Files
fs2open.github.com/code/radar/radar.cpp
T
asarium 16be3b7cc5 Add support for TrueType fonts
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
2016-08-02 10:57:28 +02:00

424 lines
10 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 "bmpman/bmpman.h"
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "graphics/font.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "localization/localize.h"
#include "network/multi.h"
#include "object/object.h"
#include "playerman/player.h"
#include "radar/radar.h"
#include "ship/awacs.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
extern int radar_target_id_flags;
HudGaugeRadarStd::HudGaugeRadarStd():
HudGaugeRadar(HUD_OBJECT_RADAR_STD, 255, 255, 255)
{
gr_init_alphacolor( &radar_crosshairs, 255, 255, 255, 196);
}
void HudGaugeRadarStd::initCenterOffsets(float x, float y)
{
Radar_center_offsets[0] = x;
Radar_center_offsets[1] = y;
}
void HudGaugeRadarStd::initBitmaps(char *fname)
{
Radar_gauge.first_frame = bm_load_animation(fname, &Radar_gauge.num_frames);
if ( Radar_gauge.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeRadarStd::blipDrawDistorted(blip *b, int x, int y)
{
int xdiff, ydiff;
float scale;
xdiff = -10 + rand()%20;
ydiff = -10 + rand()%20;
// maybe scale the effect if EMP is active
if(emp_active_local()){
scale = emp_current_intensity();
xdiff = (int)((float)xdiff * scale);
ydiff = (int)((float)ydiff * scale);
}
drawContactCircle(x + xdiff, y + ydiff, b->rad);
}
void HudGaugeRadarStd::blipDrawFlicker(blip *b, int x, int y)
{
int xdiff=0, ydiff=0, flicker_index;
if ( (b-Blips) & 1 ) {
flicker_index=0;
} else {
flicker_index=1;
}
if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
Radar_flicker_on[flicker_index] ^= 1;
}
if ( !Radar_flicker_on[flicker_index] ) {
return;
}
if ( rand() & 1 ) {
xdiff = -2 + rand()%4;
ydiff = -2 + rand()%4;
}
drawContactCircle(x + xdiff, y + ydiff, b->rad);
}
void HudGaugeRadarStd::blitGauge()
{
renderBitmap(Radar_gauge.first_frame+1, position[0], position[1] );
}
void HudGaugeRadarStd::drawBlips(int blip_type, int bright, int distort)
{
blip *b = NULL;
blip *blip_head = NULL;
int x, y;
Assert((blip_type >= 0) && (blip_type < MAX_BLIP_TYPES));
// Need to set font.
font::set_font(font::FONT1);
// get the appropriate blip list
if (bright)
blip_head = &Blip_bright_list[blip_type];
else
blip_head = &Blip_dim_list[blip_type];
// draw all blips of this type
for (b = GET_FIRST(blip_head); b != END_OF_LIST(blip_head); b = GET_NEXT(b))
{
gr_set_color_fast(b->blip_color);
plotBlip(b, &x, &y);
// maybe draw cool blip to indicate current target
if (b->flags & BLIP_CURRENT_TARGET)
{
b->rad = Radar_blip_radius_target;
current_target_x = x;
current_target_y = y;
}
else
{
b->rad = Radar_blip_radius_normal;
}
// maybe distort blip
if (distort)
{
blipDrawDistorted(b, x, y);
}
else if (b->flags & BLIP_DRAW_DISTORTED)
{
blipDrawFlicker(b, x, y);
}
else
{
if (b->radar_image_2d == -1 && b->radar_color_image_2d == -1)
drawContactCircle(x, y, b->rad);
else
drawContactImage(x, y, b->rad, b->radar_image_2d, b->radar_color_image_2d, b->radar_image_size);
}
}
}
void HudGaugeRadarStd::drawBlipsSorted(int distort)
{
current_target_x = 0;
current_target_y = 0;
// draw dim blips first, then bright blips
for (int is_bright = 0; is_bright < 2; is_bright++)
{
drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
}
// draw crosshairs last - if at all.
if(radar_target_id_flags & RTIF_CROSSHAIRS) {
drawCrosshairs(current_target_x, current_target_y);
}
}
void HudGaugeRadarStd::drawContactCircle( int x, int y, int rad )
{
if ( rad == Radar_blip_radius_target ) {
if (radar_target_id_flags & RTIF_BLINK) {
if (Missiontime & 8192)
return;
}
renderString( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string );
} else {
// rad = RADAR_BLIP_RADIUS_NORMAL;
renderString( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string );
}
}
void HudGaugeRadarStd::drawContactImage( int x, int y, int rad, int idx, int clr_idx, int size )
{
// this we will move as ships.tbl option (or use for radar scaling etc etc)
//int size = 24;
int w, h, old_bottom, old_bottom_unscaled, old_right, old_right_unscaled;
float scalef, wf, hf, xf, yf;
vec3d blip_scaler;
if(bm_get_info(idx, &w, &h) < 0)
{
// Just if something goes terribly wrong
drawContactCircle(x, y, rad);
return;
}
// just to make sure the missing casts wont screw the math
wf = (float) w;
hf = (float) h;
xf = (float) x;
yf = (float) y;
// make sure we use the larger dimension for the scaling
// lets go case by case to make sure there are no probs
if (size == -1)
scalef = 1.0f;
else if ((h == w) && (size == h))
scalef = 1.0f;
else if ( h > w)
scalef = ((float) size) / hf;
else
scalef = ((float) size) / wf;
Assert(scalef != 0);
// animate the targeted icon - option 1 of highlighting the targets
if ( rad == Radar_blip_radius_target ) {
if (radar_target_id_flags & RTIF_PULSATE) {
scalef *= 1.3f + (sinf(10 * f2fl(Missiontime)) * 0.3f);
}
if (radar_target_id_flags & RTIF_BLINK) {
if (Missiontime & 8192)
return;
}
if (radar_target_id_flags & RTIF_ENLARGE) {
scalef *= 1.3f;
}
}
// setup the scaler
blip_scaler.xyz.x = scalef;
blip_scaler.xyz.y = scalef;
blip_scaler.xyz.z = 1.0f;
old_bottom = gr_screen.clip_bottom;
old_bottom_unscaled = gr_screen.clip_bottom_unscaled;
gr_screen.clip_bottom = (int) (old_bottom/scalef);
gr_screen.clip_bottom_unscaled = (int) (old_bottom_unscaled/scalef);
old_right = gr_screen.clip_right;
old_right_unscaled = gr_screen.clip_right_unscaled;
gr_screen.clip_right = (int) (old_right/scalef);
gr_screen.clip_right_unscaled = (int) (old_right_unscaled/scalef);
// scale the drawing coordinates
x = (int) ((xf / scalef) - wf/2.0f);
y = (int) ((yf / scalef) - hf/2.0f);
gr_push_scale_matrix(&blip_scaler);
if ( idx >= 0 ) {
gr_set_bitmap(idx,GR_ALPHABLEND_NONE,GR_BITBLT_MODE_NORMAL,1.0f);
renderBitmap( x, y );
}
if ( clr_idx >= 0 ) {
gr_set_screen_scale(base_w, base_h);
gr_bitmap(x, y);
gr_reset_screen_scale();
}
gr_pop_scale_matrix();
gr_screen.clip_bottom = old_bottom;
gr_screen.clip_bottom_unscaled = old_bottom_unscaled;
gr_screen.clip_right = old_right;
gr_screen.clip_right_unscaled = old_right_unscaled;
}
void HudGaugeRadarStd::render(float frametime)
{
//WMC - This strikes me as a bit hackish
bool g3_yourself = !g3_in_frame();
if(g3_yourself)
g3_start_frame(1);
float sensors_str;
int ok_to_blit_radar;
ok_to_blit_radar = 1;
sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
}
// note that on lowest skill level, there is no radar effects due to sensors damage
if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
Radar_static_playing = 0;
Radar_static_next = 0;
Radar_death_timer = 0;
Radar_avail_prev_frame = 1;
} else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
if ( Radar_avail_prev_frame ) {
Radar_death_timer = timestamp(2000);
Radar_static_next = 1;
}
Radar_avail_prev_frame = 0;
} else {
Radar_death_timer = 0;
if ( Radar_static_next == 0 )
Radar_static_next = 1;
}
if ( timestamp_elapsed(Radar_death_timer) ) {
ok_to_blit_radar = 0;
}
setGaugeColor();
blitGauge();
drawRange();
if ( timestamp_elapsed(Radar_static_next) ) {
Radar_static_playing ^= 1;
Radar_static_next = timestamp_rand(50, 750);
}
// if the emp effect is active, always draw the radar wackily
if(emp_active_local()){
Radar_static_playing = 1;
}
if ( ok_to_blit_radar ) {
if ( Radar_static_playing ) {
drawBlipsSorted(1); // passing 1 means to draw distorted
if ( Radar_static_looping == -1 ) {
Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
}
} else {
drawBlipsSorted(0);
if ( Radar_static_looping != -1 ) {
snd_stop(Radar_static_looping);
Radar_static_looping = -1;
}
}
} else {
if ( Radar_static_looping != -1 ) {
snd_stop(Radar_static_looping);
Radar_static_looping = -1;
}
}
if(g3_yourself)
g3_end_frame();
}
void HudGaugeRadarStd::pageIn()
{
bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames );
}
void HudGaugeRadarStd::plotBlip(blip *b, int *x, int *y)
{
float zdist, rscale;
vec3d *pos = &b->position;
if (b->dist < pos->xyz.z) {
rscale = 0.0f;
} else {
rscale = (float) acosf(pos->xyz.z / b->dist) / PI; //2.0f;
}
zdist = fl_sqrt((pos->xyz.x * pos->xyz.x) + (pos->xyz.y * pos->xyz.y));
float new_x_dist, clipped_x_dist;
float new_y_dist, clipped_y_dist;
if (zdist < 0.01f)
{
new_x_dist = 0.0f;
new_y_dist = 0.0f;
}
else
{
new_x_dist = (pos->xyz.x / zdist) * rscale * (Radar_radius[0]/2.0f);
new_y_dist = (pos->xyz.y / zdist) * rscale * (Radar_radius[1]/2.0f);
// force new_x_dist and new_y_dist to be inside the radar
float hypotenuse;
float max_radius;
hypotenuse = (float) _hypot(new_x_dist, new_y_dist);
max_radius = i2fl(Radar_radius[0] - 5);
if (hypotenuse >= max_radius)
{
clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
new_x_dist = clipped_x_dist;
new_y_dist = clipped_y_dist;
}
}
*x = fl2i(position[0] + Radar_center_offsets[0] + new_x_dist);
*y = fl2i(position[1] + Radar_center_offsets[1] - new_y_dist);
}
void HudGaugeRadarStd::drawCrosshairs(int x, int y)
{
int i,j,m;
gr_set_color_fast(&radar_crosshairs);
for(i = 0; i < 2; i++) {
m = (i * 2) - 1;
renderGradientLine(x + m*4,y,x + m*8,y);
}
for(j = 0; j < 2; j++) {
m = (j * 2) - 1;
renderGradientLine(x,y + m*4,x,y + m*8);
}
}