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