Files
fs2open.github.com/code/hud/hudtargetbox.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
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.
2016-08-12 16:13:50 -07:00

2296 lines
64 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "graphics/gropenglshader.h"
#include "hud/hudbrackets.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "localization/localize.h"
#include "mission/missionparse.h"
#include "model/model.h"
#include "network/multi.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "species_defs/species_defs.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#ifndef NDEBUG
#include "hud/hudets.h"
#endif
extern float View_zoom;
int Target_window_coords[GR_NUM_RESOLUTIONS][4] =
{
{ // GR_640
8, 362, 131, 112
},
{ // GR_1024
8, 629, 131, 112
}
};
object *Enemy_attacker = NULL;
static int Target_static_next;
static int Target_static_playing;
int Target_static_looping;
int Target_display_cargo;
char Cargo_string[256] = "";
#ifndef NDEBUG
extern int Show_target_debug_info;
extern int Show_target_weapons;
#endif
// used to print out + or - after target distance and speed
char* modifiers[] = {
//XSTR:OFF
"+",
"-",
""
//XSTR:ON
};
#define NUM_TBOX_COORDS 11 // keep up to date
#define TBOX_BACKGROUND 0
#define TBOX_NAME 1
#define TBOX_CLASS 2
#define TBOX_DIST 3
#define TBOX_SPEED 4
#define TBOX_CARGO 5
#define TBOX_HULL 6
#define TBOX_EXTRA 7
#define TBOX_EXTRA_ORDERS 8
#define TBOX_EXTRA_TIME 9
#define TBOX_EXTRA_DOCK 10
// cargo scanning extents
int Cargo_scan_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
7, 364, 130, 109
},
{ // GR_1024
7, 635, 130, 109
}
};
// first element is time flashing expires
int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS];
int Targetbox_wire = 0;
int Targetbox_shader_effect = -1;
bool Lock_targetbox_mode = false;
// Different target states. This drives the text display right below the hull integrity on the targetbox.
#define TS_DIS 0
#define TS_OK 1
#define TS_DMG 2
#define TS_CRT 3
static int Current_ts; // holds current target status
static int Last_ts; // holds last target status.
/**
* @note Cut down long subsystem names to a more manageable length
*/
void hud_targetbox_truncate_subsys_name(char *outstr)
{
if(Lcl_gr){
if ( strstr(outstr, "communication") ) {
strcpy(outstr, "Komm");
} else if ( !stricmp(outstr, "weapons") ) {
strcpy(outstr, "Waffen");
} else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) {
strcpy(outstr, "Antrieb");
} else if ( !stricmp(outstr, "sensors") ) {
strcpy(outstr, "Sensoren");
} else if ( strstr(outstr, "navigat") ) {
strcpy(outstr, "Nav");
} else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) {
strcpy(outstr, "J\x84gerhangar");
} else if ( strstr(outstr, "missile") ) {
strcpy(outstr, "Raketenwerfer");
} else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) {
strcpy(outstr, "Gesch\x81tzturm");
} else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) {
strcpy(outstr, "Br\x81""cke");
} else if ( strstr(outstr, "Barracks") ) {
strcpy(outstr, "Quartiere");
} else if ( strstr(outstr, "Reactor") ) {
strcpy(outstr, "Reaktor");
} else if ( strstr(outstr, "RadarDish") ) {
strcpy(outstr, "Radarantenne");
} else if (!stricmp(outstr, "Gas Collector")) {
strcpy(outstr, "Sammler");
}
} else if(Lcl_fr){
if ( strstr(outstr, "communication") ) {
strcpy(outstr, "comm");
} else if ( !stricmp(outstr, "weapons") ) {
strcpy(outstr, "armes");
} else if ( strstr(outstr, "engine") ) {
strcpy(outstr, "moteur");
} else if ( !stricmp(outstr, "sensors") ) {
strcpy(outstr, "detecteurs");
} else if ( strstr(outstr, "navi") ) {
strcpy(outstr, "nav");
} else if ( strstr(outstr, "missile") ) {
strcpy(outstr, "lanceur de missiles");
} else if ( strstr(outstr, "fighter") ) {
strcpy(outstr, "baie de chasse");
} else if ( strstr(outstr, "laser") || strstr(outstr, "turret") || strstr(outstr, "missile") ) {
strcpy(outstr, "tourelle");
}
} else if(Lcl_pl){
if ( strstr(outstr, "communication") ) {
strcpy(outstr, "komunikacja");
} else if ( !stricmp(outstr, "weapons") ) {
strcpy(outstr, "uzbrojenie");
} else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) {
strcpy(outstr, "silnik");
} else if ( !stricmp(outstr, "sensors") ) {
strcpy(outstr, "sensory");
} else if ( strstr(outstr, "navigat") ) {
strcpy(outstr, "nawigacja");
} else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) {
strcpy(outstr, "dok my\x9Cliw.");
} else if ( strstr(outstr, "missile") ) {
strcpy(outstr, "wie\xBF. rakiet.");
} else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) {
strcpy(outstr, "wie\xBFyczka");
} else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) {
strcpy(outstr, "mostek");
} else if ( strstr(outstr, "Barracks") ) {
strcpy(outstr, "koszary");
} else if ( strstr(outstr, "Reactor") ) {
strcpy(outstr, "reaktor");
} else if ( strstr(outstr, "RadarDish") || strstr(outstr, "Radar Dish") ) {
strcpy(outstr, "antena radaru");
} else if (!stricmp(outstr, "Gas Collector")) {
strcpy(outstr, "zbieracz gazu");
}
} else {
if (strstr(outstr, XSTR("communication", 333))) {
strcpy(outstr, XSTR("comm", 334));
} else if (strstr(outstr, XSTR("navigation", 335))) {
strcpy(outstr, XSTR("nav", 336));
} else if (strstr(outstr, "gas collector")) {
strcpy(outstr, "collector");
}
}
}
HudGaugeTargetBox::HudGaugeTargetBox():
HudGauge(HUD_OBJECT_TARGET_MONITOR, HUD_TARGET_MONITOR, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY), 255, 255, 255),
Monitor_mask(-1),
Use_subsys_name_offsets(false),
Use_subsys_integrity_offsets(false),
Use_disabled_status_offsets(false)
{
}
void HudGaugeTargetBox::initViewportOffsets(int x, int y)
{
Viewport_offsets[0] = x;
Viewport_offsets[1] = y;
}
void HudGaugeTargetBox::initViewportSize(int w, int h)
{
Viewport_w = w;
Viewport_h = h;
}
void HudGaugeTargetBox::initIntegrityOffsets(int x, int y)
{
Integrity_bar_offsets[0] = x;
Integrity_bar_offsets[1] = y;
}
void HudGaugeTargetBox::initIntegrityHeight(int h)
{
integrity_bar_h = h;
}
void HudGaugeTargetBox::initStatusOffsets(int x, int y)
{
Status_offsets[0] = x;
Status_offsets[1] = y;
}
void HudGaugeTargetBox::initNameOffsets(int x, int y)
{
Name_offsets[0] = x;
Name_offsets[1] = y;
}
void HudGaugeTargetBox::initClassOffsets(int x, int y)
{
Class_offsets[0] = x;
Class_offsets[1] = y;
}
void HudGaugeTargetBox::initDistOffsets(int x, int y)
{
Dist_offsets[0] = x;
Dist_offsets[1] = y;
}
void HudGaugeTargetBox::initSpeedOffsets(int x, int y)
{
Speed_offsets[0] = x;
Speed_offsets[1] = y;
}
void HudGaugeTargetBox::initCargoStringOffsets(int x, int y)
{
Cargo_string_offsets[0] = x;
Cargo_string_offsets[1] = y;
}
void HudGaugeTargetBox::initHullOffsets(int x, int y)
{
Hull_offsets[0] = x;
Hull_offsets[1] = y;
}
void HudGaugeTargetBox::initCargoScanStartOffsets(int x, int y)
{
Cargo_scan_start_offsets[0] = x;
Cargo_scan_start_offsets[1] = y;
}
void HudGaugeTargetBox::initCargoScanSize(int w, int h)
{
Cargo_scan_w = w;
Cargo_scan_h = h;
}
void HudGaugeTargetBox::initSubsysNameOffsets(int x, int y, bool activate)
{
Subsys_name_offsets[0] = x;
Subsys_name_offsets[1] = y;
Use_subsys_name_offsets = activate;
}
void HudGaugeTargetBox::initSubsysIntegrityOffsets(int x, int y, bool activate)
{
Subsys_integrity_offsets[0] = x;
Subsys_integrity_offsets[1] = y;
Use_subsys_integrity_offsets = activate;
}
void HudGaugeTargetBox::initDisabledStatusOffsets(int x, int y, bool activate)
{
Disabled_status_offsets[0] = x;
Disabled_status_offsets[1] = y;
Use_disabled_status_offsets = activate;
}
void HudGaugeTargetBox::initDesaturate(bool desaturate)
{
Desaturated = desaturate;
}
void HudGaugeTargetBox::initBitmaps(char *fname_monitor, char *fname_monitor_mask, char *fname_integrity, char *fname_static)
{
Monitor_frame.first_frame = bm_load_animation(fname_monitor, &Monitor_frame.num_frames);
if ( Monitor_frame.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname_monitor);
}
Integrity_bar.first_frame = bm_load_animation(fname_integrity, &Integrity_bar.num_frames);
if ( Integrity_bar.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname_integrity);
}
if ( strlen(fname_monitor_mask) > 0 ) {
Monitor_mask = bm_load_animation(fname_monitor_mask);
if ( Monitor_mask < 0 ) {
Warning(LOCATION, "Cannot load bitmap hud mask: %s\n", fname_monitor_mask);
}
}
strcpy_s(static_fname, fname_static);
}
void HudGaugeTargetBox::initialize()
{
hud_anim_init(&Monitor_static, position[0] + Viewport_offsets[0], position[1] + Viewport_offsets[1], NOX(static_fname));
for(int i = 0; i < NUM_TBOX_FLASH_TIMERS; i++) {
initFlashTimer(i);
}
HudGauge::initialize();
}
void HudGaugeTargetBox::initFlashTimer(int index)
{
Next_flash_timers[index] = 1;
flash_flags &= ~(1<<index);
}
void HudGaugeTargetBox::render(float frametime)
{
object *target_objp;
if ( Player_ai->target_objnum == -1)
return;
if ( Target_static_playing )
return;
target_objp = &Objects[Player_ai->target_objnum];
setGaugeColor();
// blit the background frame
renderBitmap(Monitor_frame.first_frame, position[0], position[1]);
if ( Monitor_mask >= 0 ) {
// render the alpha mask
gr_alpha_mask_set(1, 0.5f);
gr_stencil_clear();
gr_stencil_set(GR_STENCIL_WRITE);
gr_set_color_buffer(0);
renderBitmapColor(Monitor_mask, position[0], position[1]);
gr_set_color_buffer(1);
gr_stencil_set(GR_STENCIL_NONE);
gr_alpha_mask_set(0, 1.0f);
}
switch ( target_objp->type ) {
case OBJ_SHIP:
renderTargetShip(target_objp);
break;
case OBJ_DEBRIS:
renderTargetDebris(target_objp);
break;
case OBJ_WEAPON:
renderTargetWeapon(target_objp);
break;
case OBJ_ASTEROID:
renderTargetAsteroid(target_objp);
break;
case OBJ_JUMP_NODE:
renderTargetJumpNode(target_objp);
break;
default:
hud_cease_targeting();
break;
} // end switch
if ( Target_static_playing ) {
setGaugeColor();
gr_set_screen_scale(base_w, base_h);
hud_anim_render(&Monitor_static, frametime, 1);
gr_reset_screen_scale();
} else {
showTargetData(frametime);
}
if(Target_display_cargo) {
// Print out what the cargo is
if ( maybeFlashSexp() == 1 ) {
setGaugeColor(HUD_C_BRIGHT);
} else {
maybeFlashElement(TBOX_FLASH_CARGO);
}
renderString(position[0] + Cargo_string_offsets[0], position[1] + Cargo_string_offsets[1], EG_TBOX_CARGO, Cargo_string);
}
}
void HudGaugeTargetBox::renderTargetForeground()
{
setGaugeColor();
renderBitmap(Monitor_frame.first_frame+1, position[0], position[1]);
}
/**
* Draw the integrity bar that is on the right of the target monitor
*/
void HudGaugeTargetBox::renderTargetIntegrity(int disabled,int force_obj_num)
{
int clip_h,w,h;
char buf[16];
if ( Integrity_bar.first_frame == -1 )
return;
if ( disabled ) {
renderBitmap(Integrity_bar.first_frame, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1]);
return;
}
if(force_obj_num == -1)
Assert(Player_ai->target_objnum >= 0 );
clip_h = fl2i( (1 - Pl_target_integrity) * integrity_bar_h );
// print out status of ship
switch(Current_ts) {
case TS_DIS:
strcpy_s(buf,XSTR( "dis", 344));
break;
case TS_OK:
strcpy_s(buf,XSTR( "ok", 345));
break;
case TS_DMG:
strcpy_s(buf,XSTR( "dmg", 346));
break;
case TS_CRT:
strcpy_s(buf,XSTR( "crt", 347));
break;
}
maybeFlashElement(TBOX_FLASH_STATUS);
// finally print out the status of this ship
renderString(position[0] + Status_offsets[0], position[1] + Status_offsets[1], EG_TBOX_INTEG, buf);
setGaugeColor();
bm_get_info(Integrity_bar.first_frame,&w,&h);
if ( clip_h > 0 ) {
// draw the dark portion
renderBitmapEx(Integrity_bar.first_frame, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1], w, clip_h,0,0);
}
if ( clip_h <= integrity_bar_h ) {
// draw the bright portion
renderBitmapEx(Integrity_bar.first_frame+1, position[0] + Integrity_bar_offsets[0], position[1] + Integrity_bar_offsets[1]+clip_h,w,h-clip_h,0,clip_h);
}
}
void HudGaugeTargetBox::renderTargetSetup(vec3d *camera_eye, matrix *camera_orient, float zoom)
{
// JAS: g3_start_frame uses clip_width and clip_height to determine the
// size to render to. Normally, you would set this by using gr_set_clip,
// but because of the hacked in hud jittering, I couldn't. So come talk
// to me before modifying or reusing the following code. Thanks.
int clip_width = Viewport_w;
int clip_height = Viewport_h;
gr_screen.clip_width = clip_width;
gr_screen.clip_height = clip_height;
g3_start_frame(1); // Turn on zbuffering
hud_save_restore_camera_data(1);
g3_set_view_matrix( camera_eye, camera_orient, zoom);
model_set_detail_level(1); // use medium detail level
setClip(position[0] + Viewport_offsets[0], position[1] + Viewport_offsets[1], Viewport_w, Viewport_h);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
extern bool Interp_desaturate;
void HudGaugeTargetBox::renderTargetShip(object *target_objp)
{
vec3d obj_pos = ZERO_VECTOR;
vec3d camera_eye = ZERO_VECTOR;
matrix camera_orient = IDENTITY_MATRIX;
ship *target_shipp;
ship_info *target_sip;
vec3d orient_vec, up_vector;
int sx, sy;
int subsys_in_view;
float factor;
target_shipp = &Ships[target_objp->instance];
target_sip = &Ship_info[target_shipp->ship_info_index];
int flags=0;
if ( Detail.targetview_model ) {
// take the forward orientation to be the vector from the player to the current target
vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
vm_vec_normalize(&orient_vec);
factor = -target_sip->closeup_pos.xyz.z;
// use the player's up vector, and construct the viewers orientation matrix
if (Player_obj->type == OBJ_SHIP) {
vec3d tempv;
ship_get_eye(&tempv, &camera_orient, Player_obj, false, false);
} else {
camera_orient = Player_obj->orient;
}
up_vector = camera_orient.vec.uvec;
vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
// normalize the vector from the player to the current target, and scale by a factor to calculate
// the objects position
vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
// RT, changed scaling here
renderTargetSetup(&camera_eye, &camera_orient, target_sip->closeup_zoom);
// IMPORTANT NOTE! Code handling the case 'missile_view == TRUE' in rendering section of renderTargetWeapon()
// is largely copied over from renderTargetShip(). To keep the codes similar please update
// both if and when needed
model_render_params render_info;
render_info.set_object_number(OBJ_INDEX(target_objp));
switch (Targetbox_wire) {
case 0:
flags |= MR_NO_LIGHTING;
break;
case 1:
if (ship_is_tagged(target_objp))
render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1));
else
render_info.set_color(*iff_get_color_by_team_and_object(target_shipp->team, Player_ship->team, 1, target_objp));
if (target_sip->uses_team_colors) {
render_info.set_team_color(target_shipp->team_name, target_shipp->secondary_team_name, target_shipp->team_change_timestamp, target_shipp->team_change_time);
}
flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
case 2:
break;
case 3:
if (ship_is_tagged(target_objp))
render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1));
else
render_info.set_color(*iff_get_color_by_team_and_object(target_shipp->team, Player_ship->team, 1, target_objp));
flags |= MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
}
if (target_sip->hud_target_lod >= 0) {
render_info.set_detail_level_lock(target_sip->hud_target_lod);
}
if(Targetbox_shader_effect > -1) {
render_info.set_animated_effect(Targetbox_shader_effect, 0.0f);
}
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_READ);
}
if ( Desaturated ) {
flags |= MR_DESATURATED;
render_info.set_color(gauge_color);
}
if (!Glowpoint_override)
Glowpoint_override = true;
// set glowmap flag here since model_render (etc) require an objnum to handle glowmaps
// if we did pass the objnum, we'd also have thrusters drawn in the targetbox
if (target_shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) {
flags |= MR_NO_GLOWMAPS;
}
render_info.set_flags(flags | MR_AUTOCENTER | MR_NO_FOGGING);
// maybe render a special hud-target-only model
if(target_sip->model_num_hud >= 0){
model_render_immediate( &render_info, target_sip->model_num_hud, &target_objp->orient, &obj_pos);
} else {
render_info.set_replacement_textures(target_shipp->ship_replacement_textures);
model_render_immediate( &render_info, target_sip->model_num, &target_objp->orient, &obj_pos);
}
Interp_desaturate = false;
Glowpoint_override = false;
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_NONE);
}
sx = 0;
sy = 0;
// check if subsystem target has changed
if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) {
vec3d save_pos;
gr_set_screen_scale(base_w, base_h);
save_pos = target_objp->pos;
target_objp->pos = obj_pos;
subsys_in_view = hud_targetbox_subsystem_in_view(target_objp, &sx, &sy);
target_objp->pos = save_pos;
if ( subsys_in_view != -1 ) {
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000 - hm, caught a tricky bug for destroyable fighterbays
if ( (Player_ai->targeted_subsys->current_hits <= 0) && ship_subsys_takes_damage(Player_ai->targeted_subsys) ) {
gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1));
} else {
hud_set_iff_color( target_objp, 1 );
}
if ( subsys_in_view ) {
draw_brackets_square_quick(sx - 10, sy - 10, sx + 10, sy + 10);
} else {
draw_brackets_diamond_quick(sx - 10, sy - 10, sx + 10, sy + 10);
}
}
}
renderTargetClose();
}
renderTargetForeground();
renderTargetIntegrity(0,OBJ_INDEX(target_objp));
setGaugeColor();
renderTargetShipInfo(target_objp);
maybeRenderCargoScan(target_sip);
}
/**
* @note formerly hud_render_target_debris(object *target_objp) (Swifty)
*/
void HudGaugeTargetBox::renderTargetDebris(object *target_objp)
{
vec3d obj_pos = ZERO_VECTOR;
vec3d camera_eye = ZERO_VECTOR;
matrix camera_orient = IDENTITY_MATRIX;
debris *debrisp;
vec3d orient_vec, up_vector;
float factor;
int flags=0;
debrisp = &Debris[target_objp->instance];
if ( Detail.targetview_model ) {
// take the forward orientation to be the vector from the player to the current target
vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
vm_vec_normalize(&orient_vec);
factor = 2*target_objp->radius;
// use the player's up vector, and construct the viewers orientation matrix
if (Player_obj->type == OBJ_SHIP) {
vec3d tempv;
ship_get_eye(&tempv, &camera_orient, Player_obj, false, false);
} else {
camera_orient = Player_obj->orient;
}
up_vector = camera_orient.vec.uvec;
vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
// normalize the vector from the player to the current target, and scale by a factor to calculate
// the objects position
vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
renderTargetSetup(&camera_eye, &camera_orient, 0.5f);
model_clear_instance(debrisp->model_num);
model_render_params render_info;
switch (Targetbox_wire) {
case 0:
flags |= MR_NO_LIGHTING;
break;
case 1:
render_info.set_color(255, 255, 255);
flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
case 2:
break;
case 3:
render_info.set_color(255, 255, 255);
flags |= MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
}
if(Targetbox_shader_effect > -1) {
render_info.set_animated_effect(Targetbox_shader_effect, 0.0f);
}
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_READ);
}
if ( Desaturated ) {
flags |= MR_DESATURATED;
render_info.set_color(gauge_color);
}
render_info.set_flags(flags | MR_NO_FOGGING);
// This calls the colour that doesn't get reset
submodel_render_immediate( &render_info, debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos);
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_NONE);
}
renderTargetClose();
}
renderTargetForeground();
renderTargetIntegrity(1);
// print out ship class that debris came from
char printable_ship_class[NAME_LENGTH];
if (debrisp->parent_alt_name >= 0)
mission_parse_lookup_alt_index(debrisp->parent_alt_name, printable_ship_class);
else
strcpy_s(printable_ship_class, Ship_info[debrisp->ship_info_index].name);
end_string_at_first_hash_symbol(printable_ship_class);
renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, printable_ship_class);
renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, XSTR("Debris", 348));
}
/**
* @note Formerly hud_render_target_weapon(object *target_objp)
*/
void HudGaugeTargetBox::renderTargetWeapon(object *target_objp)
{
vec3d obj_pos = ZERO_VECTOR;
vec3d camera_eye = ZERO_VECTOR;
matrix camera_orient = IDENTITY_MATRIX;
vec3d orient_vec, up_vector;
vec3d projection_vec;
weapon_info *target_wip = NULL;
weapon *wp = NULL;
object *viewer_obj, *viewed_obj;
int *replacement_textures = NULL;
int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, hud_target_lod, w, h;
float factor;
char outstr[100]; // temp buffer
int flags=0;
target_team = obj_team(target_objp);
wp = &Weapons[target_objp->instance];
target_wip = &Weapon_info[wp->weapon_info_index];
if (target_wip->model_num == -1)
return;
is_homing = FALSE;
if ( target_wip->wi_flags & WIF_HOMING && wp->homing_object != &obj_used_list )
is_homing = TRUE;
is_player_missile = FALSE;
if ( target_objp->parent_sig == Player_obj->signature ) {
is_player_missile = TRUE;
}
if ( Detail.targetview_model ) {
ship *homing_shipp = NULL;
ship_info *homing_sip = NULL;
viewer_obj = Player_obj;
viewed_obj = target_objp;
missile_view = FALSE;
viewed_model_num = target_wip->model_num;
hud_target_lod = target_wip->hud_target_lod;
// adding a check here to make sure the homing object is a ship, technically it could be some other object just as well
if ( is_homing && is_player_missile && (wp->homing_object->type == OBJ_SHIP)) {
homing_shipp = &Ships[wp->homing_object->instance];
homing_sip = &Ship_info[homing_shipp->ship_info_index];
viewer_obj = target_objp;
viewed_obj = wp->homing_object;
missile_view = TRUE;
viewed_model_num = homing_sip->model_num;
replacement_textures = homing_shipp->ship_replacement_textures;
hud_target_lod = homing_sip->hud_target_lod;
}
// take the forward orientation to be the vector from the player to the current target
vm_vec_sub(&orient_vec, &viewed_obj->pos, &viewer_obj->pos);
vm_vec_normalize(&orient_vec);
if (missile_view == TRUE) {
vm_vec_sub(&projection_vec, &wp->homing_pos, &viewer_obj->pos);
vm_vec_normalize(&projection_vec);
}
if ( missile_view == FALSE )
factor = 2*target_objp->radius;
else
factor = vm_vec_dist_quick(&viewer_obj->pos, &viewed_obj->pos);
// use the viewer's up vector, and construct the viewers orientation matrix
if (viewer_obj == Player_obj && Player_obj->type == OBJ_SHIP) {
vec3d tempv;
ship_get_eye(&tempv, &camera_orient, Player_obj, false, false);
} else {
camera_orient = viewer_obj->orient;
}
up_vector = camera_orient.vec.uvec;
if (missile_view == FALSE)
vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
else
vm_vector_2_matrix(&camera_orient,&projection_vec,&up_vector,NULL);
// normalize the vector from the viewer to the viwed target, and scale by a factor to calculate
// the objects position
if (missile_view == FALSE) {
vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
} else {
vm_vec_sub(&obj_pos, &viewed_obj->pos, &viewer_obj->pos);
}
renderTargetSetup(&camera_eye, &camera_orient, View_zoom/3);
model_clear_instance(viewed_model_num);
model_render_params render_info;
// IMPORTANT NOTE! Code handling the rendering when 'missile_view == TRUE' is largely copied over from
// renderTargetShip(). To keep the codes similar please update both if and when needed
if (missile_view == FALSE) {
switch (Targetbox_wire) {
case 0:
flags |= MR_NO_LIGHTING;
break;
case 1:
render_info.set_color(*iff_get_color_by_team_and_object(target_team, Player_ship->team, 0, target_objp));
flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
case 2:
break;
case 3:
render_info.set_color(*iff_get_color_by_team_and_object(target_team, Player_ship->team, 0, target_objp));
flags |= MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
}
} else {
render_info.set_object_number(OBJ_INDEX(viewed_obj));
switch (Targetbox_wire) {
case 0:
flags |= MR_NO_LIGHTING;
break;
case 1:
if (ship_is_tagged(viewed_obj))
render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1));
else
render_info.set_color(*iff_get_color_by_team_and_object(homing_shipp->team, Player_ship->team, 1, viewed_obj));
if (homing_sip->uses_team_colors) {
render_info.set_team_color(homing_shipp->team_name, homing_shipp->secondary_team_name, homing_shipp->team_change_timestamp, homing_shipp->team_change_time);
}
flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
case 2:
break;
case 3:
if (ship_is_tagged(viewed_obj))
render_info.set_color(*iff_get_color(IFF_COLOR_TAGGED, 1));
else
render_info.set_color(*iff_get_color_by_team_and_object(homing_shipp->team, Player_ship->team, 1, viewed_obj));
flags |= MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
}
}
if (hud_target_lod >= 0) {
render_info.set_detail_level_lock(hud_target_lod);
}
if(Targetbox_shader_effect > -1) {
render_info.set_animated_effect(Targetbox_shader_effect, 0.0f);
}
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_READ);
}
if ( Desaturated ) {
flags |= MR_DESATURATED;
render_info.set_color(gauge_color);
}
if (missile_view == TRUE) {
if (!Glowpoint_override)
Glowpoint_override = true;
// set glowmap flag here since model_render (etc) require an objnum to handle glowmaps
// if we did pass the objnum, we'd also have thrusters drawn in the targetbox
if (homing_shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) {
flags |= MR_NO_GLOWMAPS;
}
}
if (missile_view == FALSE ) {
render_info.set_flags(flags | MR_AUTOCENTER | MR_IS_MISSILE | MR_NO_FOGGING);
render_info.set_replacement_textures(replacement_textures);
model_render_immediate( &render_info, viewed_model_num, &viewed_obj->orient, &obj_pos );
} else {
// maybe render a special hud-target-only model
// autocentering is bad in this one
if(homing_sip->model_num_hud >= 0){
render_info.set_flags(flags | MR_NO_FOGGING);
model_render_immediate( &render_info, homing_sip->model_num_hud, &viewed_obj->orient, &obj_pos);
} else {
render_info.set_flags(flags | MR_NO_FOGGING);
render_info.set_replacement_textures(homing_shipp->ship_replacement_textures);
model_render_immediate( &render_info, homing_sip->model_num, &viewed_obj->orient, &obj_pos );
}
}
if (missile_view == TRUE) {
Glowpoint_override = false;
}
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_NONE);
}
renderTargetClose();
}
renderTargetForeground();
renderTargetIntegrity(1);
setGaugeColor();
// print out the weapon class name
sprintf( outstr,"%s", target_wip->name );
gr_get_string_size(&w,&h,outstr);
// drop name past the # sign
end_string_at_first_hash_symbol(outstr);
renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, outstr);
// If a homing weapon, show time to impact
if ( is_homing ) {
float dist, speed;
speed = vm_vec_mag(&target_objp->phys_info.vel);
// do the extra math only if it won't lead to null vec issues
if(!(IS_VEC_NULL_SQ_SAFE(&target_objp->phys_info.vel))){
vec3d unit_vec, component_vec;
// in other words substract the magnitude of the target's velocity vectors parallel component from the speed of the weapon
vm_vec_copy_normalize(&unit_vec, &target_objp->phys_info.vel);
speed -= vm_vec_projection_parallel(&component_vec, &wp->homing_object->phys_info.vel, &unit_vec);
}
dist = vm_vec_dist(&target_objp->pos, &wp->homing_pos);
if ( speed > 0 ) {
sprintf(outstr, NOX("impact: %.1f sec"), dist/speed);
} else {
strcpy_s(outstr, XSTR( "unknown", 349));
}
renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, outstr);
}
}
/**
* @note Formerly hud_render_target_asteroid(object *target_objp)
*/
void HudGaugeTargetBox::renderTargetAsteroid(object *target_objp)
{
vec3d obj_pos = ZERO_VECTOR;
vec3d camera_eye = ZERO_VECTOR;
matrix camera_orient = IDENTITY_MATRIX;
asteroid *asteroidp;
vec3d orient_vec, up_vector;
float time_to_impact, factor;
int pof;
int flags=0; //draw flags for wireframe
asteroidp = &Asteroids[target_objp->instance];
pof = asteroidp->asteroid_subtype;
time_to_impact = asteroid_time_to_impact(target_objp);
if ( Detail.targetview_model ) {
// take the forward orientation to be the vector from the player to the current target
vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
vm_vec_normalize(&orient_vec);
factor = 2*target_objp->radius;
// use the player's up vector, and construct the viewers orientation matrix
if (Player_obj->type == OBJ_SHIP) {
vec3d tempv;
ship_get_eye(&tempv, &camera_orient, Player_obj, false, false);
} else {
camera_orient = Player_obj->orient;
}
up_vector = camera_orient.vec.uvec;
vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
// normalize the vector from the player to the current target, and scale by a factor to calculate
// the objects position
vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
renderTargetSetup(&camera_eye, &camera_orient, 0.5f);
model_clear_instance(Asteroid_info[asteroidp->asteroid_type].model_num[pof]);
model_render_params render_info;
switch (Targetbox_wire) {
case 0:
flags |= MR_NO_LIGHTING;
break;
case 1:
if (time_to_impact>=0)
render_info.set_color(255,255,255);
else
render_info.set_color(64,64,0);
flags = MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
case 2:
break;
case 3:
if (time_to_impact>=0)
render_info.set_color(255,255,255);
else
render_info.set_color(64,64,0);
flags |= MR_NO_LIGHTING | MR_NO_TEXTURING;
break;
}
if(Targetbox_shader_effect > -1) {
render_info.set_animated_effect(Targetbox_shader_effect, 0.0f);
}
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_READ);
}
if ( Desaturated ) {
flags |= MR_DESATURATED;
render_info.set_color(gauge_color);
}
render_info.set_flags(flags | MR_NO_FOGGING);
model_render_immediate( &render_info, Asteroid_info[asteroidp->asteroid_type].model_num[pof], &target_objp->orient, &obj_pos );
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_NONE);
}
renderTargetClose();
}
renderTargetForeground();
renderTargetIntegrity(1);
setGaugeColor();
// hud print type of Asteroid (debris)
char hud_name[64];
switch (asteroidp->asteroid_type) {
case ASTEROID_TYPE_SMALL:
case ASTEROID_TYPE_MEDIUM:
case ASTEROID_TYPE_LARGE:
strcpy_s(hud_name, NOX("asteroid"));
break;
default:
sprintf(hud_name, NOX("%s debris"), Species_info[(asteroidp->asteroid_type / NUM_DEBRIS_SIZES) - 1].species_name);
break;
}
renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, hud_name);
if ( time_to_impact >= 0.0f ) {
renderPrintf(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, NOX("impact: %.1f sec"), time_to_impact);
}
}
/**
* Render a jump node on the target monitor
* @note Formerly hud_render_target_jump_node(object *target_objp)
*/
void HudGaugeTargetBox::renderTargetJumpNode(object *target_objp)
{
char outstr[256];
vec3d obj_pos = ZERO_VECTOR;
vec3d camera_eye = ZERO_VECTOR;
matrix camera_orient = IDENTITY_MATRIX;
vec3d orient_vec, up_vector;
float factor, dist;
int hx, hy, w, h;
SCP_list<CJumpNode>::iterator jnp;
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() != target_objp)
continue;
if ( jnp->IsHidden() ) {
set_target_objnum( Player_ai, -1 );
return;
}
if ( Detail.targetview_model ) {
// take the forward orientation to be the vector from the player to the current target
vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
vm_vec_normalize(&orient_vec);
factor = target_objp->radius*4.0f;
// use the player's up vector, and construct the viewers orientation matrix
if (Player_obj->type == OBJ_SHIP) {
vec3d tempv;
ship_get_eye(&tempv, &camera_orient, Player_obj, false, false);
} else {
camera_orient = Player_obj->orient;
}
up_vector = camera_orient.vec.uvec;
vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
// normalize the vector from the player to the current target, and scale by a factor to calculate
// the objects position
vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
renderTargetSetup(&camera_eye, &camera_orient, 0.5f);
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_READ);
}
jnp->Render( &obj_pos );
if ( Monitor_mask >= 0 ) {
gr_stencil_set(GR_STENCIL_NONE);
}
renderTargetClose();
}
renderTargetForeground();
renderTargetIntegrity(1);
setGaugeColor();
strcpy_s(outstr, jnp->GetName());
end_string_at_first_hash_symbol(outstr);
renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, outstr);
dist = vm_vec_dist_quick(&target_objp->pos, &Player_obj->pos);
if ( Hud_unit_multiplier > 0.0f ) { // use a different displayed distance scale
dist = dist * Hud_unit_multiplier;
}
// account for hud shaking
hx = fl2i(HUD_offset_x);
hy = fl2i(HUD_offset_y);
sprintf(outstr,XSTR( "d: %.0f", 340), dist);
hud_num_make_mono(outstr, font_num);
gr_get_string_size(&w,&h,outstr);
renderPrintf(position[0] + Dist_offsets[0]+hx, position[1] + Dist_offsets[1]+hy, EG_TBOX_DIST, outstr);
}
}
/**
* Toggle through the valid targetbox modes
*
* @note 0==standard
* @note 1==wireframe only
* @note 2==standard with lighting
*/
void hud_targetbox_switch_wireframe_mode()
{
Targetbox_wire++;
if (Targetbox_wire==3)
Targetbox_wire=0;
}
/**
* Init a specific targetbox timer
*/
void hud_targetbox_init_flash_timer(int index)
{
Targetbox_flash_timers[index] = 1;
}
/**
* Init the timers used to flash different parts of the targetbox.
*
* @note This needs to get called whenever the current target changes.
* @note Need to call initFlashTimers for any TargetBox gauges and call initDockFlashTimer() for Extra Target Info gauges (Switfty)
*/
void hud_targetbox_init_flash()
{
for(int i = 0; i < NUM_TBOX_FLASH_TIMERS; i++) {
hud_targetbox_init_flash_timer(i);
}
Last_ts = -1;
Current_ts = -1;
}
int HudGaugeTargetBox::maybeFlashElement(int index, int flash_fast)
{
int draw_bright=0;
setGaugeColor();
if ( !timestamp_elapsed(Targetbox_flash_timers[index]) ) {
if ( timestamp_elapsed(Next_flash_timers[index]) ) {
if ( flash_fast ) {
Next_flash_timers[index] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
} else {
Next_flash_timers[index] = timestamp(TBOX_FLASH_INTERVAL);
}
flash_flags ^= (1<<index); // toggle between default and bright frames
}
if ( flash_flags & (1<<index) ) {
setGaugeColor(HUD_C_BRIGHT);
draw_bright=1;
} else {
setGaugeColor(HUD_C_DIM);
}
}
return draw_bright;
}
void HudGaugeTargetBox::renderTargetClose()
{
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
hud_save_restore_camera_data(0);
resetClip();
}
/**
* Get the shield and hull percentages for a given ship object
*
* @param objp Pointer to ship object that you want strength values for
* @param shields OUTPUT parameter: percentage value of shields (0->1.0)
* @param integrity OUTPUT parameter: percentage value of integrity (0->1.0)
*/
void hud_get_target_strength(object *objp, float *shields, float *integrity)
{
*shields = get_shield_pct(objp);
*integrity = get_hull_pct(objp);
}
HudGaugeExtraTargetData::HudGaugeExtraTargetData():
HudGauge(HUD_OBJECT_EXTRA_TARGET_DATA, HUD_TARGET_MONITOR_EXTRA_DATA, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY), 255, 255, 255)
{
initDockFlashTimer();
}
void HudGaugeExtraTargetData::initialize()
{
initDockFlashTimer();
HudGauge::initialize();
}
void HudGaugeExtraTargetData::initBracketOffsets(int x, int y)
{
bracket_offsets[0] = x;
bracket_offsets[1] = y;
}
void HudGaugeExtraTargetData::initDockOffsets(int x, int y)
{
dock_offsets[0] = x;
dock_offsets[1] = y;
}
void HudGaugeExtraTargetData::initDockMaxWidth(int width)
{
dock_max_w = width;
}
void HudGaugeExtraTargetData::initTimeOffsets(int x, int y)
{
time_offsets[0] = x;
time_offsets[1] = y;
}
void HudGaugeExtraTargetData::initOrderOffsets(int x, int y)
{
order_offsets[0] = x;
order_offsets[1] = y;
}
void HudGaugeExtraTargetData::initOrderMaxWidth(int width)
{
order_max_w = width;
}
void HudGaugeExtraTargetData::initBitmaps(char *fname)
{
bracket.first_frame = bm_load_animation(fname, &bracket.num_frames);
if ( bracket.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeExtraTargetData::pageIn()
{
bm_page_in_aabitmap( bracket.first_frame, bracket.num_frames );
}
/**
* @note Formerly hud_targetbox_show_extra_ship_info(target_shipp, target_objp) (Swifty)
*/
void HudGaugeExtraTargetData::render(float frametime)
{
char outstr[256], tmpbuf[256];
int has_orders = 0;
int not_training;
int extra_data_shown=0;
if(!canRender())
return;
if ( Player_ai->target_objnum == -1)
return;
if ( Target_static_playing )
return;
object *target_objp;
target_objp = &Objects[Player_ai->target_objnum];
// only render if this the current target is type OBJ_SHIP
if(target_objp->type != OBJ_SHIP)
return;
ship* target_shipp = &Ships[target_objp->instance];
setGaugeColor();
not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING);
if ( not_training) {
// Print out current orders if the targeted ship is friendly
// AL 12-26-97: only show orders and time to target for friendly ships
// Backslash: actually let's consult the IFF table. Maybe we want to show orders for certain teams, or hide orders for friendlies
if ( ((Player_ship->team == target_shipp->team) || ((Iff_info[target_shipp->team].flags & IFFF_ORDERS_SHOWN) && !(Iff_info[target_shipp->team].flags & IFFF_ORDERS_HIDDEN)) ) && !(Ship_info[target_shipp->ship_info_index].is_flyable() ) ) {
extra_data_shown=1;
if ( ship_return_orders(outstr, target_shipp) ) {
font::force_fit_string(outstr, 255, order_max_w);
has_orders = 1;
} else {
strcpy_s(outstr, XSTR( "no orders", 337));
}
renderString(position[0] + order_offsets[0], position[1] + order_offsets[1], EG_TBOX_EXTRA1, outstr);
}
if ( has_orders ) {
strcpy_s(outstr, XSTR( "time to: ", 338));
if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) {
strcat_s(outstr, tmpbuf);
renderString(position[0] + time_offsets[0], position[1] + time_offsets[1], EG_TBOX_EXTRA2, outstr);
}
}
}
if (Player_ai->last_target != Player_ai->target_objnum) {
endFlashDock();
}
// Print out dock status
if ( object_is_docked(target_objp) )
{
startFlashDock(2000);
// count the objects directly docked to me
int dock_count = dock_count_direct_docked_objects(target_objp);
// docked to only one object
if (dock_count == 1)
{
sprintf(outstr, XSTR("Docked: %s", 339), Ships[dock_get_first_docked_object(target_objp)->instance].ship_name);
end_string_at_first_hash_symbol(outstr);
}
// docked to multiple objects
else
{
sprintf(outstr, XSTR("Docked: %d objects", 1623), dock_count);
}
font::force_fit_string(outstr, 255, dock_max_w);
maybeFlashDock();
renderString(position[0] + dock_offsets[0], position[1] + dock_offsets[1], EG_TBOX_EXTRA3, outstr);
extra_data_shown=1;
}
if ( extra_data_shown ) {
renderBitmap(bracket.first_frame, position[0] + bracket_offsets[0], position[1] + bracket_offsets[1]);
}
}
void HudGaugeExtraTargetData::initDockFlashTimer()
{
flash_timer[0] = 1;
flash_timer[1] = 1;
flash_flags = false;
}
void HudGaugeExtraTargetData::startFlashDock(int duration)
{
flash_timer[0] = timestamp(duration);
}
int HudGaugeExtraTargetData::maybeFlashDock(int flash_fast)
{
int draw_bright=0;
setGaugeColor();
if ( !timestamp_elapsed(flash_timer[0]) ) {
if ( timestamp_elapsed(flash_timer[1]) ) {
if ( flash_fast ) {
flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
} else {
flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL);
}
// toggle between default and bright frames
if(flash_flags)
flash_flags = false;
else
flash_flags = true;
}
if (flash_flags) {
setGaugeColor(HUD_C_BRIGHT);
draw_bright=1;
} else {
setGaugeColor(HUD_C_DIM);
}
}
return draw_bright;
}
void HudGaugeExtraTargetData::endFlashDock()
{
flash_timer[0] = timestamp(0);
}
//from aicode.cpp. Less include...problems...this way.
extern int turret_weapon_aggregate_flags(ship_weapon *swp);
extern int turret_weapon_aggregate_flags2(ship_weapon *swp);
extern bool turret_weapon_has_subtype(ship_weapon *swp, int subtype);
void get_turret_subsys_name(ship_weapon *swp, char *outstr)
{
Assert(swp != NULL); // Goober5000 //WMC
//WMC - find the first weapon, if there is one
if (swp->num_primary_banks || swp->num_secondary_banks) {
int flags = turret_weapon_aggregate_flags(swp);
int flags2 = turret_weapon_aggregate_flags2(swp);
// check if beam or flak using weapon flags
if (flags & WIF_BEAM) {
sprintf(outstr, "%s", XSTR("Beam turret", 1567));
} else if (flags & WIF_FLAK) {
sprintf(outstr, "%s", XSTR("Flak turret", 1566));
} else {
if (turret_weapon_has_subtype(swp, WP_MISSILE)) {
sprintf(outstr, "%s", XSTR("Missile lnchr", 1569));
} else if (turret_weapon_has_subtype(swp, WP_LASER)) {
// ballistic too! - Goober5000
if (flags2 & WIF2_BALLISTIC)
{
sprintf(outstr, "%s", XSTR("Turret", 1487));
}
// the TVWP has some primaries flagged as bombs
else if (flags & WIF_BOMB)
{
sprintf(outstr, "%s", XSTR("Missile lnchr", 1569));
}
else
{
sprintf(outstr, "%s", XSTR("Laser turret", 1568));
}
} else {
// Mantis #2226: find out if there are any weapons here at all
if (flags == 0 && flags2 == 0) {
sprintf(outstr, "%s", NOX("Unused"));
} else {
// Illegal subtype
static bool Turret_illegal_subtype_warned = false;
if (!Turret_illegal_subtype_warned) {
Turret_illegal_subtype_warned = true;
Warning(LOCATION, "This turret has an illegal subtype! Trace out and fix!");
}
sprintf(outstr, "%s", XSTR("Turret", 1487));
}
}
}
} else if(swp->num_tertiary_banks) {
//TODO: add tertiary turret code stuff here
sprintf(outstr, "%s", NOX("Unknown"));
} else {
// This should not happen
sprintf(outstr, "%s", NOX("Unused"));
}
}
void HudGaugeTargetBox::renderTargetShipInfo(object *target_objp)
{
ship *target_shipp;
int w, h, screen_integrity = 1;
char outstr[NAME_LENGTH];
char outstr_name[NAME_LENGTH*2+3];
char outstr_class[NAME_LENGTH];
float ship_integrity, shield_strength;
Assert(target_objp); // Goober5000
Assert(target_objp->type == OBJ_SHIP);
target_shipp = &Ships[target_objp->instance];
// set up colors
if ( HudGauge::maybeFlashSexp() == 1 ) {
hud_set_iff_color(target_objp, 1);
} else {
// Print out ship name, with wing name if it exists
if ( maybeFlashElement(TBOX_FLASH_NAME) ) {
hud_set_iff_color(target_objp, 1);
} else {
hud_set_iff_color(target_objp);
}
}
// set up lines
hud_stuff_ship_name(outstr_name, target_shipp);
hud_stuff_ship_class(outstr_class, target_shipp);
// maybe concatenate the callsign
if (*outstr_name)
{
char outstr_callsign[NAME_LENGTH];
hud_stuff_ship_callsign(outstr_callsign, target_shipp);
if (*outstr_callsign)
sprintf(&outstr_name[strlen(outstr_name)], " (%s)", outstr_callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(outstr_name, target_shipp);
}
// print lines based on current coords
renderString(position[0] + Name_offsets[0], position[1] + Name_offsets[1], EG_TBOX_NAME, outstr_name);
renderString(position[0] + Class_offsets[0], position[1] + Class_offsets[1], EG_TBOX_CLASS, outstr_class);
// ----------
ship_integrity = 1.0f;
shield_strength = 1.0f;
hud_get_target_strength(target_objp, &shield_strength, &ship_integrity);
// convert to values of 0->100
shield_strength *= 100.0f;
ship_integrity *= 100.0f;
screen_integrity = fl2i(ship_integrity+0.5f);
if ( screen_integrity == 0 ) {
if ( ship_integrity > 0 ) {
screen_integrity = 1;
}
}
// Print out right-justified integrity
sprintf(outstr, XSTR( "%d%%", 341), screen_integrity);
gr_get_string_size(&w,&h,outstr);
if ( HudGauge::maybeFlashSexp() == 1 ) {
setGaugeColor(HUD_C_BRIGHT);
} else {
maybeFlashElement(TBOX_FLASH_HULL);
}
renderPrintf(position[0] + Hull_offsets[0]-w, position[1] + Hull_offsets[1], EG_TBOX_HULL, "%s", outstr);
setGaugeColor();
// print out the targeted sub-system and % integrity
if (Player_ai->targeted_subsys != NULL) {
shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->max_hits * 100.0f;
screen_integrity = fl2i(shield_strength+0.5f);
if ( screen_integrity < 0 ) {
screen_integrity = 0;
}
if ( screen_integrity == 0 ) {
if ( shield_strength > 0 ) {
screen_integrity = 1;
}
}
maybeFlashElement(TBOX_FLASH_SUBSYS);
// get turret subsys name
if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET && !ship_subsys_has_instance_name(Player_ai->targeted_subsys)) {
get_turret_subsys_name(&Player_ai->targeted_subsys->weapons, outstr);
} else {
sprintf(outstr, "%s", ship_subsys_get_name(Player_ai->targeted_subsys));
}
char *p_line;
// hence pipe shall be the linebreak
char linebreak[2] = "|";
int n_linebreaks = 0;
p_line = strpbrk(outstr,linebreak);
// figure out how many linebreaks we actually have
while (p_line != NULL) {
n_linebreaks++;
p_line = strpbrk(p_line+1,linebreak);
}
int subsys_name_pos_x;
int subsys_name_pos_y;
if ( Use_subsys_name_offsets ) {
subsys_name_pos_x = position[0] + Subsys_name_offsets[0];
subsys_name_pos_y = position[1] + Subsys_name_offsets[1];
} else {
subsys_name_pos_x = position[0] + Viewport_offsets[0] + 2;
subsys_name_pos_y = position[1] + Viewport_offsets[1] + Viewport_h;
}
if (n_linebreaks) {
p_line = strtok(outstr,linebreak);
while (p_line != NULL) {
renderPrintf(subsys_name_pos_x, subsys_name_pos_y-h-((h+1)*n_linebreaks), p_line);
p_line = strtok(NULL,linebreak);
n_linebreaks--;
}
} else {
hud_targetbox_truncate_subsys_name(outstr);
renderPrintf(subsys_name_pos_x, subsys_name_pos_y-h, outstr);
}
int subsys_integrity_pos_x;
int subsys_integrity_pos_y;
if ( Use_subsys_integrity_offsets ) {
subsys_integrity_pos_x = position[0] + Subsys_integrity_offsets[0];
subsys_integrity_pos_y = position[1] + Subsys_integrity_offsets[1];
} else {
subsys_integrity_pos_x = position[0] + Viewport_offsets[0] + Viewport_w - 1;
subsys_integrity_pos_y = position[1] + Viewport_offsets[1] + Viewport_h;
}
// AL 23-3-98: Fighter bays are a special case. Player cannot destroy them, so don't
// show the subsystem strength
// Goober5000: don't display any strength if we can't destroy this subsystem - but sometimes
// fighterbays can be destroyed
if ( ship_subsys_takes_damage(Player_ai->targeted_subsys) )
{
sprintf(outstr,XSTR( "%d%%", 341),screen_integrity);
gr_get_string_size(&w,&h,outstr);
renderPrintf(subsys_integrity_pos_x - w, subsys_integrity_pos_y - h, "%s", outstr);
}
setGaugeColor();
}
// print out 'disabled' on the monitor if the target is disabled
if ( (target_shipp->flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) {
if ( target_shipp->flags[Ship::Ship_Flags::Disabled] ) {
strcpy_s(outstr, XSTR( "DISABLED", 342));
} else {
strcpy_s(outstr, XSTR( "DISRUPTED", 343));
}
gr_get_string_size(&w,&h,outstr);
int disabled_status_pos_x;
int disabled_status_pos_y;
if ( Use_disabled_status_offsets ) {
disabled_status_pos_x = position[0] + Disabled_status_offsets[0];
disabled_status_pos_y = position[1] + Disabled_status_offsets[1];
} else {
disabled_status_pos_x = position[0] + Viewport_offsets[0] + Viewport_w/2 - w/2 - 1;
disabled_status_pos_y = position[1] + Viewport_offsets[1] + Viewport_h - 2*h;
}
renderPrintf(disabled_status_pos_x, disabled_status_pos_y, "%s", outstr);
}
}
/**
* Determine if the subsystem is in line-of sight, without taking into account whether the player ship is
* facing the subsystem
*/
int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy)
{
ship_subsys *subsys;
vec3d subobj_pos;
vertex subobj_vertex;
int rval = -1;
polymodel *pm;
subsys = Player_ai->targeted_subsys;
if (subsys != NULL ) {
get_subsystem_pos(&subobj_pos, target_objp, subsys);
// is it subsystem in view
if ( Player->subsys_in_view == -1 ) {
rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0);
} else {
rval = Player->subsys_in_view;
}
// get screen coords, adjusting for autocenter
Assert(target_objp->type == OBJ_SHIP);
if (target_objp->type == OBJ_SHIP) {
pm = model_get(Ship_info[Ships[target_objp->instance].ship_info_index].model_num);
if (pm->flags & PM_FLAG_AUTOCEN) {
vec3d temp, delta;
vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f);
vm_vec_unrotate(&delta, &temp, &target_objp->orient);
vm_vec_add2(&subobj_pos, &delta);
}
}
g3_rotate_vertex(&subobj_vertex, &subobj_pos);
g3_project_vertex(&subobj_vertex);
*sx = (int) subobj_vertex.screen.xyw.x;
*sy = (int) subobj_vertex.screen.xyw.y;
}
return rval;
}
void hud_cargo_scan_update(object *targetp, float frametime)
{
// update cargo inspection status
Cargo_string[0] = 0;
if ( targetp->type == OBJ_SHIP ) {
Target_display_cargo = player_inspect_cargo(frametime, Cargo_string);
if ( Target_display_cargo ) {
if ( Player->cargo_inspect_time > 0 ) {
hud_targetbox_start_flash(TBOX_FLASH_CARGO);
}
}
}
}
void hud_update_cargo_scan_sound()
{
if ( Player->cargo_inspect_time <= 0 ) {
player_stop_cargo_scan_sound();
return;
}
player_maybe_start_cargo_scan_sound();
}
/**
* If the player is scanning for cargo, draw some cool scanning lines on the target monitor
*/
void HudGaugeTargetBox::maybeRenderCargoScan(ship_info *target_sip)
{
int x1, y1, x2, y2;
int scan_time; // time required to scan ship
if ( Player->cargo_inspect_time <= 0 ) {
return;
}
scan_time = target_sip->scan_time;
setGaugeColor(HUD_C_BRIGHT);
// draw horizontal scan line
x1 = position[0] + Cargo_scan_start_offsets[0]; // Cargo_scan_coords[gr_screen.res][0];
y1 = fl2i(0.5f + position[1] + Cargo_scan_start_offsets[1] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_h ));
x2 = x1 + Cargo_scan_w;
renderLine(x1, y1, x2, y1);
// RT Changed this to be optional
if(Cmdline_dualscanlines) {
// added 2nd horizontal scan line - phreak
y1 = fl2i(position[1] + Cargo_scan_start_offsets[1] + Cargo_scan_h - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_h ));
renderLine(x1, y1, x2, y1);
}
// draw vertical scan line
x1 = fl2i(0.5f + position[0] + Cargo_scan_start_offsets[0] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_w ));
y1 = position[1] + Cargo_scan_start_offsets[1];
y2 = y1 + Cargo_scan_h;
renderLine(x1, y1-3, x1, y2-1);
// RT Changed this to be optional
if(Cmdline_dualscanlines) {
// added 2nd vertical scan line - phreak
x1 = fl2i(0.5f + Cargo_scan_w + position[0] + Cargo_scan_start_offsets[0] - ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_w ));
renderLine(x1, y1-3, x1, y2-1);
}
}
void HudGaugeTargetBox::showTargetData(float frametime)
{
char outstr[256]; // temp buffer for sprintf'ing hud output
int w,h; // width and height of string about to print
object *target_objp;
ship *shipp = NULL;
debris *debrisp = NULL;
ship_info *sip = NULL;
int is_ship = 0;
float displayed_target_distance, displayed_target_speed, current_target_distance, current_target_speed;
setGaugeColor();
target_objp = &Objects[Player_ai->target_objnum];
current_target_distance = Player_ai->current_target_distance;
if ( Hud_unit_multiplier > 0.0f ) { // use a different displayed distance scale
displayed_target_distance = current_target_distance * Hud_unit_multiplier;
} else {
displayed_target_distance = current_target_distance;
}
switch( Objects[Player_ai->target_objnum].type ) {
case OBJ_SHIP:
shipp = &Ships[target_objp->instance];
sip = &Ship_info[shipp->ship_info_index];
is_ship = 1;
break;
case OBJ_DEBRIS:
debrisp = &Debris[target_objp->instance];
sip = &Ship_info[debrisp->ship_info_index];
break;
case OBJ_WEAPON:
sip = NULL;
break;
case OBJ_ASTEROID:
sip = NULL;
break;
case OBJ_JUMP_NODE:
return;
default:
Int3(); // can't happen
break;
}
int hx, hy;
// Account for HUD shaking
hx = fl2i(HUD_offset_x);
hy = fl2i(HUD_offset_y);
// print out the target distance and speed
sprintf(outstr,XSTR( "d: %.0f%s", 350), displayed_target_distance, modifiers[Player_ai->current_target_dist_trend]);
hud_num_make_mono(outstr, font_num);
gr_get_string_size(&w,&h,outstr);
renderString(position[0] + Dist_offsets[0]+hx, position[1] + Dist_offsets[1]+hy, EG_TBOX_DIST, outstr);
#if 0
current_target_speed = vm_vec_dist(&target_objp->pos, &target_objp->last_pos) / frametime;
#endif
// 7/28/99 DKA: Do not use vec_mag_quick -- the error is too big
current_target_speed = vm_vec_mag(&target_objp->phys_info.vel);
if ( current_target_speed < 0.1f ) {
current_target_speed = 0.0f;
}
// if the speed is 0, determine if we are docked with something -- if so, get the docked velocity
if ( (current_target_speed == 0.0f) && is_ship ) {
current_target_speed = dock_calc_docked_fspeed(&Objects[shipp->objnum]);
if ( current_target_speed < 0.1f ) {
current_target_speed = 0.0f;
}
}
if ( Hud_speed_multiplier > 0.0f ) { // use a different displayed speed scale
displayed_target_speed = current_target_speed * Hud_speed_multiplier;
} else {
displayed_target_speed = current_target_speed;
}
sprintf(outstr, XSTR( "s: %.0f%s", 351), displayed_target_speed, (displayed_target_speed>1)?modifiers[Player_ai->current_target_speed_trend]:"");
hud_num_make_mono(outstr, font_num);
renderString(position[0] + Speed_offsets[0]+hx, position[1] + Speed_offsets[1]+hy, EG_TBOX_SPEED, outstr);
//
// output target info for debug purposes only, this will be removed later
//
#ifndef NDEBUG
//XSTR:OFF
char outstr2[256];
if ( Show_target_debug_info && (is_ship == 1) ) {
int sx, sy, dy;
sx = gr_screen.center_offset_x + 5;
dy = gr_get_font_height() + 1;
sy = gr_screen.center_offset_y + 300 - 7*dy;
gr_set_color_fast(&HUD_color_debug);
if ( shipp->ai_index >= 0 ) {
ai_info *aip = &Ai_info[shipp->ai_index];
sprintf(outstr,"AI: %s",Ai_behavior_names[aip->mode]);
switch (aip->mode) {
case AIM_CHASE:
Assert(aip->submode <= SM_BIG_PARALLEL); // Must be <= largest chase submode value.
sprintf(outstr2," / %s",Submode_text[aip->submode]);
strcat_s(outstr,outstr2);
break;
case AIM_STRAFE:
Assert(aip->submode <= AIS_STRAFE_POSITION); // Must be <= largest chase submode value.
sprintf(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
strcat_s(outstr,outstr2);
break;
case AIM_WAYPOINTS:
break;
default:
break;
}
gr_printf_no_resize(sx, sy, outstr);
sy += dy;
gr_printf_no_resize(sx, sy, "Max speed = %d, (%d%%)", (int) shipp->current_max_speed, (int) (100.0f * vm_vec_mag(&target_objp->phys_info.vel)/shipp->current_max_speed));
sy += dy;
// data can be found in target montior
if (aip->target_objnum != -1) {
char target_str[32];
float dot, dist;
vec3d v2t;
if (aip->target_objnum == Player_obj-Objects)
strcpy_s(target_str, "Player!");
else
sprintf(target_str, "%s", Ships[Objects[aip->target_objnum].instance].ship_name);
gr_printf_no_resize(sx, sy, "Targ: %s", target_str);
sy += dy;
dist = vm_vec_dist_quick(&Objects[Player_ai->target_objnum].pos, &Objects[aip->target_objnum].pos);
vm_vec_normalized_dir(&v2t,&Objects[aip->target_objnum].pos, &Objects[Player_ai->target_objnum].pos);
dot = vm_vec_dot(&v2t, &Objects[Player_ai->target_objnum].orient.vec.fvec);
// data can be found in target monitor
gr_printf_no_resize(sx, sy, "Targ dot: %3.2f", dot);
sy += dy;
gr_printf_no_resize(sx, sy, "Targ dst: %3.2f", dist);
sy += dy;
if ( aip->targeted_subsys != NULL ) {
sprintf(outstr, "Subsys: %s", aip->targeted_subsys->system_info->subobj_name);
gr_printf_no_resize(sx, sy, outstr);
}
sy += dy;
}
// print out energy transfer information on the ship
sy = gr_screen.center_offset_y + 70;
sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed);
gr_printf_no_resize(sx, sy, outstr);
sy += dy;
sprintf(outstr,"G/S/E: %.2f/%.2f/%.2f",Energy_levels[shipp->weapon_recharge_index],Energy_levels[shipp->shield_recharge_index],Energy_levels[shipp->engine_recharge_index]);
gr_printf_no_resize(sx, sy, outstr);
sy += dy;
// Show information about attacker.
{
int found = 0;
if (Enemy_attacker != NULL)
if (Enemy_attacker->type == OBJ_SHIP) {
ship *eshipp;
ai_info *eaip;
float dot, dist;
vec3d v2t;
eshipp = &Ships[Enemy_attacker->instance];
eaip = &Ai_info[eshipp->ai_index];
if (eaip->target_objnum == Player_obj-Objects) {
found = 1;
dist = vm_vec_dist_quick(&Enemy_attacker->pos, &Player_obj->pos);
vm_vec_normalized_dir(&v2t,&Objects[eaip->target_objnum].pos, &Enemy_attacker->pos);
dot = vm_vec_dot(&v2t, &Enemy_attacker->orient.vec.fvec);
gr_printf_no_resize(sx, sy, "#%i: %s", Enemy_attacker-Objects, Ships[Enemy_attacker->instance].ship_name);
sy += dy;
gr_printf_no_resize(sx, sy, "Targ dist: %5.1f", dist);
sy += dy;
gr_printf_no_resize(sx, sy, "Targ dot: %3.2f", dot);
sy += dy;
}
}
if (Player_ai->target_objnum == Enemy_attacker - Objects)
found = 0;
if (!found) {
int i;
Enemy_attacker = NULL;
for (i=0; i<MAX_OBJECTS; i++)
if (Objects[i].type == OBJ_SHIP) {
int enemy;
if (i != Player_ai->target_objnum) {
enemy = Ai_info[Ships[Objects[i].instance].ai_index].target_objnum;
if (enemy == Player_obj-Objects) {
Enemy_attacker = &Objects[i];
break;
}
}
}
}
}
// Show target size
// hud_target_w
gr_printf_no_resize(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h );
sy += dy;
polymodel *pm = model_get(sip->model_num);
gr_printf_no_resize(sx, sy, "POF:%s", pm->filename );
sy += dy;
gr_printf_no_resize(sx, sy, "Mass: %.2f\n", pm->mass);
sy += dy;
}
}
// display the weapons for the target on the HUD. Include ammo counts.
if ( Show_target_weapons && (is_ship == 1) ) {
int sx, sy, dy, i;
ship_weapon *swp;
swp = &shipp->weapons;
sx = gr_screen.center_offset_x + 400;
sy = gr_screen.center_offset_y + 100;
dy = gr_get_font_height();
sprintf(outstr,"Num primaries: %d", swp->num_primary_banks);
gr_printf_no_resize(sx,sy,outstr);
sy += dy;
for ( i = 0; i < swp->num_primary_banks; i++ ) {
sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->primary_bank_weapons[i]].name);
gr_printf_no_resize(sx,sy,outstr);
sy += dy;
}
sy += dy;
sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks);
gr_printf_no_resize(sx,sy,outstr);
sy += dy;
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->secondary_bank_weapons[i]].name);
gr_printf_no_resize(sx,sy,outstr);
sy += dy;
}
}
//XSTR:ON
#endif
}
/**
* Called at the start of each level
*/
void hud_init_target_static()
{
Target_static_next = 0;
Target_static_playing = 0;
}
/**
* Determine if we should draw static on top of the target box
*/
void hud_update_target_static()
{
float sensors_str;
// on lowest skill level, don't show static on target monitor
if ( Game_skill_level == 0 )
return;
// if multiplayer observer, don't show static
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER))
return;
sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
sensors_str = SENSOR_STR_TARGET_NO_EFFECTS-1;
}
if ( sensors_str > SENSOR_STR_TARGET_NO_EFFECTS ) {
Target_static_playing = 0;
Target_static_next = 0;
} else {
if ( Target_static_next == 0 )
Target_static_next = 1;
}
if ( timestamp_elapsed(Target_static_next) ) {
Target_static_playing ^= 1;
Target_static_next = timestamp_rand(50, 750);
}
if ( Target_static_playing ) {
if ( Target_static_looping == -1 ) {
Target_static_looping = snd_play_looping(&Snds[SND_STATIC]);
}
} else {
if ( Target_static_looping != -1 ) {
snd_stop(Target_static_looping);
Target_static_looping = -1;
}
}
}
/**
* Updates the HUD status description of a particular ship
*
* Checks for disabled or ships with disrupted engines, as well as damage levels
* of the target ship. If status has changed, then the HUD will flash
*
* @param targetp Instance of the ship target -- note the targetp->instance cannot be negative
*
*/
void hud_update_ship_status(object *targetp)
{
Assert( targetp != NULL );
Assert( (targetp->instance >= 0) && (targetp->instance < MAX_SHIPS) );
if ( (targetp->instance >= 0) && (targetp->instance < MAX_SHIPS) ) {
// print out status of ship for the targetbox
if ( (Ships[targetp->instance].flags[Ship::Ship_Flags::Disabled]) || (ship_subsys_disrupted(&Ships[targetp->instance], SUBSYSTEM_ENGINE)) ) {
Current_ts = TS_DIS;
} else {
if ( Pl_target_integrity > 0.9 ) {
Current_ts = TS_OK;
} else if ( Pl_target_integrity > 0.2 ) {
Current_ts = TS_DMG;
} else {
Current_ts = TS_CRT;
}
}
if ( Last_ts != -1 && Current_ts != Last_ts ) {
hud_targetbox_start_flash(TBOX_FLASH_STATUS);
}
}
Last_ts = Current_ts;
}
/**
* Start the targetbox item flashing for duration ms
*
* @param index TBOX_FLASH_ define
* @param duration optional param (default value TBOX_FLASH_DURATION), how long to flash in ms
*/
void hud_targetbox_start_flash(int index, int duration)
{
Targetbox_flash_timers[index] = timestamp(duration);
}
/**
* Stop flashing a specific targetbox item
*/
void hud_targetbox_end_flash(int index)
{
Targetbox_flash_timers[index] = timestamp(0);
}
void HudGaugeTargetBox::pageIn()
{
bm_page_in_aabitmap( Monitor_frame.first_frame, Monitor_frame.num_frames);
bm_page_in_aabitmap( Integrity_bar.first_frame, Integrity_bar.num_frames );
}