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fs2open.github.com/code/hud/hudbrackets.cpp
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Hud/HUDbrackets.cpp $
* $Revision: 2.27 $
* $Date: 2006-01-13 03:30:59 $
* $Author: Goober5000 $
*
* C file that contains functions for drawing target brackets on the HUD
*
* $Log: not supported by cvs2svn $
* Revision 2.26 2005/09/25 08:25:15 Goober5000
* Okay, everything should now work again. :p Still have to do a little more with the asteroids.
* --Goober5000
*
* Revision 2.25 2005/09/25 05:13:06 Goober5000
* hopefully complete species upgrade
* --Goober5000
*
* Revision 2.24 2005/07/25 05:24:16 Goober5000
* cleaned up some command line and mission flag stuff
* --Goober5000
*
* Revision 2.23 2005/07/18 03:44:01 taylor
* cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well)
* more non-standard res fixing
* - I think everything should default to resize now (much easier than having to figure that crap out)
* - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
* - lots of little cleanups which fix several strange offset/size problems
* - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
*
* Revision 2.22 2005/06/22 15:17:53 taylor
* objnum check when targetinfo is used, fixes message brackets having random text as info
*
* Revision 2.21 2005/05/11 22:15:49 phreak
* added mission flag that will not show enemy wing names, just the ship class.
*
* Revision 2.20 2005/04/28 05:29:29 wmcoolmon
* Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
*
* Revision 2.19 2005/04/11 05:42:02 taylor
* some demo related fixes (Jens Granseuer)
*
* Revision 2.18 2005/04/05 05:53:17 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.17 2005/03/07 13:10:21 bobboau
* commit of render target code, d3d should be totaly functional,
* OGL still needs implementation.
*
* Revision 2.16 2005/03/03 06:05:28 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 2.15 2005/02/18 09:54:41 wmcoolmon
* Since the screen can be wider than 1200 px now, don't auto-cull brackets if they're that big.
*
* Revision 2.14 2005/01/30 03:26:11 wmcoolmon
* HUD updates
*
* Revision 2.13 2004/12/23 23:36:30 wmcoolmon
* Removed unneccessary function call (.0000001 ms speed increase!)
*
* Revision 2.12 2004/11/27 10:45:36 taylor
* some fixes for position problems on the HUD in non-standard resolutions
* few compiler warning fixes
*
* Revision 2.11 2004/10/15 13:10:06 phreak
* Made WMCoolmon's hud target info brackets recognize alt-names
* --phreak
*
* Revision 2.10 2004/07/26 20:47:32 Kazan
* remove MCD complete
*
* Revision 2.9 2004/07/12 16:32:49 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.8 2004/06/28 10:00:33 wmcoolmon
* Fixed weapon miniinfo display
*
* Revision 2.7 2004/06/26 03:19:53 wmcoolmon
* Displayed escorts now settable up to MAX_COMPLETE_ESCORT_LIST via "$Max Escort Ships:" in hud_gauges.tbl
* Escort list is now hud_gauges.tbl compatible.
*
* Revision 2.6 2004/06/26 00:27:20 wmcoolmon
* Basic target info next to targeted object.
*
* Revision 2.5 2004/03/05 09:02:03 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.4 2003/01/27 07:46:33 Goober5000
* finished up my fighterbay code - ships will not be able to arrive from or depart into
* fighterbays that have been destroyed (but you have to explicitly say in the tables
* that the fighterbay takes damage in order to enable this)
* --Goober5000
*
* Revision 2.3 2002/12/14 17:09:28 Goober5000
* removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl
* --Goober5000
*
* Revision 2.2 2002/12/14 01:55:04 Goober5000
* added mission flag to show subsystem damage for fighterbays
* ~Goober5000~
*
* Revision 2.1 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:23 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:08 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 8/03/99 5:35p Andsager
* Dont draw target dot for instructor in training mission
*
* 5 6/07/99 4:20p Andsager
* Add HUD color for tagged object. Apply to target and radar.
*
* 4 12/28/98 3:17p Dave
* Support for multiple hud bitmap filenames for hi-res mode.
*
* 3 12/21/98 5:02p Dave
* Modified all hud elements to be multi-resolution friendly.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 54 8/25/98 1:48p Dave
* First rev of EMP effect. Player side stuff basically done. Next comes
* AI code.
*
* 53 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 52 5/27/98 1:22p Allender
* make targeting dots work in multiplayer -- as well as many other minor
* targeting problems
*
* 51 5/23/98 2:26a Lawrance
* Tweak brackets
*
* 50 5/14/98 11:26a Lawrance
* ensure fighter bays are drawn with correct bracket color
*
* 49 5/12/98 9:27a Mike
* num-ships-attacking: always showed an additional ship attacking
* asteroid or debris. Fixed.
*
* 48 5/08/98 10:16a Lawrance
* Add new "ship attacking count" gauge
*
* 47 5/07/98 4:07p Mike
* Use smaller num-ships-attacking blip.
*
* 46 5/06/98 5:30p John
* Removed unused cfilearchiver. Removed/replaced some unused/little used
* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
* DirectX header files and libs that fixed the Direct3D alpha blending
* problems.
*
* 45 5/06/98 2:46p Mike
* Modify num-ships-attacking system.
*
* 44 5/03/98 1:07a Mike
* Show + for ships attacking your target, whether hostile or friendly.
*
* 43 4/05/98 7:42p Lawrance
* fix inconsistent distance display on the HUD
*
* 42 4/01/98 9:21p John
* Made NDEBUG, optimized build with no warnings or errors.
*
* 41 3/30/98 12:20a Lawrance
* Draw subsystem targeting brackets gray if subsystem is destroyed.
*
* 40 3/18/98 6:04p Lawrance
* Improve when brackets get drawn for large objects
*
* 39 3/10/98 6:03p Lawrance
* Ensure proper bracket color gets drawn for traitors
*
* 38 3/06/98 5:13p Johnson
* Put in a check for team traitor in hud_brackets_get_iff_color()
*
* 37 3/02/98 11:32p Lawrance
* Allow asteroids about to impact ships to be bracketed
*
* 36 2/21/98 2:49p Lawrance
* Don't do facing check for subsystems when deciding whether to draw
* brackets
*
* 35 2/19/98 12:48a Lawrance
* Ensure subsystem brackets remain between HUD and target monitor
*
* 34 2/09/98 8:05p Lawrance
* Add new gauges: cmeasure success, warp-out, and missiontime
*
* 33 2/07/98 5:46p Lawrance
* Show target distance on brackets
*
* 32 1/19/98 11:37p Lawrance
* Fixing Optimization build warnings
*
* 31 1/18/98 5:09p Lawrance
* Added support for TEAM_TRAITOR
*
* 30 1/02/98 10:01p Lawrance
* Ensure correct subsystem bracket color gets drawn once player goes
* traitor.
*
* 29 1/02/98 9:10p Lawrance
* Big changes to how colors get set on the HUD.
*
* 28 12/28/97 5:54p Lawrance
* Draw HUD brackets the correct IFF color.. taking into account that the
* player may be TEAM_NEUTRAL
*
* 27 12/18/97 8:46p Lawrance
* Move IFF_color definitions from HUD->ship, so FRED can use them.
*
* 26 12/17/97 11:14p Mike
* Change radar and hud color to red for all neutral.
*
* 25 11/27/97 4:24p Lawrance
* change appearance of subsystem targeting brackets
*
* 24 10/22/97 5:53p Lawrance
* change name of subsystem_in_sight() function
*
* 23 9/06/97 2:13p Mike
* Replace support for TEAM_NEUTRAL
*
* 22 7/24/97 10:45a Mike
* Fix hole in Unknown team support.
*
* 21 7/24/97 10:24a Mike
* Restore support for Unknown team
*
* 20 6/11/97 1:12p John
* Started fixing all the text colors in the game.
*
* 19 5/21/97 11:12a Mike
* Move more stuff out of player struct, mainly subsys stuff.
*
* 18 5/20/97 2:45p Mike
* Move current_target and a bunch of other stuff out of player struct.
*
* 17 4/09/97 3:30p Lawrance
* let target brackets grow to bracket ship entirely
*
* 16 4/08/97 1:28p Lawrance
* get brackets for targeting and messaging drawing right
*
* 15 4/08/97 11:44a Lawrance
* get selection and target brackets drawing right at close and far
* distances
*
* 14 4/08/97 10:55a Allender
* draw purple brackets on ship sending a message
*
* 13 4/08/97 9:58a Lawrance
* center bracket on target center. Give min and max dimensions to
* subsystem target brackets.
*
* 12 4/07/97 6:03p Lawrance
* draw diamond brackets instead of dashed boxes
*
* 11 4/07/97 3:50p Allender
* ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in
* squadmate messaging
*
* 10 4/02/97 10:08a Lawrance
* fixed bracket drawing glitches
*
* 9 3/28/97 2:46p John
* added code to make debris chunks target properly.
*
* 8 3/27/97 5:44p Lawrance
* drawing dashed lines for sub-object targeting box that is not in line
* of sight
*
* 7 3/27/97 3:59p Lawrance
* made brackets draw even if center of target is offscreen
*
* 6 3/27/97 9:29a Lawrance
* If reach maximum bounding box size, use radius targeting box method
*
* 5 3/25/97 3:55p Lawrance
* allowing debris to be targeted and shown on radar
*
* 4 3/23/97 11:55p Lawrance
* made max targeting bracket size of 200x200
*
* 3 3/07/97 4:37p Mike
* Make rockeye missile home.
* Remove UNKNOWN and NEUTRAL teams.
*
* 2 12/24/96 4:30p Lawrance
* Target bracket drawing code moved to separate files
*
* $NoKeywords: $
*/
#include "hud/hudbrackets.h"
#include "hud/hud.h"
#include "playerman/player.h"
#include "hud/hudtarget.h"
#include "render/3d.h"
#include "globalincs/linklist.h"
#include "weapon/emp.h"
#include "ship/ship.h"
#include "object/object.h"
#include "mission/missionparse.h"
#include "iff_defs/iff_defs.h"
//For target info ONLY
#include "asteroid/asteroid.h"
#include "jumpnode/jumpnode.h"
#include "weapon/weapon.h"
#include "parse/parselo.h"
#include "cmdline/cmdline.h"
#define FADE_FACTOR 2 // how much the bounding brackets get faded
#define LOWEST_RED 50 // lowest r value for bounding bracket
#define LOWEST_GREEN 50 // lowest g value for bounding bracket
#define LOWEST_BLUE 50 // lowest b value for bounding bracket
char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
"attacker",
"attacker"
};
// resolution adjust factors for the above defines
int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
void hud_init_brackets()
{
}
// Called by draw_bounding_brackets.
void draw_brackets_square(int x1, int y1, int x2, int y2, bool resize)
{
int width, height;
if(resize || gr_screen.rendering_to_texture != -1)
{
gr_resize_screen_pos(&x1, &y1);
gr_resize_screen_pos(&x2, &y2);
}
width = x2 - x1;
Assert( width > 0);
height = y2 - y1;
Assert( height > 0);
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// horizontal lines
if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
gr_gradient(x1,y1,x1+bracket_width-1,y1,false); // top left
gr_gradient(x1,y2,x1+bracket_width-1,y2,false); // bottom left
}
if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
gr_gradient(x2, y1, x2-bracket_width+1,y1,false); // top right
gr_gradient(x2, y2, x2-bracket_width+1,y2,false); // bottom right
}
// vertical lines
if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
gr_gradient(x1,y1,x1,y1+bracket_height-1,false); // top left
gr_gradient(x2,y1,x2,y1+bracket_height-1,false); // top right
}
if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
gr_gradient(x1,y2,x1,y2-bracket_height+1,false); // bottom left
gr_gradient(x2,y2,x2,y2-bracket_height+1,false); // bottom right
}
}
// NOTE: all values should be in unscaled range
void draw_brackets_square_quick(int x1, int y1, int x2, int y2, int thick)
{
int width, height;
width = x2 - x1;
height = y2 - y1;
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// top line
gr_line(x1,y1,x1+bracket_width,y1);
gr_line(x2,y1,x2-bracket_width,y1);
if ( thick ) {
gr_line(x1,y1+1,x1+bracket_width,y1+1);
gr_line(x2,y1+1,x2-bracket_width,y1+1);
}
// bottom line
gr_line(x1,y2,x1+bracket_width,y2);
gr_line(x2,y2,x2-bracket_width,y2);
if ( thick ) {
gr_line(x1,y2-1,x1+bracket_width,y2-1);
gr_line(x2,y2-1,x2-bracket_width,y2-1);
}
// left line
if ( thick ) {
gr_line(x1,y1+2,x1,y1+bracket_height);
gr_line(x1,y2-2,x1,y2-bracket_height);
gr_line(x1+1,y1+2,x1+1,y1+bracket_height);
gr_line(x1+1,y2-2,x1+1,y2-bracket_height);
} else {
gr_line(x1,y1+1,x1,y1+bracket_height);
gr_line(x1,y2-1,x1,y2-bracket_height);
}
// right line
if ( thick ) {
gr_line(x2,y1+2,x2,y1+bracket_height);
gr_line(x2,y2-2,x2,y2-bracket_height);
gr_line(x2-1,y1+2,x2-1,y1+bracket_height);
gr_line(x2-1,y2-2,x2-1,y2-bracket_height);
} else {
gr_line(x2,y1+1,x2,y1+bracket_height);
gr_line(x2,y2-1,x2,y2-bracket_height);
}
}
#define NUM_DASHES 2
void draw_brackets_dashed_square_quick(int x1, int y1, int x2, int y2)
{
int width, height, i;
width = x2 - x1;
height = y2 - y1;
// make the brackets extend 25% of the way along the width or height
float bracket_width = width/4.0f;
float bracket_height = height/4.0f;
int dash_width;
dash_width = fl2i(bracket_width / ( NUM_DASHES*2 - 1 ) + 0.5f);
if ( dash_width < 1 ) {
draw_brackets_square_quick(x1, y1, x2, y2);
return;
}
int dash_height;
dash_height = fl2i(bracket_height / ( NUM_DASHES*2 - 1 ) + 0.5f);
if ( dash_height < 1 ) {
draw_brackets_square_quick(x1, y1, x2, y2);
return;
}
int dash_x1, dash_x2, dash_y1, dash_y2;
dash_x1 = x1;
dash_x2 = x2;
dash_y1 = y1;
dash_y2 = y2;
for ( i = 0; i < NUM_DASHES; i++ ) {
// top line
gr_line(dash_x1, y1, dash_x1+(dash_width-1), y1);
gr_line(dash_x2, y1, dash_x2-(dash_width-1), y1);
// bottom line
gr_line(dash_x1, y2, dash_x1+(dash_width-1), y2);
gr_line(dash_x2, y2, dash_x2-(dash_width-1), y2);
dash_x1 += dash_width*2;
dash_x2 -= dash_width*2;
// left line
gr_line(x1, dash_y1, x1, dash_y1+(dash_height-1));
gr_line(x1, dash_y2, x1, dash_y2-(dash_height-1));
// right line
gr_line(x2, dash_y1, x2, dash_y1+(dash_height-1));
gr_line(x2, dash_y2, x2, dash_y2-(dash_height-1));
dash_y1 += dash_height*2;
dash_y2 -= dash_height*2;
}
}
// draw_brackets_diamond()
// Called by draw_bounding_brackets.
void draw_brackets_diamond(int x1, int y1, int x2, int y2)
{
int width, height, half_width, half_height;
int center_x, center_y;
int x_delta, y_delta;
float side_len, bracket_len;
width = x2 - x1;
height = y2 - y1;
half_width = fl2i( width/2.0f + 0.5f );
half_height = fl2i( height/2.0f +0.5f );
side_len = (float)_hypot(half_width, half_height);
bracket_len = side_len / 8;
x_delta = fl2i(bracket_len * width / side_len + 0.5f);
y_delta = fl2i(bracket_len * height / side_len + 0.5f);
center_x = x1 + half_width;
center_y = y1 + half_height;
// top left line
gr_gradient(center_x - x_delta, y1 + y_delta,center_x, y1);
gr_gradient(x1 + x_delta, center_y - y_delta, x1, center_y);
// top right line
gr_gradient(center_x + x_delta, y1 + y_delta,center_x, y1);
gr_gradient(x2 - x_delta, center_y - y_delta, x2, center_y);
// bottom left line
gr_gradient(x1 + x_delta, center_y + y_delta, x1, center_y);
gr_gradient(center_x - x_delta, y2 - y_delta, center_x, y2);
// bottom right line
gr_gradient(x2 - x_delta, center_y + y_delta, x2, center_y);
gr_gradient(center_x + x_delta, y2 - y_delta, center_x, y2);
}
void draw_brackets_diamond_quick(int x1, int y1, int x2, int y2, int thick)
{
int width, height, half_width, half_height;
int center_x, center_y;
int x_delta, y_delta;
float side_len, bracket_len;
width = x2 - x1;
height = y2 - y1;
half_width = fl2i( width/2.0f + 0.5f);
half_height = fl2i( height/2.0f + 0.5f);
side_len = (float)_hypot(half_width, half_height);
bracket_len = side_len / 8;
x_delta = fl2i(bracket_len * width / side_len + 0.5f);
y_delta = fl2i(bracket_len * height / side_len + 0.5f);
center_x = x1 + half_width;
center_y = y1 + half_height;
// top left line
gr_line(center_x - x_delta, y1 + y_delta,center_x, y1);
gr_line(x1 + x_delta, center_y - y_delta, x1, center_y);
// top right line
gr_line(center_x + x_delta, y1 + y_delta,center_x, y1);
gr_line(x2 - x_delta, center_y - y_delta, x2, center_y);
// bottom left line
gr_line(x1 + x_delta, center_y + y_delta, x1, center_y);
gr_line(center_x - x_delta, y2 - y_delta, center_x, y2);
// bottom right line
gr_line(x2 - x_delta, center_y + y_delta, x2, center_y);
gr_line(center_x + x_delta, y2 - y_delta, center_x, y2);
// draw an 'X' in the middle of the brackets
gr_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
gr_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
}
// Draw bounding brackets for a subobject.
void draw_bounding_brackets_subobject()
{
if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
if (Player_ai->targeted_subsys != NULL) {
ship_subsys *subsys;
int target_objnum;
object* targetp;
vertex subobj_vertex;
vec3d subobj_pos;
int x1,x2,y1,y2;
subsys = Player_ai->targeted_subsys;
target_objnum = Player_ai->target_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
Assert( targetp->type == OBJ_SHIP );
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex,&subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return;
int subobj_x = fl2i(subobj_vertex.sx + 0.5f);
int subobj_y = fl2i(subobj_vertex.sy + 0.5f);
int hud_subtarget_w, hud_subtarget_h, bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
if ( bound_rc != 0 )
return;
hud_subtarget_w = x2-x1+1;
if ( hud_subtarget_w > gr_screen.clip_width ) {
hud_subtarget_w = gr_screen.clip_width;
}
hud_subtarget_h = y2-y1+1;
if ( hud_subtarget_h > gr_screen.clip_height ) {
hud_subtarget_h = gr_screen.clip_height;
}
if ( hud_subtarget_w > gr_screen.max_w ) {
x1 = subobj_x - (gr_screen.max_w>>1);
x2 = subobj_x + (gr_screen.max_w>>1);
}
if ( hud_subtarget_h > gr_screen.max_h ) {
y1 = subobj_y - (gr_screen.max_h>>1);
y2 = subobj_y + (gr_screen.max_h>>1);
}
// *** these unsize take care of everything below ***
gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
gr_unsize_screen_pos( &subobj_x, &subobj_y );
gr_unsize_screen_pos( &x1, &y1 );
gr_unsize_screen_pos( &x2, &y2 );
if ( hud_subtarget_w < Min_subtarget_box_width[gr_screen.res] ) {
x1 = subobj_x - (Min_subtarget_box_width[gr_screen.res]>>1);
x2 = subobj_x + (Min_subtarget_box_width[gr_screen.res]>>1);
}
if ( hud_subtarget_h < Min_subtarget_box_height[gr_screen.res] ) {
y1 = subobj_y - (Min_subtarget_box_height[gr_screen.res]>>1);
y2 = subobj_y + (Min_subtarget_box_height[gr_screen.res]>>1);
}
// determine if subsystem is on far or near side of the ship
Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000: this will now execute for fighterbays if the bay has been given a
// percentage subsystem strength in ships.tbl
// Goober5000: this will now execute for any subsys that takes damage and will not
// execute for any subsys that doesn't take damage
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( targetp, 1 );
}
if ( Player->subsys_in_view ) {
draw_brackets_square_quick(x1, y1, x2, y2);
} else {
draw_brackets_diamond_quick(x1, y1, x2, y2);
}
// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
}
}
extern int HUD_drew_selection_bracket_on_target;
//Do we want to show the ship & class name?
extern int Cmdline_targetinfo;
// Display the current target distance, right justified at (x,y)
void hud_target_show_dist_on_bracket(int x, int y, float distance)
{
char text_dist[64];
int w,h;
if ( y < 0 || y > gr_screen.clip_height ) {
return;
}
if ( x < 0 || x > gr_screen.clip_width ) {
return;
}
sprintf(text_dist, "%d", fl2i(distance+0.5f));
hud_num_make_mono(text_dist);
gr_get_string_size(&w,&h,text_dist);
int y_delta = 4;
if ( HUD_drew_selection_bracket_on_target ) {
y += 4;
}
gr_string(x - w+2, y+y_delta, text_dist);
}
int Ships_attacking_bitmap = -1;
int num_ships_attacking(int target_objnum);
// draw_bounding_brackets() will draw the faded brackets that surround the current target
// NOTE: x1, y1, x2 & y2 are assumed to be scaled sizes, w_correction & h_correction are assumed to be unscaled!!
void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum)
{
int width, height;
if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
return;
if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
return;
// *** everything blow is taken care of with this unsize ***
gr_unsize_screen_pos(&x1, &y1);
gr_unsize_screen_pos(&x2, &y2);
width = x2-x1;
Assert(width>=0);
height = y2-y1;
Assert(height>=0);
if ( (width >= (gr_screen.max_w_unscaled)) && (height >= (gr_screen.max_h_unscaled)) ) {
return;
}
if (width < Min_target_box_width[gr_screen.res]) {
x1 = x1 - (Min_target_box_width[gr_screen.res]-width)/2;
x2 = x2 + (Min_target_box_width[gr_screen.res]-width)/2;
}
if (height < Min_target_box_height[gr_screen.res]) {
y1 = y1 - (Min_target_box_height[gr_screen.res]-height)/2;
y2 = y2 + (Min_target_box_height[gr_screen.res]-height)/2;
}
draw_brackets_square(x1-w_correction, y1-h_correction, x2+w_correction, y2+h_correction);
// draw distance to target in lower right corner of box
if ( distance > 0 ) {
hud_target_show_dist_on_bracket(x2+w_correction,y2+h_correction,distance);
}
// Maybe show + for each additional fighter or bomber attacking target.
if ( (target_objnum != -1) && hud_gauge_active(HUD_ATTACKING_TARGET_COUNT) ) {
int num_attacking = num_ships_attacking(target_objnum);
if (Ships_attacking_bitmap == -1){
Ships_attacking_bitmap = bm_load(Ships_attack_fname[gr_screen.res]);
}
if (Ships_attacking_bitmap == -1) {
Int3();
return;
}
// If a ship is attacked by player, show one fewer plus
int k=0;
if (Objects[target_objnum].type == OBJ_SHIP) {
if (iff_x_attacks_y(Player_ship->team, Ships[Objects[target_objnum].instance].team)) {
k = 1;
}
} else {
k = 1;
}
if (num_attacking > k) {
int i, num_blips;
num_blips = num_attacking-k;
if (num_blips > 4){
num_blips = 4;
}
//int bitmap = get_blip_bitmap();
if (Ships_attacking_bitmap >= 0) {
if (num_blips > 3)
y1 -= 3;
for (i=0; i<num_blips; i++) {
GR_AABITMAP(Ships_attacking_bitmap, x2+3, y1+i*7);
}
}
//Increment for the position of ship name/class.
//DEPENDANT ON ATTACKER SIZE (X)
x2 += 7;
}
}
if(Cmdline_targetinfo && (target_objnum != -1))
{
object* t_objp = &Objects[target_objnum];
char* tinfo_name = NULL;
char* tinfo_class = NULL;
char buffer[NAME_LENGTH];
char empty='\0';
switch(t_objp->type)
{
case OBJ_SHIP:
if ( Cmdline_wcsaga &&
(Ships[t_objp->instance].wingnum >= 0) &&
(iff_x_attacks_y(Player_ship->team, Ships[t_objp->instance].team)) )
{
tinfo_name = &empty;
}
else
{
tinfo_name = Ships[t_objp->instance].ship_name;
}
tinfo_class = Ship_info[Ships[t_objp->instance].ship_info_index].name;
// if this ship has an alternate type name
if(Ships[t_objp->instance].alt_type_index >= 0){
mission_parse_lookup_alt_index(Ships[t_objp->instance].alt_type_index, buffer);
} else {
strcpy(buffer, Ship_info[Ships[t_objp->instance].ship_info_index].name);
end_string_at_first_hash_symbol(buffer);
}
tinfo_class = buffer;
break;
case OBJ_DEBRIS:
tinfo_name = XSTR( "Debris", 348);
break;
case OBJ_WEAPON:
strcpy(buffer, Weapon_info[Weapons[t_objp->instance].weapon_info_index].name);
end_string_at_first_hash_symbol(buffer);
tinfo_name = buffer;
break;
case OBJ_ASTEROID:
switch(Asteroids[t_objp->instance].asteroid_type)
{
case ASTEROID_TYPE_SMALL:
case ASTEROID_TYPE_MEDIUM:
case ASTEROID_TYPE_LARGE:
tinfo_name = NOX("Asteroid");
break;
default:
tinfo_name = XSTR( "Debris", 348);
}
break;
case OBJ_JUMP_NODE:
tinfo_name = t_objp->jnp->get_name_ptr();
break;
}
if(tinfo_name)
{
gr_string(x2+3, y1, tinfo_name);
}
if(tinfo_class)
{
gr_string(x2+3, y1+9, tinfo_class);
}
}
}