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https://github.com/scp-fs2open/fs2open.github.com.git
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1012 lines
26 KiB
C++
1012 lines
26 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "hud/hudreticle.h"
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#include "hud/hud.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "io/timer.h"
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#include "gamesnd/gamesnd.h"
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#include "hud/hudtargetbox.h"
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#include "weapon/emp.h"
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#include "localization/localize.h"
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#include "network/multi.h"
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#include "weapon/weapon.h"
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#define NUM_RETICLE_ANIS 11 // keep up to date when modifying the number of reticle ani files
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#define RETICLE_TOP_ARC 0
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#define RETICLE_LASER_WARN 1
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#define RETICLE_LOCK_WARN 2
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#define RETICLE_LEFT_ARC 3
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#define RETICLE_RIGHT_ARC 4
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#define RETICLE_ONE_PRIMARY 5
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#define RETICLE_TWO_PRIMARY 6
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#define RETICLE_ONE_SECONDARY 7
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#define RETICLE_TWO_SECONDARY 8
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#define RETICLE_THREE_SECONDARY 9
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//#define RETICLE_LAUNCH_LABEL 5
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#define RETICLE_CENTER 10
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int Hud_throttle_frame_w[GR_NUM_RESOLUTIONS] = {
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49,
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78
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};
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int Hud_throttle_h[GR_NUM_RESOLUTIONS] = {
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50, 80
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};
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int Hud_throttle_bottom_y[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
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{ 309, 494 },
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{ 307, 491 }
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};
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int Hud_throttle_aburn_h[GR_NUM_RESOLUTIONS] = {
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17,
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27
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};
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int Hud_throttle_aburn_button[GR_NUM_RESOLUTIONS] = {
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259,
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414
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};
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int Outer_circle_radius[GR_NUM_RESOLUTIONS] = {
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104,
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166
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};
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int Hud_reticle_center[GR_NUM_RESOLUTIONS][2] =
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{
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{ // GR_640
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320, 242
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},
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{ // GR_1024
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512, 387
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}
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};
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char Reticle_frame_names[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][MAX_FILENAME_LEN] =
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{
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//XSTR:OFF
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{
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{ // GR_640
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"toparc1_fs1",
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"toparc2_fs1",
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"toparc3_fs1",
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"leftarc_fs1",
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"rightarc1_fs1",
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"rightarc2_fs1",
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"rightarc3_fs1",
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"rightarc4_fs1",
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"rightarc5_fs1",
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"rightarc6_fs1",
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// "toparc4_fs1",
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"reticle1_fs1",
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},
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{ // GR_1024
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"2_toparc1_fs1",
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"2_toparc2_fs1",
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"2_toparc3_fs1",
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"2_leftarc_fs1",
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"2_rightarc1_fs1",
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"2_rightarc2_fs1",
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"2_rightarc3_fs1",
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"2_rightarc4_fs1",
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"2_rightarc5_fs1",
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"2_rightarc6_fs1",
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// "2_toparc4_fs1",
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"2_reticle1_fs1",
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}
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},
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{
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{ // GR_640
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"toparc1",
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"toparc2",
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"toparc3",
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"leftarc",
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"rightarc1",
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"<none>",
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"<none>",
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"<none>",
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"<none>",
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"<none>",
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// "<none>",
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"reticle1",
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},
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{ // GR_1024
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"2_toparc1",
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"2_toparc2",
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"2_toparc3",
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"2_leftarc",
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"2_rightarc1",
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"<none>",
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"<none>",
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"<none>",
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"<none>",
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"<none>",
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// "<none>",
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"2_reticle1",
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}
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}
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//XSTR:ON
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};
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// reticle frame coords
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int Reticle_frame_coords[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][2] =
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{
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{
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{ // GR_640
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{241, 137},
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{300, 137},
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{320, 137},
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{217, 244},
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{374, 242},
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{406, 253},
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{406, 253},
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{391, 276},
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{391, 276},
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{391, 276},
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// {297, 162},
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{308, 235}
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},
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{ // GR_1024
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{386, 219},
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{480, 219},
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{512, 219},
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{347, 390},
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{598, 387},
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{650, 405},
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{650, 405},
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{626, 442},
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{626, 442},
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{626, 442},
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// {475, 259},
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{493, 376}
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},
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},
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{
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{ // GR_640
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{241, 137},
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{400, 245},
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{394, 261},
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{216, 168},
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{359, 168},
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{406, 253},
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{406, 253},
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{391, 276},
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{391, 276},
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{391, 276},
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// {297, 161},
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{308, 235}
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},
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{ // GR_1024
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{386, 219},
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{640, 393},
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{631, 419},
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{346, 269},
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{574, 269},
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{649, 401},
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{649, 401},
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{625, 438},
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{625, 438},
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{625, 438},
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// {475, 258},
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{493, 370}
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}
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}
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};
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// "launch" gauge coords
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int Reticle_launch_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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297, 161
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},
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{ // GR_1024
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475, 258
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}
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};
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#define THREAT_DUMBFIRE (1<<0)
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#define THREAT_ATTEMPT_LOCK (1<<1)
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#define THREAT_LOCK (1<<2)
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#define THREAT_UPDATE_DUMBFIRE_TIME 1000 // time between checking for dumbfire threats
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#define THREAT_UPDATE_LOCK_TIME 500 // time between checking for lock threats
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#define THREAT_DUMBFIRE_FLASH 180
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#define THREAT_LOCK_FLASH 180
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static int Threat_lock_timer; // timestamp for when to show next flashing frame for lock threat
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static int Threat_lock_frame; // frame offset of current lock flashing warning
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HudGaugeReticle::HudGaugeReticle():
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HudGauge(HUD_OBJECT_CENTER_RETICLE, HUD_CENTER_RETICLE, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_TOPDOWN | VM_OTHER_SHIP), 255, 255, 255)
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{
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}
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void HudGaugeReticle::initBitmaps(char *fname)
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{
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crosshair.first_frame = bm_load_animation(fname, &crosshair.num_frames);
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if (crosshair.first_frame < 0) {
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mprintf(("Cannot load hud ani: %s\n", fname));
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}
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}
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void HudGaugeReticle::initFirepointDisplay(bool firepoint, int scaleX, int scaleY, int size) {
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firepoint_display = firepoint;
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firepoint_scale_x = scaleX;
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firepoint_scale_y = scaleY;
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firepoint_size = size;
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}
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void HudGaugeReticle::render(float frametime)
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{
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setGaugeColor(HUD_C_BRIGHT);
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renderBitmap(crosshair.first_frame, position[0], position[1]);
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if (firepoint_display) {
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fp.clear();
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getFirepointStatus();
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if (fp.size() > 0) {
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int ax, ay;
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bm_get_info(crosshair.first_frame, &ax, &ay);
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int centerX = position[0] + (ax / 2);
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int centerY = position[1] + (ay / 2);
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for (SCP_vector<firepoint>::iterator fpi = fp.begin(); fpi != fp.end(); ++fpi) {
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if (fpi->active == 2)
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setGaugeColor(HUD_C_BRIGHT);
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else if (fpi->active == 1)
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setGaugeColor(HUD_C_NORMAL);
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else
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setGaugeColor(HUD_C_DIM);
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renderCircle((int) (centerX + (fpi->xy.x * firepoint_scale_x)), (int) (centerY + (fpi->xy.y * firepoint_scale_y)), firepoint_size);
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}
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}
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}
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}
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void HudGaugeReticle::getFirepointStatus() {
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//First, get the player ship
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ship_info* sip;
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ship* shipp;
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polymodel* pm;
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Assert(Objects[Player->objnum].type == OBJ_SHIP);
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if (Objects[Player->objnum].type == OBJ_SHIP) {
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shipp = &Ships[Objects[Player->objnum].instance];
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sip = &Ship_info[shipp->ship_info_index];
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//Get the player eyepoint
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pm = model_get(sip->model_num);
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if (pm->n_view_positions == 0) {
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mprintf(("Model %s does not have a defined eyepoint. Firepoint display could not be generated\n", pm->filename));
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} else {
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if (pm->n_guns > 0) {
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eye eyepoint = pm->view_positions[shipp->current_viewpoint];
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vec2d ep = { eyepoint.pnt.xyz.x, eyepoint.pnt.xyz.y };
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for (int i = 0; i < pm->n_guns; i++) {
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int bankactive = 0;
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ship_weapon *swp = &shipp->weapons;
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if (!timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[i]))
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bankactive = 1;
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else if (timestamp_elapsed(shipp->weapons.primary_animation_done_time[i]))
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bankactive = 1;
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else if (i == shipp->weapons.current_primary_bank || shipp->flags & SF_PRIMARY_LINKED)
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bankactive = 2;
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int num_slots = pm->gun_banks[i].num_slots;
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for (int j = 0; j < num_slots; j++) {
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int fpactive = bankactive;
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if (sip->flags2 & SIF2_DYN_PRIMARY_LINKING) {
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// If this firepoint is not among the next shot(s) to be fired, dim it one step
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if ( !( (j >= (shipp->last_fired_point[i]+1) % num_slots) && (j <= (shipp->last_fired_point[i]+swp->primary_bank_slot_count[i]) % num_slots) ) ) {
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fpactive--;
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}
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} else if (Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & WIF2_CYCLE) {
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// If this firepoint is not the next one to be fired, dim it one step
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if (j != (shipp->last_fired_point[i]+1) % num_slots) {
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fpactive--;
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}
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}
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vec3d fpfromeye;
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matrix eye_orient, player_transpose;
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vm_copy_transpose_matrix(&player_transpose, &Objects[Player->objnum].orient);
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vm_matrix_x_matrix(&eye_orient, &player_transpose, &Eye_matrix);
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vm_vec_rotate(&fpfromeye, &pm->gun_banks[i].pnt[j], &eye_orient);
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firepoint tmp = { { fpfromeye.xyz.x - ep.x, ep.y - fpfromeye.xyz.y }, fpactive };
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fp.push_back(tmp);
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}
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}
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}
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}
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}
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}
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void HudGaugeReticle::pageIn()
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{
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bm_page_in_aabitmap( crosshair.first_frame, crosshair.num_frames);
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}
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HudGaugeThrottle::HudGaugeThrottle():
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HudGauge(HUD_OBJECT_THROTTLE, HUD_THROTTLE_GAUGE, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
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{
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}
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void HudGaugeThrottle::initThrottleStartY(int y)
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{
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Bottom_offset_y = y;
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}
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void HudGaugeThrottle::initThrottleSizes(int w, int h)
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{
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throttle_w = w;
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throttle_h = h;
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}
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void HudGaugeThrottle::initAburnHeight(int h)
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{
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throttle_aburn_h = h;
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}
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void HudGaugeThrottle::initMaxSpeedOffsets(int x, int y, bool show)
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{
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Max_speed_offsets[0] = x;
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Max_speed_offsets[1] = y;
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Show_max_speed = show;
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}
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void HudGaugeThrottle::initZeroSpeedOffsets(int x, int y, bool show)
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{
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Zero_speed_offsets[0] = x;
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Zero_speed_offsets[1] = y;
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Show_min_speed = show;
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}
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void HudGaugeThrottle::initOrbitCenterOffsets(int x, int y, bool orbiting)
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{
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Orbit_center_offsets[0] = x;
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Orbit_center_offsets[1] = y;
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orbit = orbiting;
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}
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void HudGaugeThrottle::initOrbitRadius(int radius)
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{
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orbit_radius = radius;
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}
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void HudGaugeThrottle::initTargetSpeedOffsets(int x, int y, bool show, bool percent)
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{
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Target_speed_offsets[0] = x;
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Target_speed_offsets[1] = y;
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Show_target_speed = show;
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Show_percent = percent;
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}
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void HudGaugeThrottle::showBackground(bool show)
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{
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Show_background = show;
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}
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void HudGaugeThrottle::initGlideOffsets(int x, int y, bool custom)
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{
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Glide_offsets[0] = x;
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Glide_offsets[1] = y;
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Use_custom_glide = custom;
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}
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void HudGaugeThrottle::initMatchSpeedOffsets(int x, int y, bool custom)
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{
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Match_speed_offsets[0] = x;
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Match_speed_offsets[1] = y;
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Use_custom_match_speed = custom;
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ubyte sc = lcl_get_font_index(font_num);
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// NOTE: default to normal m because either
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// a) the german font has no special m (its an a)
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// b) the font has no special characters
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if (sc == 0 || Lcl_gr) {
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Match_speed_icon = ubyte ('m');
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} else {
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Match_speed_icon = sc + 3;
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}
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}
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void HudGaugeThrottle::initBitmaps(char *fname)
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{
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throttle_frames.first_frame = bm_load_animation(fname, &throttle_frames.num_frames);
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if (throttle_frames.first_frame < 0) {
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mprintf(("Cannot load hud ani: %s\n", fname));
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}
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}
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void HudGaugeThrottle::pageIn()
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{
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bm_page_in_aabitmap( throttle_frames.first_frame, throttle_frames.num_frames);
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}
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void HudGaugeThrottle::render(float frametime)
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{
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float desired_speed, max_speed, current_speed, absolute_speed, absolute_displayed_speed, max_displayed_speed, percent_max, percent_aburn_max;
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int desired_y_pos, y_end;
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ship_info *sip;
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sip = &Ship_info[Player_ship->ship_info_index];
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current_speed = Player_obj->phys_info.fspeed;
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if ( current_speed < 0.0f){
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current_speed = 0.0f;
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}
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max_speed = Ships[Player_obj->instance].current_max_speed;
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if ( max_speed <= 0 ) {
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max_speed = sip->max_vel.xyz.z;
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}
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absolute_speed = Player_obj->phys_info.speed;
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// scale by distance modifier from hud_guages.tbl for display purposes
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absolute_displayed_speed = absolute_speed * Hud_speed_multiplier;
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max_displayed_speed = max_speed * Hud_speed_multiplier;
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desired_speed = Player->ci.forward * max_speed;
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if ( desired_speed < 0.0f ){ // so ships that go backwards don't force the indicators below where they can go
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desired_speed = 0.0f;
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}
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desired_y_pos = position[1] + Bottom_offset_y - fl2i(throttle_h*desired_speed/max_speed+0.5f) - 1;
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if (max_speed <= 0) {
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percent_max = 0.0f;
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} else {
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percent_max = current_speed / max_speed;
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}
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percent_aburn_max = 0.0f;
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if ( percent_max > 1 ) {
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percent_max = 1.0f;
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percent_aburn_max = (current_speed - max_speed) / (sip->afterburner_max_vel.xyz.z - max_speed);
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if ( percent_aburn_max > 1.0f ) {
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percent_aburn_max = 1.0f;
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}
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if ( percent_aburn_max < 0 ) {
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percent_aburn_max = 0.0f;
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}
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}
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y_end = position[1] + Bottom_offset_y - fl2i(throttle_h*percent_max+0.5f);
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if ( percent_aburn_max > 0 ) {
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y_end -= fl2i(percent_aburn_max * throttle_aburn_h + 0.5f);
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}
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if ( Player_obj->phys_info.flags & PF_AFTERBURNER_ON ) {
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// default value is 240 when afterburner is on.
|
|
//I'm assuming that this value is basically Bottom_offset_y - throttle_aburn_h - throttle_h
|
|
desired_y_pos = position[1] + Bottom_offset_y - throttle_aburn_h - throttle_h;
|
|
}
|
|
|
|
setGaugeColor();
|
|
|
|
if(Show_background) {
|
|
renderThrottleBackground(y_end);
|
|
} else {
|
|
renderBitmap(throttle_frames.first_frame, position[0], position[1]);
|
|
}
|
|
|
|
// draw throttle speed number
|
|
//hud_render_throttle_speed(current_speed, y_end);
|
|
// Absolute speed, not forward speed, for hud speed reticle - fixes the guage for sliding -- kazan
|
|
renderThrottleSpeed(absolute_displayed_speed, y_end);
|
|
|
|
// draw target speed if necessary
|
|
if ( Show_target_speed ) {
|
|
char buf[32];
|
|
int w, h;
|
|
|
|
if ( Show_percent ) {
|
|
if ( Player_obj->phys_info.flags & PF_AFTERBURNER_ON ) {
|
|
strcpy_s(buf, "A/B");
|
|
} else {
|
|
sprintf(buf, XSTR( "%d%%", 326), fl2i( (desired_speed/max_speed)*100 + 0.5f ));
|
|
}
|
|
} else {
|
|
sprintf(buf, "%d", fl2i(desired_speed * Hud_speed_multiplier + 0.5f));
|
|
}
|
|
|
|
hud_num_make_mono(buf, font_num);
|
|
gr_get_string_size(&w, &h, buf);
|
|
|
|
renderString(position[0] + Target_speed_offsets[0] - w, position[1] + Target_speed_offsets[1], buf);
|
|
}
|
|
|
|
// draw the "desired speed" bar on the throttle
|
|
renderThrottleLine(desired_y_pos);
|
|
|
|
// draw left arc (the bright portion of the throttle gauge)
|
|
renderThrottleForeground(y_end);
|
|
|
|
if ( Show_max_speed ) {
|
|
renderPrintf(position[0] + Max_speed_offsets[0], position[1] + Max_speed_offsets[1], "%d",fl2i(max_displayed_speed+0.5f));
|
|
}
|
|
|
|
if ( Show_min_speed ) {
|
|
renderPrintf(position[0] + Zero_speed_offsets[0], position[1] + Zero_speed_offsets[1], XSTR( "0", 292));
|
|
}
|
|
}
|
|
|
|
void HudGaugeThrottle::renderThrottleSpeed(float current_speed, int y_end)
|
|
{
|
|
char buf[32];
|
|
int sx, sy, x_pos, y_pos, w, h;
|
|
|
|
//setGaugeColor();
|
|
sprintf(buf, "%d", fl2i(current_speed+0.5f));
|
|
hud_num_make_mono(buf, font_num);
|
|
gr_get_string_size(&w, &h, buf);
|
|
|
|
if ( orbit ) {
|
|
// y_end is the y-coordinate of the current throttle setting, calc x-coordinate for edge of
|
|
// circle (x^2 + y^2 = r^2)
|
|
y_pos = position[1] + Orbit_center_offsets[1] - y_end;
|
|
x_pos = (int)sqrt(double(orbit_radius * orbit_radius - y_pos * y_pos) );
|
|
x_pos = position[0] + Orbit_center_offsets[0] - x_pos;
|
|
|
|
// draw current speed at (x_pos, y_end);
|
|
sx = x_pos - w - 2;
|
|
sy = fl2i(y_end - h/2.0f + 1.5);
|
|
} else {
|
|
sx = position[0] + Orbit_center_offsets[0] - w;
|
|
sy = position[1] + Orbit_center_offsets[1];
|
|
}
|
|
|
|
renderPrintf(sx, sy, buf);
|
|
|
|
if ( object_get_gliding(Player_obj) ) {
|
|
if ( Use_custom_glide ) {
|
|
renderString(position[0] + Glide_offsets[0], position[1] + Glide_offsets[1], "GLIDE");
|
|
} else {
|
|
int offset;
|
|
if ( current_speed <= 9.5 ) {
|
|
offset = -31;
|
|
} else if ( current_speed <= 99.5 ) {
|
|
offset = -22;
|
|
} else {
|
|
offset = -13;
|
|
}
|
|
|
|
renderString(sx+offset, sy + h, "GLIDE");
|
|
}
|
|
} else if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET ) {
|
|
if ( Use_custom_match_speed ) {
|
|
renderPrintf(position[0] + Match_speed_offsets[0], position[1] + Match_speed_offsets[1], "%c", Match_speed_icon);
|
|
} else {
|
|
int offset;
|
|
if ( current_speed <= 9.5 ) {
|
|
offset = 0;
|
|
} else {
|
|
offset = 3;
|
|
}
|
|
|
|
renderPrintf(sx+offset, sy + h, "%c", Match_speed_icon);
|
|
}
|
|
}
|
|
}
|
|
|
|
void HudGaugeThrottle::renderThrottleLine(int y_line)
|
|
{
|
|
// hud_set_bright_color();
|
|
//setGaugeColor(HUD_C_BRIGHT);
|
|
|
|
renderBitmapEx(throttle_frames.first_frame+3,
|
|
position[0], y_line,
|
|
throttle_w, 1,
|
|
0,
|
|
y_line-position[1]);
|
|
}
|
|
|
|
void HudGaugeThrottle::renderThrottleForeground(int y_end)
|
|
{
|
|
int w,h;
|
|
|
|
//setGaugeColor();
|
|
|
|
bm_get_info(throttle_frames.first_frame+1,&w,&h);
|
|
|
|
if ( y_end < (position[1] + h - 1) ) {
|
|
renderBitmapEx(throttle_frames.first_frame + 2, position[0], y_end, w, h - (y_end - position[1]), 0, y_end - position[1]);
|
|
}
|
|
}
|
|
|
|
void HudGaugeThrottle::renderThrottleBackground(int y_end)
|
|
{
|
|
int w,h;
|
|
|
|
//setGaugeColor();
|
|
|
|
bm_get_info( throttle_frames.first_frame+1,&w,&h);
|
|
|
|
if ( y_end > position[1] ) {
|
|
renderBitmapEx(throttle_frames.first_frame+1, position[0], position[1], w, y_end-position[1]+1, 0, 0);
|
|
}
|
|
}
|
|
|
|
HudGaugeThreatIndicator::HudGaugeThreatIndicator():
|
|
HudGauge(HUD_OBJECT_THREAT, HUD_THREAT_GAUGE, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::initLaserWarnOffsets(int x, int y)
|
|
{
|
|
Laser_warn_offsets[0] = x;
|
|
Laser_warn_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::initLockWarnOffsets(int x, int y)
|
|
{
|
|
Lock_warn_offsets[0] = x;
|
|
Lock_warn_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::initBitmaps(char *fname_arc, char *fname_laser, char *fname_lock)
|
|
{
|
|
threat_arc.first_frame = bm_load_animation(fname_arc, &threat_arc.num_frames);
|
|
if (threat_arc.first_frame < 0) {
|
|
mprintf(("Cannot load hud ani: %s\n", fname_arc));
|
|
}
|
|
|
|
laser_warn.first_frame = bm_load_animation(fname_laser, &laser_warn.num_frames);
|
|
if (laser_warn.first_frame < 0) {
|
|
mprintf(("Cannot load hud ani: %s\n", fname_laser));
|
|
}
|
|
|
|
lock_warn.first_frame = bm_load_animation(fname_lock, &lock_warn.num_frames);
|
|
if (lock_warn.first_frame < 0) {
|
|
mprintf(("Cannot load hud ani: %s\n", fname_lock));
|
|
}
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::initialize()
|
|
{
|
|
laser_warn_timer = timestamp(1);
|
|
laser_warn_frame = 0;
|
|
|
|
lock_warn_timer = timestamp(1);
|
|
lock_warn_frame = 0;
|
|
|
|
HudGauge::initialize();
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(threat_arc.first_frame, threat_arc.num_frames);
|
|
bm_page_in_aabitmap(laser_warn.first_frame, laser_warn.num_frames);
|
|
bm_page_in_aabitmap(lock_warn.first_frame, lock_warn.num_frames);
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::render(float frametime)
|
|
{
|
|
setGaugeColor();
|
|
renderBitmap(threat_arc.first_frame+1, position[0], position[1]);
|
|
|
|
renderLaserThreat();
|
|
renderLockThreat();
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::renderLaserThreat()
|
|
{
|
|
int frame_offset, num_frames;
|
|
|
|
//Check how many frames the ani actually has
|
|
num_frames = laser_warn.num_frames;
|
|
//We need at least two frames here
|
|
Assert( num_frames >= 2 );
|
|
|
|
if ( Player->threat_flags & THREAT_DUMBFIRE ) {
|
|
if ( timestamp_elapsed(laser_warn_timer) ) {
|
|
laser_warn_timer = timestamp(THREAT_DUMBFIRE_FLASH);
|
|
laser_warn_frame++;
|
|
if ( laser_warn_frame > (num_frames - 1) ) { //The first frame being the default "off" setting, we need to cycle through all the other frames
|
|
laser_warn_frame = 1;
|
|
}
|
|
}
|
|
frame_offset = laser_warn_frame;
|
|
} else {
|
|
frame_offset = 0;
|
|
}
|
|
|
|
renderBitmap(laser_warn.first_frame + frame_offset, position[0] + Laser_warn_offsets[0], position[1] + Laser_warn_offsets[1]);
|
|
}
|
|
|
|
void HudGaugeThreatIndicator::renderLockThreat()
|
|
{
|
|
int frame_offset, num_frames;
|
|
|
|
//Let's find out how many frames our ani has, and adjust accordingly
|
|
num_frames = lock_warn.num_frames;
|
|
//We need at least two frames here
|
|
Assert( num_frames >= 2 );
|
|
|
|
if ( Player->threat_flags & (THREAT_LOCK | THREAT_ATTEMPT_LOCK) ) {
|
|
if ( timestamp_elapsed(lock_warn_timer) ) {
|
|
if ( Player->threat_flags & THREAT_LOCK ) {
|
|
lock_warn_timer = timestamp(fl2i(THREAT_LOCK_FLASH/2.0f));
|
|
} else {
|
|
lock_warn_timer = timestamp(THREAT_LOCK_FLASH);
|
|
}
|
|
lock_warn_frame++;
|
|
if ( lock_warn_frame > (num_frames - 1) ) { //The first frame being the default "off" setting, we need to cycle through all the other frames
|
|
lock_warn_frame = 1;
|
|
}
|
|
}
|
|
frame_offset = lock_warn_frame;
|
|
} else {
|
|
frame_offset = 0;
|
|
}
|
|
|
|
renderBitmap(lock_warn.first_frame+frame_offset, position[0] + Lock_warn_offsets[0], position[1] + Lock_warn_offsets[1]);
|
|
}
|
|
|
|
HudGaugeWeaponLinking::HudGaugeWeaponLinking():
|
|
HudGauge(HUD_OBJECT_WEAPON_LINKING, HUD_THREAT_GAUGE, true, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::init1PrimaryOffsets(int x, int y)
|
|
{
|
|
Weapon_link_offsets[LINK_ONE_PRIMARY][0] = x;
|
|
Weapon_link_offsets[LINK_ONE_PRIMARY][1] = y;
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::init2PrimaryOffsets(int x, int y)
|
|
{
|
|
Weapon_link_offsets[LINK_TWO_PRIMARY][0] = x;
|
|
Weapon_link_offsets[LINK_TWO_PRIMARY][1] = y;
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::init1SecondaryOffsets(int x, int y)
|
|
{
|
|
Weapon_link_offsets[LINK_ONE_SECONDARY][0] = x;
|
|
Weapon_link_offsets[LINK_ONE_SECONDARY][1] = y;
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::init2SecondaryOffsets(int x, int y)
|
|
{
|
|
Weapon_link_offsets[LINK_TWO_SECONDARY][0] = x;
|
|
Weapon_link_offsets[LINK_TWO_SECONDARY][1] = y;
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::init3SecondaryOffsets(int x, int y)
|
|
{
|
|
Weapon_link_offsets[LINK_THREE_SECONDARY][0] = x;
|
|
Weapon_link_offsets[LINK_THREE_SECONDARY][1] = y;
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::initBitmaps(char *fname_arc,
|
|
char *fname_primary_link_1,
|
|
char *fname_primary_link_2,
|
|
char *fname_secondary_link_1,
|
|
char *fname_secondary_link_2,
|
|
char *fname_secondary_link_3)
|
|
{
|
|
arc.first_frame = bm_load_animation(fname_arc, &arc.num_frames);
|
|
if (arc.first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_arc);
|
|
}
|
|
|
|
weapon_linking_modes[LINK_ONE_PRIMARY].first_frame = bm_load_animation(fname_primary_link_1, &weapon_linking_modes[LINK_ONE_PRIMARY].num_frames);
|
|
if (weapon_linking_modes[LINK_ONE_PRIMARY].first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_primary_link_1);
|
|
}
|
|
|
|
weapon_linking_modes[LINK_TWO_PRIMARY].first_frame = bm_load_animation(fname_primary_link_2, &weapon_linking_modes[LINK_TWO_PRIMARY].num_frames);
|
|
if (weapon_linking_modes[LINK_TWO_PRIMARY].first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_primary_link_2);
|
|
}
|
|
|
|
weapon_linking_modes[LINK_ONE_SECONDARY].first_frame = bm_load_animation(fname_secondary_link_1, &weapon_linking_modes[LINK_ONE_SECONDARY].num_frames);
|
|
if (weapon_linking_modes[LINK_ONE_SECONDARY].first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_secondary_link_1);
|
|
}
|
|
|
|
weapon_linking_modes[LINK_TWO_SECONDARY].first_frame = bm_load_animation(fname_secondary_link_2, &weapon_linking_modes[LINK_TWO_SECONDARY].num_frames);
|
|
if (weapon_linking_modes[LINK_TWO_SECONDARY].first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_secondary_link_2);
|
|
}
|
|
|
|
weapon_linking_modes[LINK_THREE_SECONDARY].first_frame = bm_load_animation(fname_secondary_link_3, &weapon_linking_modes[LINK_THREE_SECONDARY].num_frames);
|
|
if (weapon_linking_modes[LINK_THREE_SECONDARY].first_frame < 0) {
|
|
Warning(LOCATION, "Cannot load hud ani: %s\n", fname_secondary_link_3);
|
|
}
|
|
}
|
|
|
|
|
|
void HudGaugeWeaponLinking::pageIn()
|
|
{
|
|
bm_page_in_aabitmap(arc.first_frame, arc.num_frames);
|
|
|
|
for(int i = 0; i < NUM_WEAPON_LINK_MODES; i++) {
|
|
bm_page_in_aabitmap(weapon_linking_modes[i].first_frame, weapon_linking_modes[i].num_frames);
|
|
}
|
|
}
|
|
|
|
void HudGaugeWeaponLinking::render(float frametime)
|
|
{
|
|
int gauge_index=0, frame_offset=0;
|
|
ship_weapon *swp;
|
|
|
|
setGaugeColor();
|
|
|
|
if (arc.first_frame >= 0) {
|
|
renderBitmap(arc.first_frame+1, position[0], position[1]);
|
|
}
|
|
|
|
swp = &Player_ship->weapons;
|
|
|
|
switch( swp->num_primary_banks ) {
|
|
case 0:
|
|
gauge_index = -1;
|
|
break;
|
|
|
|
case 1:
|
|
gauge_index = LINK_ONE_PRIMARY;
|
|
if ( Player_ship->weapons.current_primary_bank == -1 ) {
|
|
frame_offset = 0;
|
|
} else {
|
|
frame_offset = 1;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
gauge_index = LINK_TWO_PRIMARY;
|
|
if ( swp->current_primary_bank == -1 ) {
|
|
frame_offset = 0;
|
|
} else {
|
|
if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
|
|
frame_offset = 3;
|
|
} else {
|
|
if ( swp->current_primary_bank == 0 ) {
|
|
frame_offset = 1;
|
|
} else {
|
|
frame_offset = 2;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Int3(); // shouldn't happen (get Alan if it does)
|
|
return;
|
|
break;
|
|
}
|
|
|
|
if ( gauge_index != -1 ) {
|
|
if (weapon_linking_modes[gauge_index].first_frame >= 0) {
|
|
renderBitmap(weapon_linking_modes[gauge_index].first_frame+frame_offset, position[0] + Weapon_link_offsets[gauge_index][0], position[1] + Weapon_link_offsets[gauge_index][1]);
|
|
}
|
|
}
|
|
|
|
int num_banks = swp->num_secondary_banks;
|
|
if ( num_banks <= 0 ) {
|
|
num_banks = Ship_info[Player_ship->ship_info_index].num_secondary_banks;
|
|
}
|
|
|
|
switch( num_banks ) {
|
|
case 0:
|
|
Int3();
|
|
gauge_index = -1;
|
|
break;
|
|
|
|
case 1:
|
|
gauge_index = LINK_ONE_SECONDARY;
|
|
break;
|
|
|
|
case 2:
|
|
gauge_index = LINK_TWO_SECONDARY;
|
|
break;
|
|
|
|
case 3:
|
|
gauge_index = LINK_THREE_SECONDARY;
|
|
break;
|
|
|
|
default:
|
|
Int3(); // shouldn't happen (get Alan if it does)
|
|
return;
|
|
break;
|
|
}
|
|
|
|
if ( gauge_index != -1 ) {
|
|
if ( swp->num_secondary_banks <= 0 ) {
|
|
frame_offset = 0;
|
|
} else {
|
|
frame_offset = swp->current_secondary_bank+1;
|
|
}
|
|
if (weapon_linking_modes[gauge_index].first_frame >= 0) {
|
|
renderBitmap(weapon_linking_modes[gauge_index].first_frame+frame_offset, position[0] + Weapon_link_offsets[gauge_index][0], position[1] + Weapon_link_offsets[gauge_index][1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Called at the start of each level.. use Reticle_inited so we only load frames once
|
|
void hud_init_reticle()
|
|
{
|
|
Threat_lock_timer = timestamp(0);
|
|
Threat_lock_frame = 1;
|
|
Player->threat_flags = 0;
|
|
Player->update_dumbfire_time = timestamp(0);
|
|
Player->update_lock_time = timestamp(0);
|
|
}
|
|
|
|
// called once per frame to update the reticle gauges. Makes calls to
|
|
// ship_dumbfire_threat() and ship_lock_threat() and updates Threat_flags.
|
|
void hud_update_reticle( player *pp )
|
|
{
|
|
int rval;
|
|
ship *shipp;
|
|
|
|
// multiplayer clients won't call this routine
|
|
if ( MULTIPLAYER_CLIENT || MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM]))
|
|
return;
|
|
|
|
shipp = &Ships[Objects[pp->objnum].instance];
|
|
|
|
if ( ship_dumbfire_threat(shipp) ) {
|
|
pp->threat_flags |= THREAT_DUMBFIRE;
|
|
pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
|
|
}
|
|
|
|
if ( timestamp_elapsed(pp->update_dumbfire_time) ) {
|
|
pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
|
|
pp->threat_flags &= ~THREAT_DUMBFIRE;
|
|
}
|
|
|
|
if ( timestamp_elapsed(pp->update_lock_time) ) {
|
|
pp->threat_flags &= ~(THREAT_LOCK | THREAT_ATTEMPT_LOCK);
|
|
pp->update_lock_time = timestamp(THREAT_UPDATE_LOCK_TIME);
|
|
rval = ship_lock_threat(shipp);
|
|
if ( rval == 1 ) {
|
|
pp->threat_flags |= THREAT_ATTEMPT_LOCK;
|
|
} else if ( rval == 2 ) {
|
|
pp->threat_flags |= THREAT_LOCK;
|
|
}
|
|
}
|
|
|
|
if(Player->threat_flags & THREAT_LOCK ) {
|
|
// a less hacked up version of the missile launch warning
|
|
hud_start_text_flash(XSTR("Launch", 1507), THREAT_LOCK_FLASH, fl2i(THREAT_LOCK_FLASH/2.0f));
|
|
}
|
|
|
|
if ( Player->threat_flags & (THREAT_ATTEMPT_LOCK) ) {
|
|
if ( timestamp_elapsed(Threat_lock_timer) ) {
|
|
Threat_lock_timer = timestamp(THREAT_LOCK_FLASH);
|
|
|
|
Threat_lock_frame++;
|
|
if ( Threat_lock_frame > 2 ) {
|
|
Threat_lock_frame = 1;
|
|
}
|
|
if ( (Threat_lock_frame == 2) && (Player->threat_flags & THREAT_ATTEMPT_LOCK ) ) {
|
|
snd_play( &Snds[ship_get_sound(Player_obj, SND_THREAT_FLASH)]);
|
|
}
|
|
}
|
|
}
|
|
}
|