2 * $Logfile: /Freespace2/code/Hud/HUDbrackets.cpp $
7 * C file that contains functions for drawing target brackets on the HUD
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 6 8/03/99 5:35p Andsager
15 * Dont draw target dot for instructor in training mission
17 * 5 6/07/99 4:20p Andsager
18 * Add HUD color for tagged object. Apply to target and radar.
20 * 4 12/28/98 3:17p Dave
21 * Support for multiple hud bitmap filenames for hi-res mode.
23 * 3 12/21/98 5:02p Dave
24 * Modified all hud elements to be multi-resolution friendly.
26 * 2 10/07/98 10:53a Dave
29 * 1 10/07/98 10:49a Dave
31 * 54 8/25/98 1:48p Dave
32 * First rev of EMP effect. Player side stuff basically done. Next comes
35 * 53 6/01/98 11:43a John
36 * JAS & MK: Classified all strings for localization.
38 * 52 5/27/98 1:22p Allender
39 * make targeting dots work in multiplayer -- as well as many other minor
42 * 51 5/23/98 2:26a Lawrance
45 * 50 5/14/98 11:26a Lawrance
46 * ensure fighter bays are drawn with correct bracket color
48 * 49 5/12/98 9:27a Mike
49 * num-ships-attacking: always showed an additional ship attacking
50 * asteroid or debris. Fixed.
52 * 48 5/08/98 10:16a Lawrance
53 * Add new "ship attacking count" gauge
55 * 47 5/07/98 4:07p Mike
56 * Use smaller num-ships-attacking blip.
58 * 46 5/06/98 5:30p John
59 * Removed unused cfilearchiver. Removed/replaced some unused/little used
60 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
61 * DirectX header files and libs that fixed the Direct3D alpha blending
64 * 45 5/06/98 2:46p Mike
65 * Modify num-ships-attacking system.
67 * 44 5/03/98 1:07a Mike
68 * Show + for ships attacking your target, whether hostile or friendly.
70 * 43 4/05/98 7:42p Lawrance
71 * fix inconsistent distance display on the HUD
73 * 42 4/01/98 9:21p John
74 * Made NDEBUG, optimized build with no warnings or errors.
76 * 41 3/30/98 12:20a Lawrance
77 * Draw subsystem targeting brackets gray if subsystem is destroyed.
79 * 40 3/18/98 6:04p Lawrance
80 * Improve when brackets get drawn for large objects
82 * 39 3/10/98 6:03p Lawrance
83 * Ensure proper bracket color gets drawn for traitors
85 * 38 3/06/98 5:13p Johnson
86 * Put in a check for team traitor in hud_brackets_get_iff_color()
88 * 37 3/02/98 11:32p Lawrance
89 * Allow asteroids about to impact ships to be bracketed
91 * 36 2/21/98 2:49p Lawrance
92 * Don't do facing check for subsystems when deciding whether to draw
95 * 35 2/19/98 12:48a Lawrance
96 * Ensure subsystem brackets remain between HUD and target monitor
98 * 34 2/09/98 8:05p Lawrance
99 * Add new gauges: cmeasure success, warp-out, and missiontime
101 * 33 2/07/98 5:46p Lawrance
102 * Show target distance on brackets
104 * 32 1/19/98 11:37p Lawrance
105 * Fixing Optimization build warnings
107 * 31 1/18/98 5:09p Lawrance
108 * Added support for TEAM_TRAITOR
110 * 30 1/02/98 10:01p Lawrance
111 * Ensure correct subsystem bracket color gets drawn once player goes
114 * 29 1/02/98 9:10p Lawrance
115 * Big changes to how colors get set on the HUD.
117 * 28 12/28/97 5:54p Lawrance
118 * Draw HUD brackets the correct IFF color.. taking into account that the
119 * player may be TEAM_NEUTRAL
121 * 27 12/18/97 8:46p Lawrance
122 * Move IFF_color definitions from HUD->ship, so FRED can use them.
124 * 26 12/17/97 11:14p Mike
125 * Change radar and hud color to red for all neutral.
127 * 25 11/27/97 4:24p Lawrance
128 * change appearance of subsystem targeting brackets
130 * 24 10/22/97 5:53p Lawrance
131 * change name of subsystem_in_sight() function
133 * 23 9/06/97 2:13p Mike
134 * Replace support for TEAM_NEUTRAL
136 * 22 7/24/97 10:45a Mike
137 * Fix hole in Unknown team support.
139 * 21 7/24/97 10:24a Mike
140 * Restore support for Unknown team
142 * 20 6/11/97 1:12p John
143 * Started fixing all the text colors in the game.
145 * 19 5/21/97 11:12a Mike
146 * Move more stuff out of player struct, mainly subsys stuff.
148 * 18 5/20/97 2:45p Mike
149 * Move current_target and a bunch of other stuff out of player struct.
151 * 17 4/09/97 3:30p Lawrance
152 * let target brackets grow to bracket ship entirely
154 * 16 4/08/97 1:28p Lawrance
155 * get brackets for targeting and messaging drawing right
157 * 15 4/08/97 11:44a Lawrance
158 * get selection and target brackets drawing right at close and far
161 * 14 4/08/97 10:55a Allender
162 * draw purple brackets on ship sending a message
164 * 13 4/08/97 9:58a Lawrance
165 * center bracket on target center. Give min and max dimensions to
166 * subsystem target brackets.
168 * 12 4/07/97 6:03p Lawrance
169 * draw diamond brackets instead of dashed boxes
171 * 11 4/07/97 3:50p Allender
172 * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in
173 * squadmate messaging
175 * 10 4/02/97 10:08a Lawrance
176 * fixed bracket drawing glitches
178 * 9 3/28/97 2:46p John
179 * added code to make debris chunks target properly.
181 * 8 3/27/97 5:44p Lawrance
182 * drawing dashed lines for sub-object targeting box that is not in line
185 * 7 3/27/97 3:59p Lawrance
186 * made brackets draw even if center of target is offscreen
188 * 6 3/27/97 9:29a Lawrance
189 * If reach maximum bounding box size, use radius targeting box method
191 * 5 3/25/97 3:55p Lawrance
192 * allowing debris to be targeted and shown on radar
194 * 4 3/23/97 11:55p Lawrance
195 * made max targeting bracket size of 200x200
197 * 3 3/07/97 4:37p Mike
198 * Make rockeye missile home.
199 * Remove UNKNOWN and NEUTRAL teams.
201 * 2 12/24/96 4:30p Lawrance
202 * Target bracket drawing code moved to separate files
207 #include "hudbrackets.h"
210 #include "hudtarget.h"
214 #include "freespace.h"
216 #include "linklist.h"
219 #define FADE_FACTOR 2 // how much the bounding brackets get faded
220 #define LOWEST_RED 50 // lowest r value for bounding bracket
221 #define LOWEST_GREEN 50 // lowest g value for bounding bracket
222 #define LOWEST_BLUE 50 // lowest b value for bounding bracket
224 char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
229 // resolution adjust factors for the above defines
230 int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
231 int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
232 int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
233 int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
235 void hud_init_brackets()
239 // find IFF color index for brackets based on team
240 int hud_brackets_get_iff_color(int team)
242 int color=IFF_COLOR_FRIENDLY;
250 if ( (team == Player_ship->team) && (team != TEAM_TRAITOR) ) {
251 color = IFF_COLOR_FRIENDLY;
255 color = IFF_COLOR_NEUTRAL;
258 color = IFF_COLOR_UNKNOWN;
263 color = IFF_COLOR_HOSTILE;
269 color = IFF_COLOR_SELECTION;
273 color = IFF_COLOR_MESSAGE;
277 color = IFF_COLOR_UNKNOWN;
285 // Called by draw_bounding_brackets.
286 void draw_brackets_square(int x1, int y1, int x2, int y2)
295 // make the brackets extend 25% of the way along the width or height
296 int bracket_width = width/4;
297 int bracket_height = height/4;
300 if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
301 gr_gradient(x1,y1,x1+bracket_width-1,y1); // top left
302 gr_gradient(x1,y2,x1+bracket_width-1,y2); // bottom left
305 if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
306 gr_gradient(x2, y1, x2-bracket_width+1,y1); // top right
307 gr_gradient(x2, y2, x2-bracket_width+1,y2); // bottom right
311 if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
312 gr_gradient(x1,y1,x1,y1+bracket_height-1); // top left
313 gr_gradient(x2,y1,x2,y1+bracket_height-1); // top right
316 if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
317 gr_gradient(x1,y2,x1,y2-bracket_height+1); // bottom left
318 gr_gradient(x2,y2,x2,y2-bracket_height+1); // bottom right
322 void draw_brackets_square_quick(int x1, int y1, int x2, int y2, int thick)
329 // make the brackets extend 25% of the way along the width or height
330 int bracket_width = width/4;
331 int bracket_height = height/4;
334 gr_line(x1,y1,x1+bracket_width,y1);
335 gr_line(x2,y1,x2-bracket_width,y1);
337 gr_line(x1,y1+1,x1+bracket_width,y1+1);
338 gr_line(x2,y1+1,x2-bracket_width,y1+1);
342 gr_line(x1,y2,x1+bracket_width,y2);
343 gr_line(x2,y2,x2-bracket_width,y2);
345 gr_line(x1,y2-1,x1+bracket_width,y2-1);
346 gr_line(x2,y2-1,x2-bracket_width,y2-1);
351 gr_line(x1,y1+2,x1,y1+bracket_height);
352 gr_line(x1,y2-2,x1,y2-bracket_height);
353 gr_line(x1+1,y1+2,x1+1,y1+bracket_height);
354 gr_line(x1+1,y2-2,x1+1,y2-bracket_height);
356 gr_line(x1,y1+1,x1,y1+bracket_height);
357 gr_line(x1,y2-1,x1,y2-bracket_height);
362 gr_line(x2,y1+2,x2,y1+bracket_height);
363 gr_line(x2,y2-2,x2,y2-bracket_height);
364 gr_line(x2-1,y1+2,x2-1,y1+bracket_height);
365 gr_line(x2-1,y2-2,x2-1,y2-bracket_height);
367 gr_line(x2,y1+1,x2,y1+bracket_height);
368 gr_line(x2,y2-1,x2,y2-bracket_height);
374 void draw_brackets_dashed_square_quick(int x1, int y1, int x2, int y2)
376 int width, height, i;
381 // make the brackets extend 25% of the way along the width or height
382 float bracket_width = width/4.0f;
383 float bracket_height = height/4.0f;
386 dash_width = fl2i(bracket_width / ( NUM_DASHES*2 - 1 ) + 0.5f);
388 if ( dash_width < 1 ) {
389 draw_brackets_square_quick(x1, y1, x2, y2);
394 dash_height = fl2i(bracket_height / ( NUM_DASHES*2 - 1 ) + 0.5f);
396 if ( dash_height < 1 ) {
397 draw_brackets_square_quick(x1, y1, x2, y2);
401 int dash_x1, dash_x2, dash_y1, dash_y2;
408 for ( i = 0; i < NUM_DASHES; i++ ) {
410 gr_line(dash_x1, y1, dash_x1+(dash_width-1), y1);
411 gr_line(dash_x2, y1, dash_x2-(dash_width-1), y1);
414 gr_line(dash_x1, y2, dash_x1+(dash_width-1), y2);
415 gr_line(dash_x2, y2, dash_x2-(dash_width-1), y2);
417 dash_x1 += dash_width*2;
418 dash_x2 -= dash_width*2;
421 gr_line(x1, dash_y1, x1, dash_y1+(dash_height-1));
422 gr_line(x1, dash_y2, x1, dash_y2-(dash_height-1));
425 gr_line(x2, dash_y1, x2, dash_y1+(dash_height-1));
426 gr_line(x2, dash_y2, x2, dash_y2-(dash_height-1));
428 dash_y1 += dash_height*2;
429 dash_y2 -= dash_height*2;
436 // draw_brackets_diamond()
437 // Called by draw_bounding_brackets.
439 void draw_brackets_diamond(int x1, int y1, int x2, int y2)
441 int width, height, half_width, half_height;
442 int center_x, center_y;
443 int x_delta, y_delta;
445 float side_len, bracket_len;
450 half_width = fl2i( width/2.0f + 0.5f );
451 half_height = fl2i( height/2.0f +0.5f );
453 side_len = (float)_hypot(half_width, half_height);
454 bracket_len = side_len / 8;
456 x_delta = fl2i(bracket_len * width / side_len + 0.5f);
457 y_delta = fl2i(bracket_len * height / side_len + 0.5f);
460 center_x = x1 + half_width;
461 center_y = y1 + half_height;
464 gr_gradient(center_x - x_delta, y1 + y_delta,center_x, y1);
465 gr_gradient(x1 + x_delta, center_y - y_delta, x1, center_y);
468 gr_gradient(center_x + x_delta, y1 + y_delta,center_x, y1);
469 gr_gradient(x2 - x_delta, center_y - y_delta, x2, center_y);
472 gr_gradient(x1 + x_delta, center_y + y_delta, x1, center_y);
473 gr_gradient(center_x - x_delta, y2 - y_delta, center_x, y2);
476 gr_gradient(x2 - x_delta, center_y + y_delta, x2, center_y);
477 gr_gradient(center_x + x_delta, y2 - y_delta, center_x, y2);
480 void draw_brackets_diamond_quick(int x1, int y1, int x2, int y2, int thick)
482 int width, height, half_width, half_height;
483 int center_x, center_y;
484 int x_delta, y_delta;
486 float side_len, bracket_len;
491 half_width = fl2i( width/2.0f + 0.5f);
492 half_height = fl2i( height/2.0f + 0.5f);
494 side_len = (float)_hypot(half_width, half_height);
495 bracket_len = side_len / 8;
497 x_delta = fl2i(bracket_len * width / side_len + 0.5f);
498 y_delta = fl2i(bracket_len * height / side_len + 0.5f);
500 center_x = x1 + half_width;
501 center_y = y1 + half_height;
504 gr_line(center_x - x_delta, y1 + y_delta,center_x, y1);
505 gr_line(x1 + x_delta, center_y - y_delta, x1, center_y);
508 gr_line(center_x + x_delta, y1 + y_delta,center_x, y1);
509 gr_line(x2 - x_delta, center_y - y_delta, x2, center_y);
512 gr_line(x1 + x_delta, center_y + y_delta, x1, center_y);
513 gr_line(center_x - x_delta, y2 - y_delta, center_x, y2);
516 gr_line(x2 - x_delta, center_y + y_delta, x2, center_y);
517 gr_line(center_x + x_delta, y2 - y_delta, center_x, y2);
519 // draw an 'X' in the middle of the brackets
520 gr_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
521 gr_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
525 int subsys_is_fighterbay(ship_subsys *ss)
527 if ( !strnicmp(NOX("fighter"), ss->system_info->name, 7) ) {
534 // Draw bounding brackets for a subobject.
535 void draw_bounding_brackets_subobject()
537 if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
538 if (Player_ai->targeted_subsys != NULL) {
542 vertex subobj_vertex;
546 subsys = Player_ai->targeted_subsys;
547 target_objnum = Player_ai->target_objnum;
548 Assert(target_objnum != -1);
549 targetp = &Objects[target_objnum];
550 Assert( targetp->type == OBJ_SHIP );
552 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
554 g3_rotate_vertex(&subobj_vertex,&subobj_pos);
556 g3_project_vertex(&subobj_vertex);
557 if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
560 int subobj_x = fl2i(subobj_vertex.sx + 0.5f);
561 int subobj_y = fl2i(subobj_vertex.sy + 0.5f);
562 int hud_subtarget_w, hud_subtarget_h, bound_rc;
564 bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
568 hud_subtarget_w = x2-x1+1;
569 if ( hud_subtarget_w > gr_screen.clip_width ) {
570 hud_subtarget_w = gr_screen.clip_width;
573 hud_subtarget_h = y2-y1+1;
574 if ( hud_subtarget_h > gr_screen.clip_height ) {
575 hud_subtarget_h = gr_screen.clip_height;
578 if ( hud_subtarget_w > gr_screen.max_w ) {
579 x1 = subobj_x - (gr_screen.max_w>>1);
580 x2 = subobj_x + (gr_screen.max_w>>1);
582 if ( hud_subtarget_h > gr_screen.max_h ) {
583 y1 = subobj_y - (gr_screen.max_h>>1);
584 y2 = subobj_y + (gr_screen.max_h>>1);
587 if ( hud_subtarget_w < Min_subtarget_box_width[gr_screen.res] ) {
588 x1 = subobj_x - (Min_subtarget_box_width[gr_screen.res]>>1);
589 x2 = subobj_x + (Min_subtarget_box_width[gr_screen.res]>>1);
591 if ( hud_subtarget_h < Min_subtarget_box_height[gr_screen.res] ) {
592 y1 = subobj_y - (Min_subtarget_box_height[gr_screen.res]>>1);
593 y2 = subobj_y + (Min_subtarget_box_height[gr_screen.res]>>1);
596 // determine if subsystem is on far or near side of the ship
597 Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
599 // AL 29-3-98: If subsystem is destroyed, draw gray brackets
600 if ( (Player_ai->targeted_subsys->current_hits <= 0) && (!subsys_is_fighterbay(Player_ai->targeted_subsys)) ) {
601 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
603 hud_set_iff_color( targetp, 1 );
606 if ( Player->subsys_in_view ) {
607 draw_brackets_square_quick(x1, y1, x2, y2);
609 draw_brackets_diamond_quick(x1, y1, x2, y2);
611 // mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
615 extern int HUD_drew_selection_bracket_on_target;
617 // Display the current target distance, right justified at (x,y)
618 void hud_target_show_dist_on_bracket(int x, int y, float distance)
623 if ( y < 0 || y > gr_screen.clip_height ) {
627 if ( x < 0 || x > gr_screen.clip_width ) {
631 sprintf(text_dist, "%d", fl2i(distance+0.5f));
632 hud_num_make_mono(text_dist);
633 gr_get_string_size(&w,&h,text_dist);
636 if ( HUD_drew_selection_bracket_on_target ) {
640 gr_string(x - w+2, y+y_delta, text_dist);
645 // Given an object number, return the number of ships attacking it.
646 // MWA 5/26/98 -- copied from aicode num_attacking_ships()!!!
648 int hud_bracket_num_ships_attacking(int objnum)
654 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
655 objp = &Objects[so->objnum];
656 if (objp->instance != -1) {
658 aip = &Ai_info[Ships[objp->instance].ai_index];
660 // don't count instructor
661 int is_training_mission();
662 if ( is_training_mission() && stricmp(Ships[objp->instance].ship_name, "Instructor") == 0) {
666 if ( ((Game_mode & GM_MULTIPLAYER) || (aip->mode == AIM_CHASE)) && (aip->target_objnum == objnum))
667 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
676 int Ships_attacking_bitmap = -1;
678 // draw_bounding_brackets() will draw the faded brackets that surround the current target
679 void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum)
683 if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
686 if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
687 ( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
696 if ( (width>(gr_screen.max_w - 1)) && (height>(gr_screen.max_h - 1)) ) {
699 if ( width > 1200 ) {
703 if ( height > 1200) {
707 if (width < Min_target_box_width[gr_screen.res]) {
708 x1 = x1 - (Min_target_box_width[gr_screen.res]-width)/2;
709 x2 = x2 + (Min_target_box_width[gr_screen.res]-width)/2;
712 if (height < Min_target_box_height[gr_screen.res]) {
713 y1 = y1 - (Min_target_box_height[gr_screen.res]-height)/2;
714 y2 = y2 + (Min_target_box_height[gr_screen.res]-height)/2;
717 draw_brackets_square(x1-w_correction, y1-h_correction, x2+w_correction, y2+h_correction);
719 // draw distance to target in lower right corner of box
720 if ( distance > 0 ) {
721 hud_target_show_dist_on_bracket(x2+w_correction,y2+h_correction,distance);
724 // Maybe show + for each additional fighter or bomber attacking target.
725 if ( (target_objnum != -1) && hud_gauge_active(HUD_ATTACKING_TARGET_COUNT) ) {
726 int num_attacking = hud_bracket_num_ships_attacking(target_objnum);
728 if (Ships_attacking_bitmap == -1){
729 Ships_attacking_bitmap = bm_load(Ships_attack_fname[gr_screen.res]);
732 if (Ships_attacking_bitmap == -1) {
737 // If a ship not on player's team, show one fewer plus since it is targeted and attacked by player.
739 if (Objects[target_objnum].type == OBJ_SHIP) {
740 if (Ships[Objects[target_objnum].instance].team != Player_ship->team){
747 if (num_attacking > k) {
750 num_blips = num_attacking-k;
755 //int bitmap = get_blip_bitmap();
757 if (Ships_attacking_bitmap > -1) {
761 for (i=0; i<num_blips; i++) {
762 GR_AABITMAP(Ships_attacking_bitmap, x2+3, y1+i*7);