependant on the rendering of the HUD.
|
|
*/
|
|
void hud_update_frame(float frametime)
|
|
{
|
|
object *targetp;
|
|
vec3d target_pos;
|
|
int can_target;
|
|
|
|
update_throttle_sound();
|
|
hud_check_reticle_list();
|
|
hud_wingman_status_update();
|
|
|
|
// Check hotkey selections to see if any ships need to be removed
|
|
hud_prune_hotkeys();
|
|
|
|
// Remove dead/departed ships from the escort list
|
|
hud_escort_cull_list();
|
|
hud_escort_update_list();
|
|
|
|
hud_update_reticle( Player );
|
|
|
|
hud_shield_hit_update();
|
|
hud_update_weapon_flash();
|
|
hud_maybe_popup_weapons_gauge();
|
|
hud_update_objective_message();
|
|
hud_support_view_update();
|
|
message_training_update_frame();
|
|
|
|
// if emp is active we have to allow targeting by the "random emp" system
|
|
// we will intercept player targeting requests in hud_sensors_ok() when checking key commands
|
|
// DB - 8/24/98
|
|
can_target = hud_sensors_ok(Player_ship, 0);
|
|
if(emp_active_local()){
|
|
can_target = 1;
|
|
}
|
|
if ( !can_target && Hud_last_can_target ) {
|
|
Hud_can_target_timer = timestamp(1200);
|
|
}
|
|
Hud_last_can_target = can_target;
|
|
|
|
if ( timestamp_elapsed(Hud_can_target_timer) ) {
|
|
if ( (Player_ai->target_objnum != -1) && !can_target ){
|
|
Player_ai->target_objnum = -1;
|
|
}
|
|
}
|
|
|
|
// if there is no target, check if auto-targeting is enabled, and select new target
|
|
int retarget = 0;
|
|
int retarget_turret = 0;
|
|
|
|
if (Player_ai->target_objnum == -1){
|
|
retarget = 1;
|
|
} else if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
|
|
if (Ships[Objects[Player_ai->target_objnum].instance].flags[Ship::Ship_Flags::Dying]){
|
|
if (timestamp_elapsed(Ships[Objects[Player_ai->target_objnum].instance].final_death_time)) {
|
|
retarget = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if big ship and currently selected subsys is turret and turret is dead
|
|
// only do this is not retargeting
|
|
if ((!retarget) && (Player_ai->target_objnum != -1)) {
|
|
if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
|
|
if ( !(Ships[Objects[Player_ai->target_objnum].instance].flags[Ship::Ship_Flags::Dying]) ) {
|
|
if ( Ship_info[Ships[Objects[Player_ai->target_objnum].instance].ship_info_index].is_big_or_huge() ) {
|
|
ship_subsys *ss = Player_ai->targeted_subsys;
|
|
if (ss != NULL) {
|
|
if ((ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits == 0)) {
|
|
retarget_turret = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( retarget && can_target ) {
|
|
Player_ai->current_target_is_locked = 0;
|
|
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
|
|
Player_ai->target_objnum = -1;
|
|
hud_target_auto_target_next();
|
|
}
|
|
}
|
|
|
|
if (retarget_turret && can_target) {
|
|
Assert(!retarget);
|
|
void hud_update_closest_turret();
|
|
hud_update_closest_turret();
|
|
}
|
|
|
|
hud_target_change_check();
|
|
|
|
// check to see if we are in messaging mode. If so, send the key to the code
|
|
// to deal with the message. hud_sqaudmsg_do_frame will return 0 if the key
|
|
// wasn't used in messaging mode, otherwise 1. In the event the key was used,
|
|
// return immediately out of this function.
|
|
if ( Players[Player_num].flags & PLAYER_FLAGS_MSG_MODE ) {
|
|
hud_squadmsg_do_frame();
|
|
}
|
|
|
|
if (Player_ai->target_objnum == -1) {
|
|
if ( Target_static_looping != -1 ) {
|
|
snd_stop(Target_static_looping);
|
|
}
|
|
return;
|
|
}
|
|
|
|
targetp = &Objects[Player_ai->target_objnum];
|
|
|
|
if ( Player_ai->targeted_subsys != NULL ) {
|
|
get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
|
|
|
|
// get new distance of current target
|
|
Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
|
|
|
|
float shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->max_hits * 100.0f;
|
|
int screen_integrity = fl2i(shield_strength+0.5f);
|
|
|
|
if ( screen_integrity < 0 ) {
|
|
screen_integrity = 0;
|
|
}
|
|
|
|
if ( screen_integrity == 0 ) {
|
|
if ( shield_strength > 0 ) {
|
|
screen_integrity = 1;
|
|
}
|
|
}
|
|
|
|
// Goober5000 - don't flash if this subsystem can't be destroyed
|
|
if ( ship_subsys_takes_damage(Player_ai->targeted_subsys) )
|
|
{
|
|
if ( screen_integrity <= 0 ){
|
|
hud_targetbox_start_flash(TBOX_FLASH_SUBSYS); // need to flash 0% continuously
|
|
}
|
|
}
|
|
} else {
|
|
target_pos = targetp->pos;
|
|
|
|
Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
|
|
}
|
|
|
|
int stop_targetting_this_thing = 0;
|
|
|
|
// check to see if the target is still alive
|
|
if ( targetp->flags[Object::Object_Flags::Should_be_dead] ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
|
|
Player->target_is_dying = FALSE;
|
|
ship *target_shipp = NULL;
|
|
|
|
if ( targetp->type == OBJ_SHIP ) {
|
|
Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
|
|
target_shipp = &Ships[targetp->instance];
|
|
Player->target_is_dying = target_shipp->flags[Ship::Ship_Flags::Dying];
|
|
|
|
// If it is warping out (or exploded), turn off targeting
|
|
if ( target_shipp->flags[Ship::Ship_Flags::Depart_warp] || target_shipp->flags[Ship::Ship_Flags::Exploded] ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
}
|
|
|
|
// Check if can still be seen in Nebula
|
|
if ( hud_target_invalid_awacs(targetp) ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
|
|
// If this was found to be something we shouldn't
|
|
// target anymore, just remove it
|
|
if ( stop_targetting_this_thing ) {
|
|
Player_ai->target_objnum = -1;
|
|
Player_ai->targeted_subsys = NULL;
|
|
hud_stop_looped_locking_sounds();
|
|
}
|
|
|
|
if (Player->target_is_dying) {
|
|
hud_stop_looped_locking_sounds();
|
|
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
|
|
hud_target_auto_target_next();
|
|
}
|
|
}
|
|
|
|
// Switch to battle track when a targeted ship is hostile (it attacks you) and within BATTLE_START_MIN_TARGET_DIST
|
|
if (targetp->type == OBJ_SHIP && Event_Music_battle_started == 0 ) {
|
|
Assert( target_shipp != NULL );
|
|
|
|
// Goober5000
|
|
if (iff_x_attacks_y(target_shipp->team, Player_ship->team))
|
|
{
|
|
float dist_to_target;
|
|
|
|
dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos);
|
|
if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) {
|
|
|
|
// If the target has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive
|
|
// ship, so don't start the battle music
|
|
if (stricmp(Ai_class_names[Ai_info[target_shipp->ai_index].ai_class], NOX("none")))
|
|
event_music_battle_start();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure that the player isn't targeting a 3rd stage local ssm
|
|
if (Player_ai->target_objnum >= 0 && Objects[Player_ai->target_objnum].type == OBJ_WEAPON)
|
|
{
|
|
if (Weapons[Objects[Player_ai->target_objnum].instance].lssm_stage==3)
|
|
{
|
|
set_target_objnum( Player_ai, -1 );
|
|
hud_lock_reset();
|
|
}
|
|
}
|
|
|
|
// Since we need to reference the player's target integrity in several places this upcoming
|
|
// frame, only calculate once here
|
|
if ( target_shipp ) {
|
|
Pl_target_integrity = get_hull_pct(targetp);
|
|
}
|
|
|
|
// Update cargo scanning
|
|
hud_update_cargo_scan_sound();
|
|
|
|
if ( Viewer_mode & ( VM_EXTERNAL | VM_WARP_CHASE ) ) {
|
|
Player->cargo_inspect_time = 0;
|
|
player_stop_cargo_scan_sound();
|
|
}
|
|
|
|
hud_update_target_static();
|
|
if ( (targetp->instance >=0) && (targetp->instance < MAX_SHIPS) ) {
|
|
hud_update_ship_status(targetp);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Draw white brackets around asteroids which has the AF_DRAW_BRACKETS flag set
|
|
*/
|
|
void hud_show_asteroid_brackets()
|
|
{
|
|
if ( hud_sensors_ok(Player_ship, 0) ) {
|
|
asteroid_show_brackets();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Render gauges that need to be between a ::g3_start_frame() and a ::g3_end_frame()
|
|
*/
|
|
void hud_render_preprocess(float frametime)
|
|
{
|
|
Player->subsys_in_view = -1;
|
|
hud_target_clear_display_list();
|
|
|
|
if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() >= 3) ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_disabled() ) {
|
|
return;
|
|
}
|
|
|
|
if ( Viewer_mode & ( VM_DEAD_VIEW ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( Viewer_mode & (VM_EXTERNAL | VM_WARP_CHASE | VM_PADLOCK_ANY ) ) {
|
|
// If the player is warping out, don't draw the targeting gauges
|
|
Assert(Player != NULL);
|
|
if ( Player->control_mode != PCM_NORMAL ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// process targeting data around any message sender
|
|
hud_show_message_sender();
|
|
|
|
// if messages are disabled then skip everything else
|
|
if ( hud_disabled_except_messages() ) {
|
|
return;
|
|
}
|
|
|
|
// process navigation stuff
|
|
hud_draw_navigation();
|
|
|
|
// process current selection set, if any
|
|
hud_show_selection_set();
|
|
|
|
// process asteroid brackets if necessary
|
|
hud_show_asteroid_brackets();
|
|
|
|
// process targeting data around the current target
|
|
hud_show_targeting_gauges(frametime);
|
|
|
|
// process brackets and distance to remote detonate missile
|
|
hud_process_remote_detonate_missile();
|
|
|
|
// process any incoming missiles
|
|
hud_process_homing_missiles();
|
|
}
|
|
|
|
HudGaugeMissionTime::HudGaugeMissionTime():
|
|
HudGauge(HUD_OBJECT_MISSION_TIME, HUD_MISSION_TIME, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeMissionTime::initTextOffsets(int x, int y)
|
|
{
|
|
time_text_offsets[0] = x;
|
|
time_text_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeMissionTime::initValueOffsets(int x, int y)
|
|
{
|
|
time_val_offsets[0] = x;
|
|
time_val_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeMissionTime::initBitmaps(const char *fname)
|
|
{
|
|
time_gauge.first_frame = bm_load_animation(fname, &time_gauge.num_frames);
|
|
|
|
if ( time_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeMissionTime::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(time_gauge.first_frame, time_gauge.num_frames );
|
|
}
|
|
|
|
void HudGaugeMissionTime::render(float frametime)
|
|
{
|
|
float mission_time, time_comp;
|
|
int minutes=0;
|
|
int seconds=0;
|
|
|
|
mission_time = f2fl(Missiontime); // convert to seconds
|
|
|
|
minutes=(int)(mission_time/60);
|
|
seconds=(int)mission_time%60;
|
|
|
|
setGaugeColor();
|
|
|
|
// blit background frame
|
|
if ( time_gauge.first_frame >= 0 ) {
|
|
renderBitmap(time_gauge.first_frame, position[0], position[1]);
|
|
}
|
|
|
|
// print out mission time in MM:SS format
|
|
renderPrintf(position[0] + time_text_offsets[0], position[1] + time_text_offsets[1], NOX("%02d:%02d"), minutes, seconds);
|
|
|
|
// display time compression as xN
|
|
time_comp = f2fl(Game_time_compression);
|
|
if ( time_comp < 1 ) {
|
|
renderPrintf(position[0] + time_val_offsets[0], position[1] + time_val_offsets[1], /*XSTR( "x%.1f", 215), time_comp)*/ NOX("%.2f"), time_comp);
|
|
} else {
|
|
renderPrintf(position[0] + time_val_offsets[0], position[1] + time_val_offsets[1], XSTR( "x%.2f", 216), time_comp);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Show supernova warning it there's a supernova coming
|
|
*/
|
|
void hud_maybe_display_supernova()
|
|
{
|
|
float time_left;
|
|
|
|
time_left = supernova_time_left();
|
|
if(time_left < 0.0f){
|
|
return;
|
|
}
|
|
|
|
gr_set_color_fast(&Color_bright_red);
|
|
if (Lcl_pl) {
|
|
gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Wybuch supernowej: %.2f s", time_left);
|
|
} else {
|
|
gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Supernova Warning: %.2f s", time_left);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Undertakes main HUD render.
|
|
*/
|
|
void hud_render_all()
|
|
{
|
|
int i;
|
|
|
|
hud_render_gauges();
|
|
|
|
// start rendering cockpit dependent gauges if possible
|
|
for ( i = 0; i < (int)Player_displays.size(); ++i ) {
|
|
hud_render_gauges(i);
|
|
}
|
|
|
|
hud_clear_msg_buffer();
|
|
|
|
// set font back the way it was
|
|
font::set_font(font::FONT1);
|
|
}
|
|
|
|
void hud_render_gauges(int cockpit_display_num)
|
|
{
|
|
size_t j, num_gauges;
|
|
ship_info* sip = &Ship_info[Player_ship->ship_info_index];
|
|
int render_target = -1;
|
|
|
|
if ( cockpit_display_num >= 0 ) {
|
|
if ( sip->cockpit_model_num < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( !sip->hud_enabled ) {
|
|
return;
|
|
}
|
|
|
|
render_target = ship_start_render_cockpit_display(cockpit_display_num);
|
|
|
|
if ( render_target <= 0 ) {
|
|
return;
|
|
}
|
|
} else {
|
|
if( supernova_active() >= 3 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Check if this ship has its own HUD gauges.
|
|
if ( sip->hud_enabled ) {
|
|
num_gauges = sip->hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
// only preprocess gauges if we're not rendering to cockpit
|
|
if ( cockpit_display_num < 0 ) {
|
|
sip->hud_gauges[j]->preprocess();
|
|
}
|
|
|
|
sip->hud_gauges[j]->onFrame(flFrametime);
|
|
|
|
if ( !sip->hud_gauges[j]->setupRenderCanvas(render_target) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !sip->hud_gauges[j]->canRender() ) {
|
|
continue;
|
|
}
|
|
|
|
sip->hud_gauges[j]->resetClip();
|
|
sip->hud_gauges[j]->setFont();
|
|
sip->hud_gauges[j]->render(flFrametime);
|
|
}
|
|
} else {
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
default_hud_gauges[j]->preprocess();
|
|
|
|
default_hud_gauges[j]->onFrame(flFrametime);
|
|
|
|
if ( !default_hud_gauges[j]->canRender() ) {
|
|
continue;
|
|
}
|
|
|
|
default_hud_gauges[j]->resetClip();
|
|
default_hud_gauges[j]->setFont();
|
|
default_hud_gauges[j]->render(flFrametime);
|
|
}
|
|
}
|
|
|
|
if ( cockpit_display_num >= 0 ) {
|
|
ship_end_render_cockpit_display(cockpit_display_num);
|
|
|
|
if ( gr_screen.rendering_to_texture != -1 ) {
|
|
// are we still are rendering to a texture at this point? uh oh.
|
|
bm_set_render_target(-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Called when the game decides to stop all looping sounds
|
|
*
|
|
* @details This function will set the loop id's for the engine noises to -1, this will force any looping engine sounds to stop.
|
|
*/
|
|
void hud_stop_looped_engine_sounds()
|
|
{
|
|
if ( Player_engine_snd_loop > -1 ) {
|
|
snd_stop(Player_engine_snd_loop);
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
|
|
#define ZERO_PERCENT 0.01f
|
|
#define ENGINE_MAX_VOL 1.0f
|
|
#define ENGINE_MAX_PITCH 44100
|
|
|
|
/**
|
|
* @brief If the throttle has changed, modify the sound
|
|
*
|
|
* @details Determine what engine sound to play, based upon the percentage throttle set.
|
|
* If we're a multiplayer observer, stop any engine sounds from playing and return.
|
|
*/
|
|
void update_throttle_sound()
|
|
{
|
|
float percent_throttle;
|
|
|
|
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
|
|
if(Player_engine_snd_loop != -1){
|
|
snd_stop(Player_engine_snd_loop);
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( timestamp_elapsed(throttle_sound_check_id) ) {
|
|
|
|
throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
|
|
|
|
if ( object_get_gliding(Player_obj) ) { // Backslash
|
|
percent_throttle = Player_obj->phys_info.forward_thrust;
|
|
} else if ( Ships[Player_obj->instance].current_max_speed == 0 ) {
|
|
percent_throttle = Player_obj->phys_info.fspeed / Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
|
|
} else {
|
|
percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed;
|
|
}
|
|
|
|
if ( percent_throttle != last_percent_throttle || Player_engine_snd_loop == -1 ) {
|
|
|
|
if ( percent_throttle < ZERO_PERCENT ) {
|
|
if ( Player_engine_snd_loop > -1 ) {
|
|
snd_stop(Player_engine_snd_loop); // Backslash - otherwise, long engine loops keep playing
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
else {
|
|
if ( Player_engine_snd_loop == -1 ){
|
|
Player_engine_snd_loop = snd_play_looping( &Snds[ship_get_sound(Player_obj, SND_ENGINE)], 0.0f , -1, -1, percent_throttle * ENGINE_MAX_VOL, FALSE);
|
|
} else {
|
|
// The sound may have been trashed at the low-level if sound channel overflow.
|
|
// TODO: implement system where certain sounds cannot be interrupted (priority?)
|
|
if ( snd_is_playing(Player_engine_snd_loop) ) {
|
|
snd_set_volume(Player_engine_snd_loop, percent_throttle * ENGINE_MAX_VOL);
|
|
}
|
|
else {
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
}
|
|
} // end if (percent_throttle != last_percent_throttle)
|
|
|
|
last_percent_throttle = percent_throttle;
|
|
|
|
} // end if ( timestamp_elapsed(throttle_sound_check_id) )
|
|
}
|
|
|
|
/**
|
|
* @brief Called at the beginning of each level. Loads frame data in once, and initializes any damage
|
|
* gauge specific data.
|
|
*/
|
|
void hud_damage_popup_init()
|
|
{
|
|
int i;
|
|
|
|
Damage_flash_bright = 0;
|
|
Damage_flash_timer = 1;
|
|
|
|
for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
|
|
Pl_hud_subsys_info[i].last_str = 1000.0f;
|
|
Pl_hud_subsys_info[i].flash_duration_timestamp = 1;
|
|
Pl_hud_next_flash_timestamp = 1;
|
|
Pl_hud_is_bright = 0;
|
|
}
|
|
}
|
|
|
|
HudGaugeDamage::HudGaugeDamage():
|
|
HudGauge(HUD_OBJECT_DAMAGE, HUD_DAMAGE_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeDamage::initHeaderOffsets(int x, int y)
|
|
{
|
|
header_offsets[0] = x;
|
|
header_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeDamage::initHullIntegOffsets(int x, int y)
|
|
{
|
|
hull_integ_offsets[0] = x;
|
|
hull_integ_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeDamage::initHullIntegValueOffsetX(int x)
|
|
{
|
|
hull_integ_val_offset_x = x;
|
|
}
|
|
|
|
void HudGaugeDamage::initMiddleFrameStartOffsetY(int y)
|
|
{
|
|
middle_frame_start_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeDamage::initSubsysIntegStartOffsets(int x, int y)
|
|
{
|
|
subsys_integ_start_offsets[0] = x;
|
|
subsys_integ_start_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeDamage::initSubsysIntegValueOffsetX(int x)
|
|
{
|
|
subsys_integ_val_offset_x = x;
|
|
}
|
|
|
|
void HudGaugeDamage::initBottomBgOffset(int offset)
|
|
{
|
|
bottom_bg_offset = offset;
|
|
}
|
|
|
|
void HudGaugeDamage::initLineHeight(int h)
|
|
{
|
|
line_h = h;
|
|
}
|
|
|
|
void HudGaugeDamage::initBitmaps(const char *fname_top, const char *fname_middle, const char *fname_bottom)
|
|
{
|
|
damage_top.first_frame = bm_load_animation(fname_top, &damage_top.num_frames);
|
|
if ( damage_top.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the ani: %s\n", fname_top);
|
|
}
|
|
|
|
damage_middle.first_frame = bm_load_animation(fname_middle, &damage_middle.num_frames);
|
|
if ( damage_middle.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the ani: %s\n", fname_middle);
|
|
}
|
|
|
|
damage_bottom.first_frame = bm_load_animation(fname_bottom, &damage_bottom.num_frames);
|
|
if ( damage_bottom.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the ani: %s\n", fname_bottom);
|
|
}
|
|
}
|
|
|
|
void HudGaugeDamage::initialize()
|
|
{
|
|
Damage_flash_bright = false;
|
|
Damage_flash_timer = timestamp(1);
|
|
next_flash = timestamp(1);
|
|
flash_status = false;
|
|
|
|
HudGauge::initialize();
|
|
}
|
|
|
|
void HudGaugeDamage::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(damage_top.first_frame, damage_top.num_frames);
|
|
bm_page_in_aabitmap(damage_middle.first_frame, damage_middle.num_frames);
|
|
bm_page_in_aabitmap(damage_bottom.first_frame, damage_bottom.num_frames);
|
|
}
|
|
|
|
void HudGaugeDamage::render(float frametime)
|
|
{
|
|
model_subsystem *psub;
|
|
ship_subsys *pss;
|
|
int sx, sy, bx, by, w, h, screen_integrity, num, best_str, best_index;
|
|
float strength, shield, integrity;
|
|
char buf[128];
|
|
hud_subsys_damage hud_subsys_list[SUBSYSTEM_MAX];
|
|
|
|
if ( (Player_ship->ship_max_hull_strength - Player_obj->hull_strength) <= 1.0f ) {
|
|
return;
|
|
}
|
|
|
|
if ( damage_top.first_frame == -1 ) {
|
|
return;
|
|
}
|
|
|
|
if ( (The_mission.game_type & MISSION_TYPE_TRAINING) && Training_message_visible ){
|
|
return;
|
|
}
|
|
|
|
hud_get_target_strength(Player_obj, &shield, &integrity);
|
|
screen_integrity = fl2i(integrity*100);
|
|
|
|
if ( hud_gauge_is_popup(gauge_config) ) {
|
|
if ( screen_integrity >= 100 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( timestamp_elapsed(Damage_flash_timer) ) {
|
|
Damage_flash_timer = timestamp(DAMAGE_FLASH_TIME);
|
|
Damage_flash_bright = !Damage_flash_bright;
|
|
}
|
|
|
|
setGaugeColor();
|
|
|
|
// Draw the top of the damage pop-up
|
|
renderBitmap(damage_top.first_frame, position[0], position[1]);
|
|
renderString(position[0] + header_offsets[0], position[1] + header_offsets[1], XSTR( "damage", 218));
|
|
|
|
// Show hull integrity
|
|
if ( screen_integrity < 100 ) {
|
|
if ( screen_integrity == 0 ) {
|
|
screen_integrity = 1;
|
|
}
|
|
sprintf(buf, XSTR( "%d%%", 219), screen_integrity);
|
|
hud_num_make_mono(buf, font_num);
|
|
gr_get_string_size(&w, &h, buf);
|
|
if ( screen_integrity < 30 ) {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
renderString(position[0] + hull_integ_offsets[0], position[1] + hull_integ_offsets[1], XSTR( "Hull Integrity", 220));
|
|
renderString(position[0] + hull_integ_val_offset_x - w, position[1] + hull_integ_offsets[1], buf);
|
|
}
|
|
|
|
// Show damaged subsystems
|
|
sx = position[0] + subsys_integ_start_offsets[0];
|
|
sy = position[1] + subsys_integ_start_offsets[1];
|
|
bx = position[0];
|
|
by = position[1] + middle_frame_start_offset_y;
|
|
|
|
num = 0;
|
|
for ( pss = GET_FIRST(&Player_ship->subsys_list); pss !=END_OF_LIST(&Player_ship->subsys_list); pss = GET_NEXT(pss) ) {
|
|
psub = pss->system_info;
|
|
strength = ship_get_subsystem_strength(Player_ship, psub->type);
|
|
if ( strength < 1 ) {
|
|
screen_integrity = fl2i(strength*100);
|
|
if ( screen_integrity == 0 ) {
|
|
if ( strength > 0 ) {
|
|
screen_integrity = 1;
|
|
}
|
|
}
|
|
|
|
if (strlen(psub->alt_dmg_sub_name))
|
|
hud_subsys_list[num].name = psub->alt_dmg_sub_name;
|
|
else {
|
|
hud_subsys_list[num].name = ship_subsys_get_name(pss);
|
|
}
|
|
|
|
hud_subsys_list[num].str = screen_integrity;
|
|
hud_subsys_list[num].type = psub->type;
|
|
num++;
|
|
|
|
if ( strength < Pl_hud_subsys_info[psub->type].last_str ) {
|
|
Pl_hud_subsys_info[psub->type].flash_duration_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_DURATION);
|
|
}
|
|
Pl_hud_subsys_info[psub->type].last_str = strength;
|
|
|
|
// Don't display more than the max number of damaged subsystems.
|
|
if (num >= SUBSYSTEM_MAX)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int type;
|
|
for ( int i = 0; i < num; i++ ) {
|
|
best_str = 1000;
|
|
best_index = -1;
|
|
for ( int j = 0; j < num-i; j++ ) {
|
|
if ( hud_subsys_list[j].str < best_str ) {
|
|
best_str = hud_subsys_list[j].str;
|
|
best_index = j;
|
|
}
|
|
}
|
|
|
|
Assert(best_index >= 0);
|
|
Assert(best_str >= 0);
|
|
|
|
setGaugeColor();
|
|
|
|
renderBitmap(damage_middle.first_frame, bx, by);
|
|
by += line_h;
|
|
|
|
type = hud_subsys_list[best_index].type;
|
|
if ( !timestamp_elapsed( Pl_hud_subsys_info[type].flash_duration_timestamp ) ) {
|
|
if ( timestamp_elapsed(next_flash) ) {
|
|
flash_status = !flash_status;
|
|
next_flash = timestamp(SUBSYS_DAMAGE_FLASH_INTERVAL);
|
|
}
|
|
|
|
if ( flash_status ) {
|
|
int alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
|
|
setGaugeColor(alpha_color);
|
|
} else {
|
|
setGaugeColor();
|
|
}
|
|
}
|
|
|
|
// Draw the text
|
|
if ( best_str < 30 ) {
|
|
if ( best_str <= 0 ) {
|
|
if ( Damage_flash_bright ) {
|
|
gr_set_color_fast(&Color_bright_red);
|
|
} else {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
|
|
} else {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
} else {
|
|
setGaugeColor();
|
|
}
|
|
|
|
char *n_firstline;
|
|
n_firstline = strrchr(hud_subsys_list[best_index].name, '|');
|
|
if (n_firstline) {
|
|
// Print only the last line
|
|
n_firstline++;
|
|
renderString(sx, sy, n_firstline);
|
|
} else {
|
|
char temp_name[NAME_LENGTH];
|
|
strcpy_s(temp_name, hud_subsys_list[best_index].name);
|
|
hud_targetbox_truncate_subsys_name(temp_name);
|
|
renderString(sx, sy, temp_name);
|
|
}
|
|
|
|
sprintf(buf, XSTR( "%d%%", 219), best_str);
|
|
hud_num_make_mono(buf, font_num);
|
|
gr_get_string_size(&w, &h, buf);
|
|
renderString(position[0] + subsys_integ_val_offset_x - w, sy, buf);
|
|
sy += line_h;
|
|
|
|
// Remove it from hud_subsys_list
|
|
if ( best_index < (num-i-1) ) {
|
|
hud_subsys_list[best_index] = hud_subsys_list[num-i-1];
|
|
}
|
|
}
|
|
|
|
setGaugeColor();
|
|
renderBitmap(damage_bottom.first_frame, bx, by + bottom_bg_offset);
|
|
}
|
|
|
|
/**
|
|
* @brief Initialise the members of the ::hud_anim struct to default values
|
|
*/
|
|
void hud_anim_init(hud_anim *ha, int sx, int sy, const char *filename)
|
|
{
|
|
ha->first_frame = -1;
|
|
ha->num_frames = 0;
|
|
ha->total_time = 0.0f;
|
|
ha->time_elapsed = 0.0f;
|
|
ha->sx = sx;
|
|
ha->sy = sy;
|
|
strcpy_s(ha->filename, filename);
|
|
}
|
|
|
|
/**
|
|
* @brief Initialise the members of the ::hud_frames struct to default values
|
|
*/
|
|
void hud_frames_init(hud_frames *hf)
|
|
{
|
|
hf->first_frame = -1;
|
|
hf->num_frames = 0;
|
|
}
|
|
|
|
/**
|
|
* @brief Load a ::hud_anim
|
|
* @return If successful return 0, otherwise return -1
|
|
*/
|
|
int hud_anim_load(hud_anim *ha)
|
|
{
|
|
int fps;
|
|
|
|
ha->first_frame = bm_load_animation(ha->filename, &ha->num_frames, &fps);
|
|
|
|
// Goober5000 - try to bypass the Volition bug
|
|
if ( (ha->first_frame == -1) && !stricmp(ha->filename, "FadeIconS-FreighterCW") )
|
|
{
|
|
ha->first_frame = bm_load_animation("FadeIconS-FreighterWC", &ha->num_frames, &fps);
|
|
}
|
|
|
|
if ( ha->first_frame == -1 )
|
|
{
|
|
Warning(LOCATION, "Couldn't load hud animation for file '%s'", ha->filename);
|
|
return -1;
|
|
}
|
|
|
|
Assert(fps != 0);
|
|
ha->total_time = i2fl(ha->num_frames)/fps;
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* @brief Render out a frame of a hud or briefing animation, based on how much time has elapsed
|
|
* @note targetbox static was not implemented by :v:, also used for briefing icons & hud lock icons
|
|
*
|
|
* @param ha Pointer to ::hud_anim info
|
|
* @param frametime Seconds elapsed since last frame
|
|
* @param draw_alpha Draw bitmap as alpha-bitmap (default 0)
|
|
* @param loop Anim should loop (default 1)
|
|
* @param hold_last Should last frame be held (default 0)
|
|
* @param reverse Play animation in reverse (default 0)
|
|
* @param resize_mode Resize for non-standard resolutions
|
|
* @param mirror Mirror along y-axis so icon points left instead of right
|
|
*
|
|
* @returns 1 on success, 0 on failure
|
|
*/
|
|
int hud_anim_render(hud_anim *ha, float frametime, int draw_alpha, int loop, int hold_last, int reverse, int resize_mode, bool mirror)
|
|
{
|
|
int framenum;
|
|
|
|
if ( ha->num_frames <= 0 ) {
|
|
if ( hud_anim_load(ha) == -1 )
|
|
return 0;
|
|
}
|
|
|
|
ha->time_elapsed += frametime;
|
|
if ( ha->time_elapsed > ha->total_time && loop == 0 && hold_last == 0) {
|
|
return 0;
|
|
}
|
|
|
|
// Note; total_time for hud_anim is derived only from the fps, no need to pass it in
|
|
framenum = bm_get_anim_frame(ha->first_frame, ha->time_elapsed, 0.0f, loop != 0);
|
|
if (reverse) {
|
|
framenum = (ha->num_frames-1) - framenum;
|
|
}
|
|
|
|
// Blit the bitmap for this frame
|
|
if(emp_should_blit_gauge()){
|
|
gr_set_bitmap(ha->first_frame + framenum);
|
|
if ( draw_alpha ){
|
|
gr_aabitmap(ha->sx, ha->sy, resize_mode, mirror);
|
|
} else {
|
|
gr_bitmap(ha->sx, ha->sy, resize_mode);
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* @brief Convert a number string to use mono-spaced 1 character
|
|
*/
|
|
void hud_num_make_mono(char *num_str, int font_num)
|
|
{
|
|
font::FSFont* fsFont = font::get_font(font_num);
|
|
|
|
if (fsFont->getType() != font::VFNT_FONT)
|
|
{
|
|
// Only old volition fonts need this
|
|
return;
|
|
}
|
|
|
|
ubyte sc;
|
|
|
|
sc = lcl_get_font_index(font_num);
|
|
if (sc == 0) {
|
|
// specified font has no mono-spaced 1, make do with non-mono-spaced 1
|
|
return;
|
|
}
|
|
|
|
size_t len = strlen(num_str);
|
|
for (size_t i = 0; i < len; i++ ) {
|
|
if ( num_str[i] == '1' ) {
|
|
num_str[i] = (char)(sc + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Flashing text gauge
|
|
*/
|
|
void hud_init_text_flash_gauge()
|
|
{
|
|
strcpy_s(Hud_text_flash, "");
|
|
Hud_text_flash_timer = timestamp(0);
|
|
Hud_text_flash_interval = 0;
|
|
}
|
|
|
|
void hud_start_text_flash(const char *txt, int t, int interval)
|
|
{
|
|
// bogus
|
|
if(txt == NULL){
|
|
strcpy_s(Hud_text_flash, "");
|
|
return;
|
|
}
|
|
|
|
// HACK. don't override EMP if its still going :)
|
|
// An additional hack: don't interrupt other warnings if this is a missile launch alert (Swifty)
|
|
if(!timestamp_elapsed(Hud_text_flash_timer))
|
|
if( !stricmp(Hud_text_flash, NOX("Emp")) || !stricmp(txt, NOX("Launch")) )
|
|
return;
|
|
|
|
strncpy(Hud_text_flash, txt, 500);
|
|
Hud_text_flash_timer = timestamp(t);
|
|
Hud_text_flash_interval = interval;
|
|
}
|
|
|
|
HudGaugeTextWarnings::HudGaugeTextWarnings():
|
|
HudGauge(HUD_OBJECT_TEXT_WARNINGS, HUD_TEXT_FLASH, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
|
|
}
|
|
|
|
void HudGaugeTextWarnings::initialize()
|
|
{
|
|
next_flash = timestamp(0);
|
|
flash_flags = false;
|
|
|
|
HudGauge::initialize();
|
|
}
|
|
|
|
int HudGaugeTextWarnings::maybeTextFlash()
|
|
{
|
|
if ( !timestamp_elapsed(Hud_text_flash_timer) ) {
|
|
if ( timestamp_elapsed(next_flash) ) {
|
|
next_flash = timestamp(Hud_text_flash_interval);
|
|
|
|
// toggle between default and bright frames
|
|
flash_flags = !flash_flags;
|
|
}
|
|
}
|
|
|
|
return flash_flags;
|
|
}
|
|
|
|
void HudGaugeTextWarnings::render(float frametime)
|
|
{
|
|
// note: Hud_text_flash globally allocated, address can't be NULL
|
|
if ( timestamp_elapsed(Hud_text_flash_timer) || Hud_text_flash[0] == '\0' ) {
|
|
return;
|
|
}
|
|
|
|
int w, h;
|
|
|
|
// string size
|
|
gr_get_string_size(&w, &h, Hud_text_flash);
|
|
|
|
// set color
|
|
if(maybeTextFlash()){
|
|
setGaugeColor(HUD_C_DIM);
|
|
|
|
// draw the box
|
|
renderRect( (int)( (float)position[0] - (float)w / 2.0f - 1.0f), (int)((float)position[1] - 1.0f), w + 2, h + 1);
|
|
}
|
|
|
|
// string
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
renderString(fl2i((float)position[0] - ((float)w / 2.0f)), position[1], Hud_text_flash);
|
|
}
|
|
|
|
HudGaugeKills::HudGaugeKills():
|
|
HudGauge(HUD_OBJECT_KILLS, HUD_KILLS_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeKills::initBitmaps(const char *fname)
|
|
{
|
|
Kills_gauge.first_frame = bm_load_animation(fname, &Kills_gauge.num_frames);
|
|
if ( Kills_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeKills::initTextOffsets(int x, int y)
|
|
{
|
|
text_offsets[0] = x;
|
|
text_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeKills::initTextValueOffsets(int x, int y)
|
|
{
|
|
text_value_offsets[0] = x;
|
|
text_value_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeKills::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(Kills_gauge.first_frame, Kills_gauge.num_frames);
|
|
}
|
|
|
|
/**
|
|
* @brief Display the kills gauge on the HUD
|
|
*/
|
|
void HudGaugeKills::render(float frametime)
|
|
{
|
|
if ( Kills_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
setGaugeColor();
|
|
|
|
// Draw background
|
|
renderBitmap(Kills_gauge.first_frame, position[0], position[1]);
|
|
renderString(position[0] + text_offsets[0], position[1] + text_offsets[1], XSTR( "kills:", 223));
|
|
|
|
// Display how many kills the player has so far
|
|
char num_kills_string[32];
|
|
int w,h;
|
|
|
|
if ( !Player ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
sprintf(num_kills_string, "%d", Player->stats.m_kill_count_ok);
|
|
|
|
gr_get_string_size(&w, &h, num_kills_string);
|
|
renderString(position[0]+text_value_offsets[0]-w, position[1]+text_value_offsets[1], num_kills_string);
|
|
}
|
|
|
|
HudGaugeLag::HudGaugeLag():
|
|
HudGauge(HUD_OBJECT_LAG, HUD_LAG_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
|
|
}
|
|
|
|
void HudGaugeLag::initBitmaps(const char *fname)
|
|
{
|
|
Netlag_icon.first_frame = bm_load_animation(fname, &Netlag_icon.num_frames);
|
|
|
|
if ( Netlag_icon.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the netlag ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeLag::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(Netlag_icon.first_frame, Netlag_icon.num_frames);
|
|
}
|
|
|
|
void HudGaugeLag::startFlashLag(int duration)
|
|
{
|
|
flash_timer[0] = timestamp(duration);
|
|
}
|
|
|
|
bool HudGaugeLag::maybeFlashLag(bool flash_fast)
|
|
{
|
|
bool draw_bright = false;
|
|
|
|
if(!timestamp_elapsed(flash_timer[0])) {
|
|
if(timestamp_elapsed(flash_timer[1])) {
|
|
if(flash_fast) {
|
|
flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
|
|
} else {
|
|
flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL);
|
|
}
|
|
flash_flag = !flash_flag;
|
|
}
|
|
|
|
if(flash_flag) {
|
|
draw_bright = true;
|
|
}
|
|
}
|
|
|
|
return draw_bright;
|
|
}
|
|
|
|
void HudGaugeLag::render(float frametime)
|
|
{
|
|
int lag_status;
|
|
|
|
if( !(Game_mode & GM_MULTIPLAYER) ){
|
|
return;
|
|
}
|
|
|
|
if ( Netlag_icon.first_frame == -1 ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
lag_status = multi_query_lag_status();
|
|
|
|
switch(lag_status) {
|
|
case 0:
|
|
// Draw the net lag icon flashing
|
|
startFlashLag();
|
|
if(maybeFlashLag()){
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
} else {
|
|
setGaugeColor();
|
|
}
|
|
renderBitmap(Netlag_icon.first_frame, position[0], position[1]);
|
|
break;
|
|
case 1:
|
|
// Draw the disconnected icon flashing fast
|
|
if(maybeFlashLag(true)){
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
} else {
|
|
setGaugeColor();
|
|
}
|
|
renderBitmap(Netlag_icon.first_frame+1, position[0], position[1]);
|
|
break;
|
|
default:
|
|
// Nothing to draw
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Called at mission start to init data, and load support view bitmap if required
|
|
*/
|
|
void hud_support_view_init()
|
|
{
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_obj_sig = -1;
|
|
Hud_support_target_sig = -1;
|
|
Hud_support_objnum = -1;
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_abort = 0;
|
|
}
|
|
|
|
/**
|
|
* @brief Start displaying the support view pop-up. This will remain up until ::hud_support_view_stop() is called.
|
|
*/
|
|
void hud_support_view_start()
|
|
{
|
|
Hud_support_view_active = 1;
|
|
Hud_support_view_fade = 1;
|
|
}
|
|
|
|
/**
|
|
* @brief Stop displaying the support view pop-up.
|
|
*
|
|
* @param stop_now If set, stop now, otherwise in 2 seconds.
|
|
*/
|
|
void hud_support_view_stop(int stop_now)
|
|
{
|
|
if ( stop_now ) {
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_view_abort = 0;
|
|
} else {
|
|
Hud_support_view_fade = timestamp(2000);
|
|
}
|
|
|
|
Hud_support_obj_sig = -1;
|
|
Hud_support_target_sig = -1;
|
|
Hud_support_objnum = -1;
|
|
}
|
|
|
|
void hud_support_view_abort()
|
|
{
|
|
hud_support_view_stop(0);
|
|
Hud_support_view_abort = 1;
|
|
}
|
|
|
|
/**
|
|
* @brief Get the number of seconds until repair ship will dock with ther player
|
|
* @details mwa made this function more general purpose. Goober5000 made clearer
|
|
*
|
|
* @param docker_objp The object which is attempting to dock with the player
|
|
* @return The number of seconds, 0 if already docked, -1 if error
|
|
*
|
|
* @todo This function is pretty stupid now. It just assumes the dockee is sitting still, and
|
|
* the docker is moving directly to the dockee.
|
|
*/
|
|
int hud_get_dock_time( object *docker_objp )
|
|
{
|
|
ai_info *aip;
|
|
object *dockee_objp;
|
|
float dist, rel_speed, docker_speed;
|
|
vec3d rel_vel;
|
|
|
|
aip = &Ai_info[Ships[docker_objp->instance].ai_index];
|
|
|
|
// Get the dockee object pointer
|
|
if (aip->goal_objnum == -1) {
|
|
// This can happen when you target a support ship as it warps in
|
|
// just give a debug warning instead of a fault - taylor
|
|
mprintf(("'aip->goal_objnum == -1' in hud_get_dock_time(), line %i\n", __LINE__));
|
|
return 0;
|
|
}
|
|
|
|
dockee_objp = &Objects[aip->goal_objnum];
|
|
|
|
// If the ship is docked, return 0
|
|
if ( dock_check_find_direct_docked_object(docker_objp, dockee_objp) )
|
|
return 0;
|
|
|
|
vm_vec_sub(&rel_vel, &docker_objp->phys_info.vel, &dockee_objp->phys_info.vel);
|
|
rel_speed = vm_vec_mag_quick(&rel_vel);
|
|
|
|
dist = vm_vec_dist_quick(&dockee_objp->pos, &docker_objp->pos);
|
|
|
|
docker_speed = docker_objp->phys_info.speed;
|
|
|
|
if ( rel_speed <= docker_speed/2.0f) { // This means the player is moving away fast from the support ship.
|
|
return (int) (dist/docker_speed);
|
|
} else {
|
|
float d1;
|
|
float d = dist;
|
|
float time = 0.0f;
|
|
|
|
if (rel_speed < 20.0f)
|
|
rel_speed = 20.0f;
|
|
|
|
// When far away, use max speed, not current speed. Might not have sped up yet.
|
|
if (d > 100.0f) {
|
|
time += (d - 100.0f)/docker_objp->phys_info.max_vel.xyz.z;
|
|
}
|
|
|
|
// For mid-range, use current speed.
|
|
if (d > 60.0f) {
|
|
d1 = MIN(d, 100.0f);
|
|
|
|
time += (d1 - 60.0f)/rel_speed;
|
|
}
|
|
|
|
// For nearby, ship will have to slow down a bit for docking maneuver.
|
|
if (d > 30.0f) {
|
|
d1 = MIN(d, 60.0f);
|
|
|
|
time += (d1 - 30.0f)/5.0f;
|
|
}
|
|
|
|
// For very nearby, ship moves quite slowly.
|
|
d1 = MIN(d, 30.0f);
|
|
time += d1/7.5f;
|
|
|
|
return fl2i(time);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Locate the closest support ship which is trying to dock with player
|
|
*
|
|
* @param objnum Object number of player
|
|
* @return Number of support ship, -1 if there is no support ship currently trying to dock
|
|
*/
|
|
int hud_support_find_closest( int objnum )
|
|
{
|
|
ship_obj *sop;
|
|
ai_info *aip;
|
|
object *objp;
|
|
int i;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
sop = GET_FIRST(&Ship_obj_list);
|
|
while(sop != END_OF_LIST(&Ship_obj_list)){
|
|
if ( Ship_info[Ships[Objects[sop->objnum].instance].ship_info_index].flags[Ship::Info_Flags::Support] ) {
|
|
int pship_index, sindex;
|
|
|
|
// make sure support ship is not dying
|
|
auto shipp = &Ships[Objects[sop->objnum].instance];
|
|
|
|
if ( !(shipp->flags[Ship::Ship_Flags::Dying] || shipp->flags[Ship::Ship_Flags::Exploded]) ) {
|
|
|
|
Assert( objp->type == OBJ_SHIP );
|
|
aip = &Ai_info[Ships[Objects[sop->objnum].instance].ai_index];
|
|
pship_index = objp->instance;
|
|
|
|
// we must check all goals for this support ship -- not just the first one
|
|
for ( i = 0; i < MAX_AI_GOALS; i++ ) {
|
|
|
|
// we can use == in the next statement (and should) since a ship will only ever be
|
|
// following one order at a time.
|
|
if ( aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR ) {
|
|
Assert( aip->goals[i].target_name );
|
|
sindex = ship_name_lookup( aip->goals[i].target_name );
|
|
if ( sindex == pship_index )
|
|
return sop->objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sop = GET_NEXT(sop);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void hud_support_view_update()
|
|
{
|
|
if ( !Hud_support_view_active ) {
|
|
return;
|
|
}
|
|
|
|
if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))){
|
|
return;
|
|
}
|
|
|
|
// If we haven't determined yet who the rearm ship is, try to!
|
|
if (Hud_support_objnum == -1) {
|
|
Hud_support_objnum = hud_support_find_closest( OBJ_INDEX(Player_obj) );
|
|
if ( Hud_support_objnum >= 0 ) {
|
|
Hud_support_obj_sig = Objects[Hud_support_objnum].signature;
|
|
Hud_support_target_sig = Player_obj->signature;
|
|
}
|
|
} else {
|
|
// Check to see if support ship is still alive
|
|
if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
|
|
hud_support_view_stop(1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( Hud_support_view_fade > 1 ) {
|
|
if ( timestamp_elapsed(Hud_support_view_fade) ) {
|
|
|
|
Hud_support_view_abort = 0;
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_objnum = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
HudGaugeSupport::HudGaugeSupport():
|
|
HudGauge(HUD_OBJECT_SUPPORT, HUD_SUPPORT_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeSupport::initHeaderOffsets(int x, int y)
|
|
{
|
|
Header_offsets[0] = x;
|
|
Header_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeSupport::initTextValueOffsetY(int y)
|
|
{
|
|
text_val_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeSupport::initTextDockOffsetX(int x)
|
|
{
|
|
text_dock_offset_x = x;
|
|
}
|
|
|
|
void HudGaugeSupport::initTextDockValueOffsetX(int x)
|
|
{
|
|
text_dock_val_offset_x = x;
|
|
}
|
|
|
|
void HudGaugeSupport::initBitmaps(const char *fname)
|
|
{
|
|
background.first_frame = bm_load_animation(fname, &background.num_frames);
|
|
if ( background.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeSupport::pageIn()
|
|
{
|
|
bm_page_in_aabitmap( background.first_frame, background.num_frames);
|
|
}
|
|
|
|
void HudGaugeSupport::render(float frametime)
|
|
{
|
|
int show_time, w, h;
|
|
char outstr[64];
|
|
|
|
if ( !Hud_support_view_active ) {
|
|
return;
|
|
}
|
|
|
|
// Don't render this gauge for multiplayer observers
|
|
if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))){
|
|
return;
|
|
}
|
|
|
|
if ( Hud_support_objnum >= 0 ) {
|
|
// Check to see if support ship is still alive
|
|
if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
bm_get_info(background.first_frame, &w, &h);
|
|
|
|
// Set hud color
|
|
setGaugeColor();
|
|
|
|
renderBitmap(background.first_frame, position[0], position[1]);
|
|
|
|
renderString(position[0] + Header_offsets[0], position[1] + Header_offsets[1], XSTR( "support", 224));
|
|
|
|
if ( Hud_support_view_fade > 1 ) {
|
|
if ( !timestamp_elapsed(Hud_support_view_fade) ) {
|
|
if ( Hud_support_view_abort){
|
|
renderStringAlignCenter(position[0], position[1] + text_val_offset_y, w, XSTR( "aborted", 225));
|
|
} else {
|
|
renderStringAlignCenter(position[0], position[1] + text_val_offset_y, w, XSTR( "complete", 1407));
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
show_time = 0;
|
|
if (Player_ai->ai_flags & AIF_BEING_REPAIRED) {
|
|
Assert(Player_ship->ship_max_hull_strength > 0);
|
|
|
|
if (!Cmdline_rearm_timer)
|
|
{
|
|
int i;
|
|
bool repairing = false;
|
|
for (i = 0; i < SUBSYSTEM_MAX; i++)
|
|
{
|
|
if (Player_ship->subsys_info[i].type_count > 0)
|
|
{
|
|
if (ship_get_subsystem_strength(Player_ship, i) < 1.0f)
|
|
{
|
|
repairing = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (repairing)
|
|
strcpy_s(outstr, XSTR("repairing", 227));
|
|
else
|
|
strcpy_s(outstr, XSTR("rearming", 228));
|
|
}
|
|
else
|
|
{
|
|
if (Player_rearm_eta > 0)
|
|
{
|
|
int min, sec, hund;
|
|
|
|
min = (int)Player_rearm_eta / 60;
|
|
sec = (int)Player_rearm_eta % 60;
|
|
hund = (int)(Player_rearm_eta * 100) % 100;
|
|
|
|
sprintf(outstr, "%02d:%02d.%02d", min, sec, hund);
|
|
}
|
|
else
|
|
{
|
|
sprintf(outstr, "Waiting...");
|
|
}
|
|
}
|
|
renderStringAlignCenter(position[0], position[1] + text_val_offset_y, w, outstr);
|
|
}
|
|
else if (Player_ai->ai_flags & AIF_REPAIR_OBSTRUCTED) {
|
|
strcpy_s(outstr, XSTR( "obstructed", 229));
|
|
renderStringAlignCenter(position[0], position[1] + text_val_offset_y, w, outstr);
|
|
} else {
|
|
if ( Hud_support_objnum == -1 ) {
|
|
if (The_mission.support_ships.arrival_location == ARRIVE_FROM_DOCK_BAY)
|
|
{
|
|
strcpy_s(outstr, XSTR( "exiting hangar", 1622));
|
|
}
|
|
else
|
|
{
|
|
strcpy_s(outstr, XSTR( "warping in", 230));
|
|
}
|
|
renderStringAlignCenter(position[0], position[1] + text_val_offset_y, w, outstr);
|
|
} else {
|
|
ai_info *aip;
|
|
|
|
// Display "busy" when support ship isn't actually enroute to me
|
|
aip = &Ai_info[Ships[Objects[Hud_support_objnum].instance].ai_index];
|
|
if ( aip->goal_objnum != OBJ_INDEX(Player_obj) ) {
|
|
strcpy_s(outstr, XSTR( "busy", 231));
|
|
show_time = 0;
|
|
|
|
} else {
|
|
strcpy_s(outstr, XSTR( "dock in:", 232));
|
|
show_time = 1;
|
|
}
|
|
|
|
renderString(position[0] + text_dock_offset_x, position[1] + text_val_offset_y, outstr);
|
|
}
|
|
}
|
|
|
|
if ( show_time ) {
|
|
int seconds, minutes;
|
|
|
|
Assert( Hud_support_objnum != -1 );
|
|
|
|
// Ensure support ship is still alive
|
|
if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
|
|
seconds = 0;
|
|
} else {
|
|
seconds = hud_get_dock_time( &Objects[Hud_support_objnum] );
|
|
}
|
|
|
|
if ( seconds >= 0 ) {
|
|
minutes = seconds/60;
|
|
seconds = seconds%60;
|
|
if ( minutes > 99 ) {
|
|
minutes = 99;
|
|
seconds = 99;
|
|
}
|
|
} else {
|
|
minutes = 99;
|
|
seconds = 99;
|
|
}
|
|
renderPrintf(position[0] + text_dock_val_offset_x, position[1] + text_val_offset_y, NOX("%02d:%02d"), minutes, seconds);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Set the current color to the default HUD color (with default alpha)
|
|
*/
|
|
void hud_set_default_color()
|
|
{
|
|
Assert(HUD_color_alpha >= 0 && HUD_color_alpha < HUD_NUM_COLOR_LEVELS);
|
|
gr_set_color_fast(&HUD_color_defaults[HUD_color_alpha]);
|
|
}
|
|
|
|
/**
|
|
* @brief Set the current color to a bright HUD color (ie high alpha)
|
|
*/
|
|
void hud_set_bright_color()
|
|
{
|
|
int alpha_color;
|
|
alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
|
|
gr_set_color_fast(&HUD_color_defaults[alpha_color]);
|
|
}
|
|
|
|
/**
|
|
* @brief Set the current color to a dim HUD color (ie low alpha)
|
|
*/
|
|
void hud_set_dim_color()
|
|
{
|
|
if ( HUD_color_alpha > 2 ) {
|
|
gr_set_color_fast(&HUD_color_defaults[2]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Will set the color to the IFF color based on the team
|
|
*
|
|
* @param objp Object to test for team color to base on
|
|
* @param is_bright Default parameter (value 0) which uses bright version of IFF color
|
|
*/
|
|
void hud_set_iff_color(object *objp, int is_bright)
|
|
{
|
|
color *use_color;
|
|
|
|
if (ship_is_tagged(objp))
|
|
{
|
|
use_color = iff_get_color(IFF_COLOR_TAGGED, is_bright);
|
|
}
|
|
else
|
|
{
|
|
if (objp->type == OBJ_ASTEROID)
|
|
{
|
|
if (OBJ_INDEX(objp) == Player_ai->target_objnum)
|
|
{
|
|
use_color = iff_get_color_by_team(Iff_traitor, Player_ship->team, is_bright);
|
|
}
|
|
else
|
|
{
|
|
use_color = iff_get_color(IFF_COLOR_SELECTION, is_bright);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
use_color = iff_get_color_by_team_and_object(obj_team(objp), Player_ship->team, is_bright, objp);
|
|
}
|
|
}
|
|
|
|
gr_set_color_fast(use_color);
|
|
}
|
|
|
|
/**
|
|
* @brief Reset gauge flashing data
|
|
*/
|
|
void hud_gauge_flash_init()
|
|
{
|
|
int i;
|
|
for ( i=0; i<NUM_HUD_GAUGES; i++ ) {
|
|
HUD_gauge_flash_duration[i]=timestamp(0);
|
|
HUD_gauge_flash_next[i]=timestamp(0);
|
|
}
|
|
HUD_gauge_bright=0;
|
|
}
|
|
|
|
#define NUM_VM_OTHER_SHIP_GAUGES 5
|
|
static int Vm_other_ship_gauges[NUM_VM_OTHER_SHIP_GAUGES] =
|
|
{
|
|
HUD_CENTER_RETICLE,
|
|
HUD_TARGET_MONITOR,
|
|
HUD_TARGET_MONITOR_EXTRA_DATA,
|
|
HUD_MESSAGE_LINES,
|
|
HUD_TALKING_HEAD
|
|
};
|
|
|
|
/**
|
|
* @brief Determine if the specified HUD gauge should be displayed
|
|
*/
|
|
int hud_gauge_active(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
|
|
// AL: Special code: Only show two gauges when not viewing from own ship
|
|
if ( Viewer_mode & VM_OTHER_SHIP ) {
|
|
for ( int i = 0; i < NUM_VM_OTHER_SHIP_GAUGES; i++ ) {
|
|
if ( gauge_index == Vm_other_ship_gauges[i] ) {
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
return hud_config_show_flag_is_set(gauge_index);
|
|
}
|
|
|
|
/**
|
|
* @brief Determine if gauge is in pop-up mode or not
|
|
*/
|
|
int hud_gauge_is_popup(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
return hud_config_popup_flag_is_set(gauge_index);
|
|
}
|
|
|
|
/**
|
|
* @brief Start a gauge to pop-up
|
|
* @details Load gauge properties defined in the HUD config if gauge is not customized.
|
|
*/
|
|
void hud_gauge_popup_start(int gauge_index, int time)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
if ( !hud_gauge_is_popup(gauge_index) ) {
|
|
return;
|
|
}
|
|
|
|
size_t num_gauges, i;
|
|
|
|
if(Ship_info[Player_ship->ship_info_index].hud_gauges.size() > 0) {
|
|
num_gauges = Ship_info[Player_ship->ship_info_index].hud_gauges.size();
|
|
|
|
for(i = 0; i < num_gauges; i++) {
|
|
if(Ship_info[Player_ship->ship_info_index].hud_gauges[i]->getConfigType() == gauge_index)
|
|
Ship_info[Player_ship->ship_info_index].hud_gauges[i]->startPopUp(time);
|
|
}
|
|
} else {
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(i = 0; i < num_gauges; i++) {
|
|
if(default_hud_gauges[i]->getConfigType() == gauge_index)
|
|
default_hud_gauges[i]->startPopUp(time);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Call HUD function to flash gauge
|
|
* @details Load gauge properties defined in the HUD config if gauge is not customized.
|
|
*/
|
|
void hud_gauge_start_flash(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
|
|
size_t num_gauges, i;
|
|
|
|
HUD_gauge_flash_duration[gauge_index] = timestamp(HUD_GAUGE_FLASH_DURATION);
|
|
HUD_gauge_flash_next[gauge_index] = 1;
|
|
|
|
if(Ship_info[Player_ship->ship_info_index].hud_gauges.size() > 0) {
|
|
num_gauges = Ship_info[Player_ship->ship_info_index].hud_gauges.size();
|
|
|
|
for(i = 0; i < num_gauges; i++) {
|
|
if(Ship_info[Player_ship->ship_info_index].hud_gauges[i]->getConfigType() == gauge_index)
|
|
Ship_info[Player_ship->ship_info_index].hud_gauges[i]->startFlashSexp();
|
|
}
|
|
} else {
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(i = 0; i < num_gauges; i++) {
|
|
if(default_hud_gauges[i]->getConfigType() == gauge_index)
|
|
default_hud_gauges[i]->startFlashSexp();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Set the HUD color for the gauge, based on whether it is flashing or not
|
|
*/
|
|
void hud_set_gauge_color(int gauge_index, int bright_index)
|
|
{
|
|
int flash_status = hud_gauge_maybe_flash(gauge_index);
|
|
color *use_color = &HUD_config.clr[gauge_index];
|
|
int alpha;
|
|
|
|
// If we're drawing it as bright
|
|
if(bright_index != HUD_C_NONE){
|
|
switch(bright_index){
|
|
case HUD_C_DIM:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
case HUD_C_NORMAL:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
case HUD_C_BRIGHT:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
// Intensity
|
|
default:
|
|
Assert((bright_index >= 0) && (bright_index < HUD_NUM_COLOR_LEVELS));
|
|
if(bright_index < 0){
|
|
bright_index = 0;
|
|
}
|
|
if(bright_index >= HUD_NUM_COLOR_LEVELS){
|
|
bright_index = HUD_NUM_COLOR_LEVELS - 1;
|
|
}
|
|
|
|
// alpha = 255 - (255 / (bright_index + 1));
|
|
// alpha = (int)((float)alpha * 1.5f);
|
|
int level = 255 / (HUD_NUM_COLOR_LEVELS);
|
|
alpha = level * bright_index;
|
|
if(alpha > 255){
|
|
alpha = 255;
|
|
}
|
|
if(alpha < 0){
|
|
alpha = 0;
|
|
}
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
}
|
|
} else {
|
|
switch(flash_status) {
|
|
case 0:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
case 1:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
default:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
}
|
|
}
|
|
|
|
gr_set_color_fast(use_color);
|
|
}
|
|
|
|
/**
|
|
* @brief Set the color for a gauge that may be flashing
|
|
* @param gauge_index Gauge to test
|
|
* @return Gauge is not flashing -1; gauge is flashing, draw dim 0; gauge is flashing, draw bright 1
|
|
*/
|
|
int hud_gauge_maybe_flash(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
int flash_status=-1;
|
|
if ( !timestamp_elapsed(HUD_gauge_flash_duration[gauge_index]) ) {
|
|
if ( timestamp_elapsed(HUD_gauge_flash_next[gauge_index]) ) {
|
|
HUD_gauge_flash_next[gauge_index] = timestamp(HUD_GAUGE_FLASH_INTERVAL);
|
|
HUD_gauge_bright ^= (1<<gauge_index); // toggle between default and bright frames
|
|
}
|
|
|
|
if ( HUD_gauge_bright & (1<<gauge_index) ) {
|
|
flash_status=1;
|
|
} else {
|
|
flash_status=0;
|
|
}
|
|
}
|
|
return flash_status;
|
|
}
|
|
|
|
/**
|
|
* @brief Initialise the objective message display data
|
|
*/
|
|
void hud_objective_message_init()
|
|
{
|
|
Objective_display.display_timer=timestamp(0);
|
|
}
|
|
|
|
void hud_update_objective_message()
|
|
{
|
|
// Find out if we should display the subspace status notification
|
|
if ( (Player->control_mode == PCM_WARPOUT_STAGE1) || (Player->control_mode == PCM_WARPOUT_STAGE2) || (Player->control_mode == PCM_WARPOUT_STAGE3)
|
|
|| (Sexp_hud_display_warpout > 0) ) {
|
|
if (!hud_subspace_notify_active()) {
|
|
// Keep sound from being played 1e06 times
|
|
hud_start_subspace_notify();
|
|
}
|
|
} else {
|
|
if ( timestamp_elapsed(HUD_abort_subspace_timer) ) {
|
|
hud_stop_subspace_notify();
|
|
}
|
|
}
|
|
|
|
if ( (Sexp_hud_display_warpout > 1) && hud_subspace_notify_active() ) {
|
|
if ( Sexp_hud_display_warpout < timestamp()) {
|
|
Sexp_hud_display_warpout = 0;
|
|
}
|
|
}
|
|
|
|
// Find out if we should display the objective status notification
|
|
if ( timestamp_elapsed(Objective_display.display_timer) ) {
|
|
hud_stop_objective_notify();
|
|
} else if (!hud_objective_notify_active() && !hud_subspace_notify_active()) {
|
|
hud_start_objective_notify();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Add objective status on the HUD
|
|
*
|
|
* @param type Type of goal, one of: ::PRIMARY_GOAL, ::SECONDARY_GOAL, ::BONUS_GOAL
|
|
* @param status Status of goal, one of: ::GOAL_FAILED, ::GOAL_COMPLETE, ::GOAL_INCOMPLETE
|
|
* @todo Play a sound?
|
|
*/
|
|
void hud_add_objective_messsage(int type, int status)
|
|
{
|
|
Objective_display.display_timer=timestamp(7000);
|
|
Objective_display.goal_type=type;
|
|
Objective_display.goal_status=status;
|
|
|
|
// if this is a multiplayer tvt game
|
|
if(MULTI_TEAM && (Net_player != NULL)) {
|
|
mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal, Net_player->p_info.team);
|
|
} else {
|
|
mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal);
|
|
}
|
|
|
|
// TODO: play a sound?
|
|
}
|
|
|
|
HudGaugeObjectiveNotify::HudGaugeObjectiveNotify():
|
|
HudGauge(HUD_OBJECT_OBJ_NOTIFY, HUD_OBJECTIVES_NOTIFY_GAUGE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP, 255, 255, 255)
|
|
{
|
|
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initObjTextOffsetY(int y)
|
|
{
|
|
Objective_text_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initObjValueOffsetY(int y)
|
|
{
|
|
Objective_text_val_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initSubspaceTextOffsetY(int y)
|
|
{
|
|
Subspace_text_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initSubspaceValueOffsetY(int y)
|
|
{
|
|
Subspace_text_val_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initRedAlertTextOffsetY(int y)
|
|
{
|
|
Red_text_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initRedAlertValueOffsetY(int y)
|
|
{
|
|
Red_text_val_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initBitmaps(const char *fname)
|
|
{
|
|
Objective_display_gauge.first_frame = bm_load_animation(fname, &Objective_display_gauge.num_frames);
|
|
if ( Objective_display_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::initialize()
|
|
{
|
|
flash_timer[0] = timestamp(1);
|
|
flash_timer[1] = timestamp(1);
|
|
flash_flag = false;
|
|
|
|
HudGauge::initialize();
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::pageIn()
|
|
{
|
|
bm_page_in_aabitmap( Objective_display_gauge.first_frame, Objective_display_gauge.num_frames);
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::startFlashNotify(int duration)
|
|
{
|
|
flash_timer[0] = timestamp(duration);
|
|
}
|
|
|
|
bool HudGaugeObjectiveNotify::maybeFlashNotify(bool flash_fast)
|
|
{
|
|
bool draw_bright = false;
|
|
|
|
if(!timestamp_elapsed(flash_timer[0])) {
|
|
if(timestamp_elapsed(flash_timer[1])) {
|
|
if(flash_fast) {
|
|
flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
|
|
} else {
|
|
flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL);
|
|
}
|
|
flash_flag = !flash_flag;
|
|
}
|
|
|
|
if(flash_flag) {
|
|
draw_bright = true;
|
|
}
|
|
}
|
|
|
|
return draw_bright;
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::render(float frametime)
|
|
{
|
|
renderSubspace();
|
|
renderRedAlert();
|
|
renderObjective();
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::renderSubspace()
|
|
{
|
|
int w, h;
|
|
int warp_aborted = 0;
|
|
|
|
if ( (Player->control_mode != PCM_WARPOUT_STAGE1) && (Player->control_mode != PCM_WARPOUT_STAGE2) && (Player->control_mode != PCM_WARPOUT_STAGE3)
|
|
&& (Sexp_hud_display_warpout <= 0) ) {
|
|
if ( !timestamp_elapsed(HUD_abort_subspace_timer) ) {
|
|
warp_aborted = 1;
|
|
}
|
|
}
|
|
|
|
if ( !hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
// Blit the background
|
|
setGaugeColor();
|
|
renderBitmap(Objective_display_gauge.first_frame, position[0], position[1]);
|
|
|
|
startFlashNotify();
|
|
maybeFlashNotify() ? setGaugeColor(HUD_C_BRIGHT) : setGaugeColor();
|
|
|
|
bm_get_info(Objective_display_gauge.first_frame, &w, &h);
|
|
|
|
renderStringAlignCenter(position[0], position[1] + Subspace_text_offset_y, w, XSTR( "subspace drive", 233));
|
|
if ( warp_aborted ) {
|
|
renderStringAlignCenter(position[0], position[1] + Subspace_text_val_offset_y, w, XSTR( "aborted", 225));
|
|
} else {
|
|
renderStringAlignCenter(position[0], position[1] + Subspace_text_val_offset_y, w, XSTR( "engaged", 234));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @todo Play a sound?
|
|
*/
|
|
void HudGaugeObjectiveNotify::renderRedAlert()
|
|
{
|
|
int w, h;
|
|
|
|
if ( !red_alert_in_progress() ) {
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_objective_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
// Blit the background
|
|
gr_set_color_fast(&Color_red); // Color box red, because it's an emergency
|
|
|
|
renderBitmap(Objective_display_gauge.first_frame, position[0], position[1]);
|
|
|
|
startFlashNotify();
|
|
if(maybeFlashNotify()) {
|
|
gr_set_color_fast(&Color_red);
|
|
} else {
|
|
gr_set_color_fast(&Color_bright_red);
|
|
}
|
|
|
|
bm_get_info(Objective_display_gauge.first_frame, &w, &h);
|
|
|
|
renderStringAlignCenter(position[0], position[1] + Red_text_offset_y, w, XSTR( "downloading new", 235));
|
|
renderStringAlignCenter(position[0], position[1] + Red_text_val_offset_y, w, XSTR( "orders...", 236));
|
|
|
|
// TODO: play a sound?
|
|
}
|
|
|
|
void HudGaugeObjectiveNotify::renderObjective()
|
|
{
|
|
int w, h;
|
|
char buf[128];
|
|
|
|
if ( timestamp_elapsed(Objective_display.display_timer) ) {
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
// Blit the background
|
|
setGaugeColor();
|
|
renderBitmap(Objective_display_gauge.first_frame, position[0], position[1]);
|
|
|
|
startFlashNotify();
|
|
if(maybeFlashNotify()){
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
} else {
|
|
setGaugeColor();
|
|
}
|
|
|
|
bm_get_info(Objective_display_gauge.first_frame, &w, &h);
|
|
|
|
// Draw the correct goal type
|
|
switch(Objective_display.goal_type) {
|
|
case PRIMARY_GOAL:
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_offset_y, w, XSTR( "primary objective", 237));
|
|
break;
|
|
case SECONDARY_GOAL:
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_offset_y, w, XSTR( "secondary objective", 238));
|
|
break;
|
|
case BONUS_GOAL:
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_offset_y, w, XSTR( "bonus objective", 239));
|
|
break;
|
|
}
|
|
|
|
// Show the status
|
|
switch(Objective_display.goal_type) {
|
|
case PRIMARY_GOAL:
|
|
case SECONDARY_GOAL:
|
|
switch(Objective_display.goal_status) {
|
|
case GOAL_FAILED:
|
|
sprintf(buf, XSTR( "failed (%d/%d)", 240), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_val_offset_y, w, buf);
|
|
break;
|
|
default:
|
|
sprintf(buf, XSTR( "complete (%d/%d)", 241), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_val_offset_y, w, buf);
|
|
break;
|
|
}
|
|
break;
|
|
case BONUS_GOAL:
|
|
switch(Objective_display.goal_status) {
|
|
case GOAL_FAILED:
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_val_offset_y, w, XSTR( "failed", 242));
|
|
break;
|
|
default:
|
|
renderStringAlignCenter(position[0], position[1] + Objective_text_val_offset_y, w, XSTR( "complete", 226));
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void hud_subspace_notify_abort()
|
|
{
|
|
HUD_abort_subspace_timer = timestamp(1500);
|
|
}
|
|
|
|
void hud_stop_subspace_notify()
|
|
{
|
|
Subspace_notify_active=0;
|
|
}
|
|
|
|
void hud_start_subspace_notify()
|
|
{
|
|
|
|
Subspace_notify_active=1;
|
|
}
|
|
|
|
int hud_subspace_notify_active()
|
|
{
|
|
return Subspace_notify_active;
|
|
}
|
|
|
|
void hud_stop_objective_notify()
|
|
{
|
|
Objective_notify_active = 0;
|
|
}
|
|
|
|
void hud_start_objective_notify()
|
|
{
|
|
snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
|
|
Objective_notify_active = 1;
|
|
}
|
|
|
|
int hud_objective_notify_active()
|
|
{
|
|
return Objective_notify_active;
|
|
}
|
|
|
|
/**
|
|
* @brief Set the offset values for this render frame
|
|
* @details Since the player's view vector may be different from the ship's forward vector,
|
|
* we calculate the offset of those two in pixels and store the x and y offsets in
|
|
* variables HUD_nose_x and HUD_nose_y (Swifty)
|
|
*
|
|
* @param viewer_obj Object, likely to be player
|
|
* @param wiggedy_wack
|
|
* @param eye_orient
|
|
*/
|
|
void HUD_set_offsets(object *viewer_obj, int wiggedy_wack, matrix *eye_orient)
|
|
{
|
|
if ( (viewer_obj == Player_obj) && wiggedy_wack ){
|
|
vec3d tmp;
|
|
vertex pt;
|
|
|
|
HUD_offset_x = 0.0f;
|
|
HUD_offset_y = 0.0f;
|
|
|
|
vm_vec_scale_add( &tmp, &Eye_position, &eye_orient->vec.fvec, 100.0f );
|
|
|
|
(void) g3_rotate_vertex(&pt,&tmp);
|
|
|
|
g3_project_vertex(&pt);
|
|
|
|
gr_unsize_screen_posf( &pt.screen.xyw.x, &pt.screen.xyw.y );
|
|
HUD_offset_x -= 0.45f * (i2fl(gr_screen.clip_width_unscaled)*0.5f - pt.screen.xyw.x);
|
|
HUD_offset_y -= 0.45f * (i2fl(gr_screen.clip_height_unscaled)*0.5f - pt.screen.xyw.y);
|
|
|
|
if ( HUD_offset_x > 100.0f ) {
|
|
HUD_offset_x = 100.0f;
|
|
} else if ( HUD_offset_x < -100.0f ) {
|
|
HUD_offset_x += 100.0f;
|
|
}
|
|
|
|
if ( HUD_offset_y > 100.0f ) {
|
|
HUD_offset_y = 100.0f;
|
|
} else if ( HUD_offset_y < -100.0f ) {
|
|
HUD_offset_y += 100.0f;
|
|
}
|
|
|
|
} else {
|
|
HUD_offset_x = 0.0f;
|
|
HUD_offset_y = 0.0f;
|
|
}
|
|
|
|
if ( Viewer_mode & ( VM_TOPDOWN | VM_CHASE ) ) {
|
|
HUD_nose_x = 0;
|
|
HUD_nose_y = 0;
|
|
} else {
|
|
HUD_get_nose_coordinates(&HUD_nose_x, &HUD_nose_y);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the offset between the player's view vector and the forward vector of the ship in pixels (Swifty)
|
|
*/
|
|
void HUD_get_nose_coordinates(int *x, int *y)
|
|
{
|
|
vertex v0;
|
|
vec3d p0;
|
|
|
|
float x_nose;
|
|
float y_nose;
|
|
float x_center = gr_screen.clip_center_x;
|
|
float y_center = gr_screen.clip_center_y;
|
|
|
|
*x = 0;
|
|
*y = 0;
|
|
|
|
vm_vec_scale_add(&p0, &Player_obj->pos, &Player_obj->orient.vec.fvec, 10000.0f);
|
|
g3_rotate_vertex(&v0, &p0);
|
|
|
|
if (v0.codes == 0) {
|
|
g3_project_vertex(&v0);
|
|
|
|
if ( !(v0.codes & PF_OVERFLOW) ) {
|
|
x_nose = v0.screen.xyw.x;
|
|
y_nose = v0.screen.xyw.y;
|
|
} else {
|
|
// Means that the ship forward vector is not going through the frame buffer.
|
|
// We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that
|
|
// we can give the illusion that the player is looking away from the slewable HUD reticle.
|
|
*x = -100000;
|
|
*y = -100000;
|
|
return;
|
|
}
|
|
} else {
|
|
// Means that the ship forward vector is not going through the frame buffer.
|
|
// We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that
|
|
// we can give the illusion that the player is looking away from the slewable HUD reticle.
|
|
*x = -100000;
|
|
*y = -100000;
|
|
return;
|
|
}
|
|
|
|
gr_unsize_screen_posf(&x_nose, &y_nose);
|
|
gr_unsize_screen_posf(&x_center, &y_center);
|
|
|
|
*x = fl2i(x_nose - x_center);
|
|
*y = fl2i(y_nose - y_center);
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* @brief Like ::gr_reset_clip() only it accounts for HUD jittering
|
|
*/
|
|
void HUD_reset_clip()
|
|
{
|
|
int hx = fl2i(HUD_offset_x);
|
|
int hy = fl2i(HUD_offset_y);
|
|
|
|
gr_set_clip(hx, hy, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled);
|
|
}
|
|
|
|
/**
|
|
* @brief Like ::gr_set_clip() only it accounts for HUD jittering
|
|
*/
|
|
void HUD_set_clip(int x, int y, int w, int h)
|
|
{
|
|
int hx = fl2i(HUD_offset_x);
|
|
int hy = fl2i(HUD_offset_y);
|
|
|
|
gr_set_clip(hx+x, hy+y, w, h);
|
|
}
|
|
|
|
/**
|
|
* @brief Called to save and restore the 3D camera settings.
|
|
* @param save Save global view variables if 1, restore them if not 1
|
|
*/
|
|
void hud_save_restore_camera_data(int save)
|
|
{
|
|
static vec3d save_view_position;
|
|
static float save_view_zoom;
|
|
static matrix save_view_matrix;
|
|
static matrix save_eye_matrix;
|
|
static vec3d save_eye_position;
|
|
|
|
if ( save ) {
|
|
save_view_position = View_position;
|
|
save_view_zoom = View_zoom;
|
|
save_view_matrix = View_matrix;
|
|
save_eye_matrix = Eye_matrix;
|
|
save_eye_position = Eye_position;
|
|
}
|
|
else {
|
|
// restore global view variables
|
|
View_position = save_view_position;
|
|
View_zoom = save_view_zoom;
|
|
View_matrix = save_view_matrix;
|
|
Eye_matrix = save_eye_matrix;
|
|
Eye_position = save_eye_position;
|
|
}
|
|
}
|
|
|
|
|
|
void hud_toggle_contrast()
|
|
{
|
|
HUD_contrast = !HUD_contrast;
|
|
}
|
|
|
|
void hud_set_contrast(int high)
|
|
{
|
|
HUD_contrast = high;
|
|
}
|
|
|
|
// Paging functions for the rest of the HUD code
|
|
extern void hudtarget_page_in();
|
|
|
|
/**
|
|
* @brief Page in all HUD bitmaps
|
|
*/
|
|
void hud_page_in()
|
|
{
|
|
// Go through all hud gauges to page them in
|
|
size_t j, num_gauges = 0;
|
|
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
|
|
if(it->hud_enabled) {
|
|
if(it->hud_gauges.size() > 0) {
|
|
num_gauges = it->hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
it->hud_gauges[j]->pageIn();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
num_gauges = default_hud_gauges.size();
|
|
|
|
for(j = 0; j < num_gauges; j++) {
|
|
default_hud_gauges[j]->pageIn();
|
|
}
|
|
}
|
|
|
|
HudGauge* hud_get_gauge(const char* name)
|
|
{
|
|
const char* gauge_name;
|
|
size_t j;
|
|
|
|
// go through all gauges and return the gauge that matches
|
|
if(Ship_info[Player_ship->ship_info_index].hud_gauges.size() > 0) {
|
|
for(j = 0; j < Ship_info[Player_ship->ship_info_index].hud_gauges.size(); j++) {
|
|
|
|
gauge_name = Ship_info[Player_ship->ship_info_index].hud_gauges[j]->getCustomGaugeName();
|
|
if(!strcmp(name, gauge_name)) {
|
|
return Ship_info[Player_ship->ship_info_index].hud_gauges[j];
|
|
}
|
|
}
|
|
} else {
|
|
for(j = 0; j < default_hud_gauges.size(); j++) {
|
|
|
|
gauge_name = default_hud_gauges[j]->getCustomGaugeName();
|
|
if(!strcmp(name, gauge_name)) {
|
|
return default_hud_gauges[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
HudGaugeMultiMsg::HudGaugeMultiMsg():
|
|
HudGauge(HUD_OBJECT_MULTI_MSG, HUD_MESSAGE_LINES, false, true, 0, 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
bool HudGaugeMultiMsg::canRender()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @brief Render multiplayer text message currently being entered, if any
|
|
*/
|
|
void HudGaugeMultiMsg::render(float frametime)
|
|
{
|
|
char txt[MULTI_MSG_MAX_TEXT_LEN+20];
|
|
|
|
// clear the text
|
|
memset(txt,0,MULTI_MSG_MAX_TEXT_LEN+20);
|
|
|
|
// if there is valid multiplayer message text to be displayed
|
|
if(multi_msg_message_text(txt)){
|
|
gr_set_color_fast(&Color_normal);
|
|
renderString(position[0], position[1], txt);
|
|
}
|
|
}
|
|
|
|
HudGaugeVoiceStatus::HudGaugeVoiceStatus():
|
|
HudGauge(HUD_OBJECT_VOICE_STATUS, HUD_MESSAGE_LINES, false, true, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY, 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeVoiceStatus::render(float frametime)
|
|
{
|
|
if(!(Game_mode & GM_MULTIPLAYER)){
|
|
return;
|
|
}
|
|
|
|
// if we are currently playing a rtvoice sound stream from another player back
|
|
switch(multi_voice_status()){
|
|
// the player has been denied the voice token
|
|
case MULTI_VOICE_STATUS_DENIED:
|
|
// show a red indicator or something
|
|
renderString(position[0], position[1], XSTR( "[voice denied]", 243));
|
|
break;
|
|
|
|
// the player is currently recording
|
|
case MULTI_VOICE_STATUS_RECORDING:
|
|
renderString(position[0], position[1], XSTR( "[recording voice]", 244));
|
|
break;
|
|
|
|
// the player is current playing back voice from someone
|
|
case MULTI_VOICE_STATUS_PLAYING:
|
|
renderString(position[0], position[1], XSTR( "[playing voice]", 245));
|
|
break;
|
|
|
|
// nothing voice related is happening on my machine
|
|
case MULTI_VOICE_STATUS_IDLE:
|
|
// probably shouldn't be displaying anything
|
|
break;
|
|
}
|
|
}
|
|
|
|
HudGaugePing::HudGaugePing():
|
|
HudGauge(HUD_OBJECT_PING, HUD_LAG_GAUGE, false, false, 0, 255, 255, 255)
|
|
{
|
|
|
|
}
|
|
|
|
/**
|
|
* @brief Render multiplayer ping time to the server, if appropriate
|
|
*/
|
|
void HudGaugePing::render(float frametime)
|
|
{
|
|
// If we shouldn't be displaying a ping time, return here
|
|
if(!multi_show_ingame_ping()){
|
|
return;
|
|
}
|
|
|
|
// If we're in multiplayer mode, display our ping time to the server
|
|
if(MULTIPLAYER_CLIENT && (Net_player != NULL)){
|
|
char ping_str[50];
|
|
memset(ping_str,0,50);
|
|
|
|
// If our ping is positive, display it
|
|
if((Netgame.server != NULL) && (Netgame.server->s_info.ping.ping_avg > 0)){
|
|
// Get the string
|
|
if(Netgame.server->s_info.ping.ping_avg >= 1000){
|
|
strcpy_s(ping_str,XSTR("> 1 sec",628));
|
|
} else {
|
|
sprintf(ping_str,XSTR("%d ms",629),Netgame.server->s_info.ping.ping_avg);
|
|
}
|
|
|
|
// Blit the string out
|
|
hud_set_default_color();
|
|
renderString(position[0], position[1], ping_str);
|
|
}
|
|
}
|
|
}
|
|
|
|
HudGaugeSupernova::HudGaugeSupernova():
|
|
HudGauge(HUD_OBJECT_SUPERNOVA, HUD_DIRECTIVES_VIEW, false, false, 0, 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeSupernova::render(float frametime)
|
|
{
|
|
float time_left;
|
|
|
|
// if there's a supernova coming
|
|
time_left = supernova_time_left();
|
|
if(time_left < 0.0f){
|
|
return;
|
|
}
|
|
|
|
gr_set_color_fast(&Color_bright_red);
|
|
if (Lcl_pl) {
|
|
renderPrintf(position[0], position[1], "Wybuch supernowej: %.2f s", time_left);
|
|
} else {
|
|
renderPrintf(position[0], position[1], "Supernova Warning: %.2f s", time_left);
|
|
}
|
|
}
|
|
|
|
HudGaugeFlightPath::HudGaugeFlightPath():
|
|
HudGauge(HUD_OBJECT_FLIGHT_PATH, HUD_CENTER_RETICLE, false, false, VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY, 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeFlightPath::initBitmap(const char *fname)
|
|
{
|
|
Marker.first_frame = bm_load_animation(fname, &Marker.num_frames);
|
|
|
|
if ( Marker.first_frame < 0 ) {
|
|
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
|
|
}
|
|
}
|
|
|
|
void HudGaugeFlightPath::initHalfSize(int w, int h)
|
|
{
|
|
Marker_half[0] = w;
|
|
Marker_half[1] = h;
|
|
}
|
|
|
|
void HudGaugeFlightPath::render(float frametime)
|
|
{
|
|
object *obj;
|
|
vec3d p0,v;
|
|
vertex v0;
|
|
int sx, sy;
|
|
|
|
bool in_frame = g3_in_frame() > 0;
|
|
if(!in_frame) {
|
|
g3_start_frame(0);
|
|
}
|
|
|
|
obj = Player_obj;
|
|
|
|
vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.vec.fvec, 1.0f );
|
|
vm_vec_normalize( &v );
|
|
|
|
vm_vec_scale_add( &p0, &obj->pos, &v, 1000000.0f );
|
|
|
|
g3_rotate_vertex( &v0, &p0 );
|
|
|
|
if (v0.codes == 0) { // on screen
|
|
g3_project_vertex(&v0);
|
|
|
|
if (!(v0.flags & PF_OVERFLOW)) {
|
|
if ( Marker.first_frame >= 0 ) {
|
|
sx = fl2i(v0.screen.xyw.x);
|
|
sy = fl2i(v0.screen.xyw.y);
|
|
|
|
unsize(&sx, &sy);
|
|
renderBitmap(Marker.first_frame, sx - Marker_half[0], sy - Marker_half[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!in_frame) {
|
|
g3_end_frame();
|
|
}
|
|
}
|