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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Hud/HUDtarget.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module to provide HUD targeting functions
16  *
17  * $Log$
18  * Revision 1.6  2004/09/20 01:31:44  theoddone33
19  * GCC 3.4 fixes.
20  *
21  * Revision 1.5  2003/05/25 02:30:42  taylor
22  * Freespace 1 support
23  *
24  * Revision 1.4  2002/06/17 06:33:09  relnev
25  * ryan's struct patch for gcc 2.95
26  *
27  * Revision 1.3  2002/06/09 04:41:21  relnev
28  * added copyright header
29  *
30  * Revision 1.2  2002/05/07 03:16:45  theoddone33
31  * The Great Newline Fix
32  *
33  * Revision 1.1.1.1  2002/05/03 03:28:09  root
34  * Initial import.
35  *
36  * 
37  * 43    11/01/99 11:22a Jefff
38  * some weapon name translations
39  * 
40  * 42    9/15/99 1:59p Mikek
41  * Fix bug in targeting due to Alt-Y (target last ship sending
42  * transmission).  Was just bogus code in the call to
43  * hud_restore_subsystem_target().pm.
44  * 
45  * 41    9/08/99 11:42p Andsager
46  * Remove maximum target distance check when finding enemy target
47  * 
48  * 40    9/07/99 11:26p Andsager
49  * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
50  * hud_target_live_turret() consider if turret is targeting player
51  * 
52  * 39    9/01/99 12:58a Andsager
53  * Make all targeting keys able to choose turret on BIG|HUGE ships
54  * 
55  * 38    8/24/99 2:55p Andsager
56  * Add new prioritized turret selection code.
57  * 
58  * 37    8/18/99 10:59p Andsager
59  * Enable "b" key to target bombers.
60  * 
61  * 36    8/17/99 8:32p Jefff
62  * fixes to auto-speed/target so it looks much better in the nebula
63  * 
64  * 35    8/17/99 7:15p Jefff
65  * auto-target & auto-speed text drawn in code
66  * 
67  * 34    8/04/99 9:54a Andsager
68  * Auto target turrets on big ships.
69  * 
70  * 33    8/02/99 4:03p Andsager
71  * target closest favors beams and flak
72  * 
73  * 32    8/01/99 12:39p Dave
74  * Added HUD contrast control key (for nebula).
75  * 
76  * 31    7/30/99 11:10a Andsager
77  * Modify hud_target_closest() to consider turrets against all ships, not
78  * just player
79  * 
80  * 30    7/15/99 5:41p Andsager
81  * Clean up demo build
82  * 
83  * 29    7/15/99 9:20a Andsager
84  * FS2_DEMO initial checkin
85  * 
86  * 28    7/09/99 12:00a Andsager
87  * Added target box with distance for remote detonate weapons
88  * 
89  * 27    7/07/99 4:31p Andsager
90  * Make closest_attacking_hostile guage respect stealth.  Kill a bunch of
91  * goto's.
92  * 
93  * 26    7/01/99 11:44a Dave
94  * Updated object sound system to allow multiple obj sounds per ship.
95  * Added hit-by-beam sound. Added killed by beam sound.
96  * 
97  * 25    6/17/99 9:04a Andsager
98  * Fix hack
99  * 
100  * 24    6/16/99 5:32p Andsager
101  * HACK temp fix
102  * 
103  * 23    6/15/99 9:24a Andsager
104  * Make hotkeys work with stealth
105  * 
106  * 22    6/10/99 3:43p Dave
107  * Do a better job of syncing text colors to HUD gauges.
108  * 
109  * 21    6/09/99 2:55p Andsager
110  * Allow multiple asteroid subtypes (of large, medium, small) and follow
111  * family.
112  * 
113  * 20    6/08/99 8:35a Jasenw
114  * new coords for new lead indicator
115  * 
116  * 19    6/07/99 4:20p Andsager
117  * Add HUD color for tagged object.  Apply to target and radar.
118  * 
119  * 18    6/02/99 3:23p Andsager
120  * Make AI aware of team visibility.  Allow player targeting with team
121  * visibility info.  Make stealth ships not targetable by AI in nebula
122  * unless tagged.
123  * 
124  * 17    5/24/99 9:00a Andsager
125  * modify target next/prev live turret only when turret has a weapon
126  * 
127  * 16    4/20/99 6:39p Dave
128  * Almost done with artillery targeting. Added support for downloading
129  * images on the PXO screen.
130  * 
131  * 15    2/25/99 4:19p Dave
132  * Added multiplayer_beta defines. Added cd_check define. Fixed a few
133  * release build warnings. Added more data to the squad war request and
134  * response packets.
135  * 
136  * 14    1/27/99 3:02p Anoop
137  * Fixed 640 HUD afterburner and weapon energy gauge.
138  * 
139  * 13    1/25/99 5:03a Dave
140  * First run of stealth, AWACS and TAG missile support. New mission type
141  * :)
142  * 
143  * 12    1/07/99 10:07a Jasen
144  * coords
145  * 
146  * 11    1/07/99 9:06a Jasen
147  * coords
148  * 
149  * 10    1/06/99 2:24p Dave
150  * Stubs and release build fixes.
151  * 
152  * 9     12/29/98 7:21p Dave
153  * Put in a bunch of missing hi-res coord globalizations.
154  * 
155  * 8     12/29/98 2:29p Jasen
156  * added new coords for some 1024 HUD stuff.
157  * 
158  * 7     12/28/98 3:17p Dave
159  * Support for multiple hud bitmap filenames for hi-res mode.
160  * 
161  * 5     12/21/98 5:03p Dave
162  * Modified all hud elements to be multi-resolution friendly.
163  * 
164  * 4     11/05/98 4:18p Dave
165  * First run nebula support. Beefed up localization a bit. Removed all
166  * conditional compiles for foreign versions. Modified mission file
167  * format.
168  * 
169  * 3     10/13/98 9:28a Dave
170  * Started neatening up freespace.h. Many variables renamed and
171  * reorganized. Added AlphaColors.[h,cpp]
172  * 
173  * 2     10/07/98 10:53a Dave
174  * Initial checkin.
175  * 
176  * 1     10/07/98 10:49a Dave
177  * 
178  * 407   9/21/98 9:27a Dave
179  * Special case code to draw Cluster Bomb as Cluster on the HUD.
180  * 
181  * 406   8/28/98 3:28p Dave
182  * EMP effect done. AI effects may need some tweaking as required.
183  * 
184  * 405   8/25/98 1:48p Dave
185  * First rev of EMP effect. Player side stuff basically done. Next comes
186  * AI code.
187  * 
188  * 404   6/12/98 4:52p Hoffoss
189  * Added support for special characters in in forgeign languages.
190  * 
191  * 403   6/09/98 5:17p Lawrance
192  * French/German localization
193  * 
194  * 402   6/09/98 10:31a Hoffoss
195  * Created index numbers for all xstr() references.  Any new xstr() stuff
196  * added from here on out should be added to the end if the list.  The
197  * current list count can be found in FreeSpace.cpp (search for
198  * XSTR_SIZE).
199  * 
200  * 401   5/27/98 1:24p Allender
201  * make targeting dots work (as well as other targeting features) properly
202  * in multiplayer.  Don't query for CD when entering debrief in
203  * multiplayer
204  * 
205  * 400   5/27/98 1:20p Mike
206  * Fix bug in target nearest ship attacking target.
207  * 
208  */
209
210 #include "hud.h"
211 #include "hudlock.h"
212 #include "hudtarget.h"
213 #include "hudreticle.h"
214 #include "object.h"
215 #include "ship.h"
216 #include "2d.h"
217 #include "3d.h"
218 #include "3dinternal.h"
219 #include "line.h"
220 #include "linklist.h"
221 #include "model.h"
222 #include "math.h"
223 #include "weapon.h"
224 #include "player.h"
225 #include "freespace.h"  // for flFrametime
226 #include "ai.h"
227 #include "timer.h"
228 #include "sound.h"
229 #include "missionparse.h"
230 #include "player.h"     // for MAX_PLAYERS
231 #include "hudets.h"
232 #include "hudbrackets.h"
233 #include "gamesnd.h"
234 #include "eventmusic.h"
235 #include "debris.h"
236 #include "missionmessage.h"
237 #include "key.h"
238 #include "ai.h"
239 #include "hudtargetbox.h"
240 #include "bmpman.h"
241 #include "subsysdamage.h"
242 #include "hudshield.h"
243 #include "missionhotkey.h"
244 #include "asteroid.h"
245 #include "jumpnode.h"
246 #include "multi.h"
247 #include "emp.h"
248 #include "alphacolors.h"
249 #include "localize.h"
250 #include "awacs.h"
251 #include "hudartillery.h"
252
253 // If any of these bits in the ship->flags are set, ignore this ship when targetting
254 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
255
256 // Global values for the target bracket width and height, used for debugging
257 int Hud_target_w, Hud_target_h;
258
259 // offscreen triangle that point the the off-screen target
260 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
261         6.0f,
262         9.5f
263 };
264 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
265         7.0f,
266         11.0f
267 };
268 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
269         10.0f,
270         16.0f
271 };
272 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
273         10.0f,
274         16.0f
275 };
276
277 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
278 // This means the variables are not player-specific
279 static int Target_in_reticle = 0;
280
281 extern object obj_used_list;            // dummy node in linked list of active objects
282 extern char *Cargo_names[];
283
284 // shader is used to shade the target box 
285 shader Training_msg_glass;
286
287 // the target triangle (that orbits the reticle) dimensions
288 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
289         6.0f,
290         9.5f
291 };
292 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
293         7.0f,
294         11.0f
295 };
296
297 // stuff for hotkey targeting lists
298 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
299 htarget_list htarget_free_list;
300
301 // coordinates and widths used to render the HUD afterburner energy gauge
302 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
303         { // GR_640
304                 171, 265, 60, 60
305         },
306         { // GR_1024
307                 274, 424, 86, 96
308         }
309 };
310
311 // coordinates and widths used to render the HUD weapons energy gauge
312 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
313         { // GR_640
314                 416, 265, 60, 60
315         },
316         { // GR_1024
317                 666, 424, 86, 96
318         }
319 };
320
321 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500    // min distance to show hostile warning triangle
322
323 //////////////////////////////////////////////////////////////////////////
324 // lists for target in reticle cycling
325 //////////////////////////////////////////////////////////////////////////
326 #define RL_USED         (1<<0)
327 #define RL_USE_DOT      (1<<1)  // use dot product result, not distance
328
329 typedef struct _reticle_list {
330         _reticle_list   *next, *prev;
331         object                  *objp;
332         float                           dist, dot;
333         int                             flags;
334 } reticle_list;
335
336 #define                 RESET_TARGET_IN_RETICLE 750
337 int                             Reticle_save_timestamp;
338 reticle_list    Reticle_cur_list;
339 reticle_list    Reticle_save_list;
340 #define                 MAX_RETICLE_TARGETS     50
341 reticle_list    Reticle_list[MAX_RETICLE_TARGETS];
342
343 //////////////////////////////////////////////////////////////////////////
344 // used for closest target cycling
345 //////////////////////////////////////////////////////////////////////////
346 #define TL_RESET                        1500
347 #define TURRET_RESET    1000
348 static int Tl_hostile_reset_timestamp;
349 static int Tl_friendly_reset_timestamp;
350 static int Target_next_uninspected_object_timestamp;
351 static int Target_newest_ship_timestamp;
352 static int Target_next_turret_timestamp;
353
354 // animation frames for the hud targeting gauges
355 // frames:      0       =>              out of range lead
356 //                              1       =>              in range lead
357 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
358         { // GR_640
359                 8.0f,           // half-width
360                 8.0f                    // half-height
361         },
362         { // GR_1024
363                 13.0f,          // half-width
364                 13.0f                   // half-height
365         }
366 };
367 hud_frames Lead_indicator_gauge;
368 int Lead_indicator_gauge_loaded = 0;
369 const char *Lead_fname[GR_NUM_RESOLUTIONS] = {
370         "lead1",
371         "2_lead1"
372 };
373
374 // animation frames for the afterburner gauge and the weapon energy gauge
375 // frames:      0       =>              afterburner dark
376 //                              1       =>              afterburner light
377 //                              2       =>              gun energy dark
378 //                              3       =>              gun energy light
379 hud_frames Energy_bar_gauges;
380 int Energy_bar_gauges_loaded = 0;
381 const char *Energy_fname[GR_NUM_RESOLUTIONS] = {
382         "energy2",
383         "2_energy2"
384 };
385 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
386         { // GR_640
387                 439, 318
388         },
389         { // GR_1024
390                 708, 509
391         }
392 };
393
394 // animation frames for the countermeasures gauge
395 // frames:      0       =>              background
396 hud_frames Cmeasure_gauge;
397 int Cmeasure_gauge_loaded = 0;
398 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
399         { // GR_640
400                 497, 343
401         },
402         { // GR_1024
403                 880, 602
404         }
405 };
406 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
407         { // GR_640
408                 533, 347
409         },
410         { // GR_1024
411                 916, 606
412         }
413 };
414 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
415         { // GR_640
416                 506, 347
417         },
418         { // GR_1024
419                 889, 606
420         }
421 };
422 const char *Cm_fname[GR_NUM_RESOLUTIONS] = {
423         "countermeasure1",
424         "countermeasure1"
425 };
426
427 // animation frames for the auto-target and auto-match_speed icons
428 // frames:      0       =>              auto-target off
429 //                              1       =>              auto-target on
430 //                              2       =>              auto-match-speed on 
431 //                              3       =>              auto-match-speed off
432 hud_frames Toggle_gauge;
433 int Toggle_gauge_loaded = 0;
434 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
435         { // GR_640
436                 577, 380
437         },
438         { // GR_1024
439                 960, 648
440         }
441 };
442 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
443         { // GR_640
444                 577, 404
445         },
446         { // GR_1024
447                 960, 672
448         }
449 };
450 const char *Toggle_fname[GR_NUM_RESOLUTIONS] = {
451         "toggle1",
452         "toggle1"
453 };
454
455 #define TOGGLE_TEXT_AUTOT               0
456 #define TOGGLE_TEXT_TARGET              1
457 #define TOGGLE_TEXT_AUTOS               2
458 #define TOGGLE_TEXT_SPEED               3
459 #ifndef MAKE_FS1
460 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
461         {               // GR_640
462                 { 590, 382 },
463                 { 584, 390 },
464                 { 590, 406 },
465                 { 587, 414 }
466         },
467         {               // GR_1024
468                 { 973, 650 },
469                 { 967, 658 },
470                 { 973, 674 },
471                 { 970, 682 }
472         }
473 };
474 #endif
475
476 static int Toggle_text_alpha = 255;
477
478
479 // animation files for the weapons gauge
480 #define NUM_WEAPON_GAUGES       5
481 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
482 int Weapon_gauges_loaded = 0;
483 // for primaries
484 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
485         { // GR_640
486                 // based on the # of primaries
487                 {509, 273},                             // top of weapon gauge, first frame, always
488                 {497, 293},                             // for the first primary
489                 {497, 305}                              // for the second primary
490         },
491         { // GR_1024
492                 // based on the # of primaries
493                 {892, 525},                             // top of weapon gauge, first frame, always
494                 {880, 545},                             // for the first primary
495                 {880, 557}                              // for the second primary
496         }
497 };
498 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
499         { // GR_640
500                 // based on the # of secondaries
501                 {497, 318},                             // bottom of gauge, 0 secondaries
502                 {497, 318},                             // bottom of gauge, 1 secondaries
503                 {497, 317},                             // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
504                 {497, 326},                             // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
505                 {497, 335}                              // bottom of gauge, 3 secondaries
506         },
507         { // GR_1024
508                 // based on the # of secondaries
509                 {880, 570},                             // bottom of gauge, 0 secondaries
510                 {880, 570},                             // bottom of gauge, 1 secondaries
511                 {880, 569},                             // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
512                 {880, 578},                             // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
513                 {880, 587}                              // bottom of gauge, 3 secondaries
514         }
515 };
516 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
517         { // GR_640
518                 518, 275
519         },
520         { // GR_1024
521                 901, 527
522         }
523 };
524 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
525         { // GR_640
526                 {530, 285},                             // fire-linked thingie, for the first primary
527                 {530, 295}                              // fire-linked thingie, for the second primary
528         },
529         { // GR_1024
530                 {913, 537},                             // fire-linked thingie, for the first primary
531                 {913, 547}                              // fire-linked thingie, for the second primary
532         }
533 };
534 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
535         { // GR_640
536                 {536, 285},                             // weapon name, first primary
537                 {536, 295}                              // weapon name, second primary
538         },
539         { // GR_1024
540                 {919, 537},                             // weapon name, first primary
541                 {919, 547}                              // weapon name, second primary
542         }
543 };
544 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
545         525,                                                    // where to draw the second thingie if this weapon is fire-linked
546         908
547 };
548 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
549         530,                                                    // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
550         913
551 };
552 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
553         { // GR_640
554                 309,                                            // y location of where to draw text for the first secondary
555                 318,                                            // y location of where to draw text for the second secondary
556                 327                                             // y location of where to draw text for the third secondary
557         },
558         { // GR_1024
559                 561,                                            // y location of where to draw text for the third secondary
560                 570,                                            // y location of where to draw text for the third secondary
561                 579                                             // y location of where to draw text for the third secondary
562         }
563 };
564 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
565         536,                                                    // x location of where to draw weapon name
566         919
567 };
568 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
569         525,                                                    // x location of where to draw weapon ammo count
570         908
571 };
572 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
573         615,                                                    // x location of where to draw the weapon reload time
574         998
575 };
576 const char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] = 
577 {
578 //XSTR:OFF
579         { // GR_640
580                 "weapons1",
581                 "weapons2",
582                 "weapons3",
583                 "weapons4",
584                 "weapons5"
585         }, 
586         { // GR_1024
587                 "weapons1",
588                 "weapons2",
589                 "weapons3",
590                 "weapons4",
591                 "weapons5"
592         }
593 //XSTR:ON
594 };
595
596 // Flash the line for a weapon.  This normally occurs when the player tries to fire that
597 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
598 #define MAX_WEAPON_FLASH_LINES 7                // 3 primary and 4 secondary
599 typedef struct weapon_flash
600 {
601         int flash_duration[MAX_WEAPON_FLASH_LINES];
602         int flash_next[MAX_WEAPON_FLASH_LINES];
603         int is_bright;
604 } weapon_flash;
605 weapon_flash Weapon_flash_info;
606
607 // Data used for the proximity warning
608 typedef struct homing_beep_info
609 {
610         int     snd_handle;                             // sound handle for last played beep
611         fix     last_time_played;               //      time beep was last played
612         int     min_cycle_time;         // time (in ms) for fastest cycling of the sound
613         int     max_cycle_time;         // time (in ms) for slowest cycling of the sound
614         float min_cycle_dist;           // distance at which fastest cycling occurs 
615         float max_cycle_dist;           // distance at which slowest cycling occurs
616         float   precalced_interp;               // a precalculated value used in a linear interpretation
617 } homing_beep_info;
618
619 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f, 1.729412f };
620
621 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
622 float Min_warning_missile_dist;
623 float   Max_warning_missile_dist;
624
625 void hud_maybe_flash_weapon(int index);                                   
626
627 // if a given object should be ignored because of AWACS effects
628 int hud_target_invalid_awacs(object *objp)
629 {
630         // if objp is ship object, first check if can be targeted with team info
631         if (objp->type == OBJ_SHIP) {
632                 if (Player_ship != NULL) {
633                         if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
634                                 return 0;
635                         }
636                 }
637         }
638
639         // check for invalid status
640         if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
641                 return 1;
642         }
643
644         // valid
645         return 0;
646 }
647
648 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
649 {
650         if (next_flag) {
651                 return GET_NEXT(cur);
652         } else {
653                 return GET_LAST(cur);
654         }
655 }
656
657 // select a sorted turret subsystem on a ship if no other subsys has been selected
658 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
659 {
660         SDL_assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
661         if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
662                 return;
663         }
664         SDL_assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
665         if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
666                 return;
667         }
668
669         if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
670                 if (shipp->last_targeted_subobject[Player_num] == NULL) {
671                         hud_target_live_turret(1, 1);
672                 }
673         }
674
675 }
676
677 // -----------------------------------------------------------------------
678 //      clear out the linked list of targets in the reticle
679 void hud_reticle_clear_list(reticle_list *rlist)
680 {
681         reticle_list *cur;
682         for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
683                 cur->flags = 0;
684         }
685         list_init(rlist);
686 }
687
688 // --------------------------------------------------------------------------------------
689 //      hud_reticle_list_init()
690 void hud_reticle_list_init()
691 {
692         int i;
693
694         for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
695                 Reticle_list[i].flags = 0;
696         }
697
698         Reticle_save_timestamp = 1;
699         list_init(&Reticle_save_list);
700         list_init(&Reticle_cur_list);
701 }
702
703 // --------------------------------------------------------------------------------------
704 //      hud_check_reticle_list()
705 //
706 //
707 void    hud_check_reticle_list()
708 {
709         reticle_list    *rl, *temp;
710
711         // cull dying objects from reticle list
712         rl = GET_FIRST(&Reticle_cur_list);
713         while( rl !=END_OF_LIST(&Reticle_cur_list) )    {
714                 temp = GET_NEXT(rl);
715                 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
716                         list_remove( &Reticle_cur_list, rl );
717                         rl->flags = 0;
718                 }
719                 rl = temp;
720         }
721
722         if ( timestamp_elapsed(Reticle_save_timestamp) ) {
723                 hud_reticle_clear_list(&Reticle_save_list);
724                 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
725         }
726 }
727
728 // --------------------------------------------------------------------------------------
729 //      hud_reticle_list_find_free()
730 //
731 //
732 int hud_reticle_list_find_free()
733 {
734         int i;
735
736         // find a free reticle_list element
737         for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
738                 if ( !(Reticle_list[i].flags & RL_USED) ) {
739                         break;
740                 }
741         }
742
743         if ( i == MAX_RETICLE_TARGETS ) {
744 //              nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
745                 return -1;
746         }
747
748         return i;
749 }
750
751 // --------------------------------------------------------------------------------------
752 //      hud_stuff_reticle_list()
753 //
754 //
755 #define RETICLE_DEFAULT_DIST            100000.0f
756 #define RETICLE_DEFAULT_DOT             1.0f
757 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
758 {
759         if ( dot_flag ) {
760                 rl->dot = measure;
761                 rl->dist = RETICLE_DEFAULT_DIST;
762                 rl->flags |= RL_USE_DOT;
763         }
764         else {
765                 rl->dist = measure;
766                 rl->dot = RETICLE_DEFAULT_DOT;          
767         }
768         rl->objp = objp;
769 }
770
771 // --------------------------------------------------------------------------------------
772 //      hud_reticle_list_update()
773 //
774 //      Update Reticle_cur_list with an object that lies in the reticle
775 //
776 //      parmeters:      objp            =>              object pointer to target
777 //                                      measure =>              distance or dot product, depending on dot_flag
778 //                                      dot_flag        =>              if 0, measure is distance, if 1 measure is dot
779 //
780 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
781 {
782         reticle_list    *rl, *new_rl;
783         int                             i;
784
785         for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
786                 if ( rl->objp == objp )
787                         return;
788         }
789
790         i = hud_reticle_list_find_free();
791         if ( i == -1 )
792                 return;
793
794         new_rl = &Reticle_list[i];
795         new_rl->flags |= RL_USED;
796         hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
797
798         int was_inserted = 0;
799         
800         if ( EMPTY(&Reticle_cur_list) ) {
801                 list_insert(&Reticle_cur_list, new_rl);
802                 was_inserted = 1;
803         }
804         else {
805                 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
806                         if ( !dot_flag ) {      
807                                 // compare based on distance
808                                 if ( measure < rl->dist ) {
809                                         list_insert_before(rl, new_rl);
810                                         was_inserted = 1;
811                                         break;
812                                 }
813                         }                       
814                         else {
815                                 // compare based on dot
816                                 if ( measure > rl->dot ) {
817                                         list_insert_before(rl, new_rl);
818                                         was_inserted = 1;
819                                         break;
820                                 }
821                         }               
822                 }       // end for
823         }
824
825         if ( !was_inserted ) {
826                 list_append(&Reticle_cur_list, new_rl);
827         }
828 }
829
830 // --------------------------------------------------------------------------------------
831 //      hud_reticle_pick_target()
832 //
833 //      Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
834 //
835 //
836 object *hud_reticle_pick_target()
837 {
838         reticle_list    *cur_rl, *save_rl, *new_rl;
839         object                  *return_objp;
840         int                             in_save_list, i;
841
842         return_objp = NULL;
843
844         if ( EMPTY(&Reticle_cur_list) ) {
845                 return NULL;
846         }
847
848         // As a first step, see if both ships and debris are in the list.  If so, cull the debris.
849         int debris_in_list = 0;
850         int ship_in_list = 0;
851         for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
852                 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
853                         ship_in_list = 1;
854                         continue;
855                 }
856
857                 if ( cur_rl->objp->type == OBJ_WEAPON ) {
858                         if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
859                                 ship_in_list = 1;
860                                 continue;
861                         }
862                 }
863                         
864                 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
865                         debris_in_list = 1;
866                         continue;
867                 }
868         }
869
870         if ( ship_in_list && debris_in_list ) {
871                 // cull debris
872                 reticle_list    *rl, *next;
873                 
874                 rl = GET_FIRST(&Reticle_cur_list);
875                 while ( rl != &Reticle_cur_list ) {
876                         next = rl->next;
877                         if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
878                                 list_remove(&Reticle_cur_list,rl);
879                                 rl->flags = 0;
880                         }
881                         rl = next;
882                 }
883         }
884         
885         for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
886                 in_save_list = 0;
887                 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
888                         if ( cur_rl->objp == save_rl->objp ) {
889                                 in_save_list = 1;
890                                 break;
891                         }
892                 }
893
894                 if ( !in_save_list ) {
895                         return_objp = cur_rl->objp;
896                         i = hud_reticle_list_find_free();
897                         if ( i == -1 )
898                                 break;
899
900                         new_rl = &Reticle_list[i];
901                         new_rl->flags |= RL_USED;
902                         if ( cur_rl->flags & RL_USE_DOT ) {
903                                 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
904                         }
905                         else {
906                                 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
907                         }
908
909                         list_append(&Reticle_save_list, new_rl);
910                         break;
911                 }
912         }       // end for
913
914         if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
915                         i = hud_reticle_list_find_free();
916                         if ( i == -1 ) 
917                                 return NULL;
918                         new_rl = &Reticle_list[i];
919                         cur_rl = GET_FIRST(&Reticle_cur_list);
920                         *new_rl = *cur_rl;
921                         return_objp = cur_rl->objp;
922                         hud_reticle_clear_list(&Reticle_save_list);
923                         list_append(&Reticle_save_list, new_rl);
924         }
925
926         return return_objp;
927 }
928
929 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
930 // target from.  This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
931 // the current target in and out of the selection set.
932 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
933 {
934         htarget_list *hitem, *plist;
935
936         // don't do anything if a standalone multiplayer server
937         if ( MULTIPLAYER_STANDALONE )
938                 return;
939
940         if ( k < 0 || k > 7 ) {
941                 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
942                 return;
943         }
944
945         plist = &(Players[Player_num].keyed_targets[k]);
946         
947         // we must operate only on ships
948         if ( ctarget->type != OBJ_SHIP )
949                 return;
950
951         // don't allow player into hotkey set
952         if ( ctarget == Player_obj )
953                 return;
954
955         // don't put dying or departing
956         if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
957                 return;
958
959         // don't add mission file added hotkey assignments if there are player added assignments 
960         // already in the list
961         if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
962                 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
963                         if ( hitem->how_added == HOTKEY_USER_ADDED )
964                                 return;
965                 }
966         }
967
968         // determine if the current target is currently in the set or not
969         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
970                 if ( hitem->objp == ctarget )
971                         break;
972         }
973
974         // if hitem == end of the list, then the target should be added, else it should be removed
975         if ( hitem == END_OF_LIST(plist) ) {
976                 if ( EMPTY(&htarget_free_list) ) {
977                         Int3();                 // get Allender -- no more free hotkey target items
978                         return;
979                 }
980
981                 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
982                 hitem = GET_FIRST( &htarget_free_list );
983                 list_remove( &htarget_free_list, hitem );
984                 list_append( plist, hitem );
985                 hitem->objp = ctarget;
986                 hitem->how_added = how_to_add;
987         } else {
988                 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
989                 list_remove( plist, hitem );
990                 list_append( &htarget_free_list, hitem );
991                 hitem->objp = NULL;                                                                     // for safety
992         }
993 }
994
995 // the following function clears the hotkey set given by parameter passed in
996 void hud_target_hotkey_clear( int k )
997 {
998         htarget_list *hitem, *plist, *temp;
999
1000         plist = &(Players[Player_num].keyed_targets[k]);
1001         hitem = GET_FIRST(plist);
1002         while ( hitem != END_OF_LIST(plist) ) {
1003                 temp = GET_NEXT(hitem);
1004                 list_remove( plist, hitem );
1005                 list_append( &htarget_free_list, hitem );
1006                 hitem->objp = NULL;
1007                 hitem = temp;
1008         }
1009         if ( Players[Player_num].current_hotkey_set == k )              // clear this variable if we removed the bindings
1010                 Players[Player_num].current_hotkey_set = -1;
1011 }
1012
1013 // the next function sets the current selected set to be N.  If there is just one ship in the selection
1014 // set, this ship will become the new target.  If there is more than one ship in the selection set,
1015 // then the current_target will remain what it was.
1016 void hud_target_hotkey_select( int k )
1017 {
1018         int visible_count = 0;
1019         htarget_list *hitem, *plist, *target, *next_target, *first_target;
1020         int target_objnum;
1021
1022         plist = &(Players[Player_num].keyed_targets[k]);
1023         
1024         if ( EMPTY( plist ) )                   // no items in list, then do nothing
1025                 return;
1026
1027         // a simple walk of the list to get the count
1028         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1029                 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1030                         visible_count++;
1031                 }
1032         }
1033
1034         // no visible ships in list
1035         if (visible_count == 0) {
1036                 return;
1037         }
1038
1039         // set the current target to be the "next" ship in the list.  Scan the list to see if our
1040         // current target is in the set.  If so, target the next ship in the list, otherwise target
1041         // the first
1042         // set  first_target - first visible item in list
1043         //                      target - item in list that is the player's currently selected target
1044         //                      next_target -   next visible item in list following target
1045         target_objnum = Player_ai->target_objnum;
1046         target = NULL;
1047         next_target = NULL;
1048         first_target = NULL;
1049         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1050                 
1051                 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1052                         // get the first valid target
1053                         if (first_target == NULL) {
1054                                 first_target = hitem;
1055                         }
1056
1057                         // get the next target in the list following the player currently selected target
1058                         if (target != NULL) {
1059                                 next_target = hitem;
1060                                 break;
1061                         }
1062                 }
1063
1064                 // mark the player currently selected target
1065                 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1066                         target = hitem;
1067                 }
1068         }
1069
1070         // if current target is not in list, then target and next_target will be NULL
1071         // so we use the first found target
1072         if (target == NULL) {
1073                 SDL_assert(first_target != NULL);
1074                 if (first_target != NULL) {
1075                         target = first_target;
1076                         next_target = first_target;
1077                 } else {
1078                         // this should not happen
1079                         return;
1080                 }
1081         }
1082         
1083         // update target if more than 1 is visible
1084         if (visible_count > 1) {
1085                 // next already found (after current target in list)
1086                 if (next_target != NULL) {
1087                         target = next_target;
1088                 } else {
1089
1090                 // next is before current target, so search from start of list
1091                         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1092                                 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1093                                         target = hitem;
1094                                         break;
1095                                 }
1096                         }
1097                 }
1098         }
1099
1100         SDL_assert( target != END_OF_LIST(plist) );
1101
1102         if ( Player_obj != target->objp ){
1103                 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1104         }
1105
1106         Players[Player_num].current_hotkey_set = k;
1107 }
1108
1109 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1110 // on the HUD
1111 //
1112
1113 color HUD_color_homing_indicator;
1114
1115 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1116 {
1117         float rf,gf,bf,cf;
1118
1119         // The m matrix converts all colors to shades of green
1120         float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1121
1122         rf = tmp*r;
1123         gf = tmp*r;
1124         bf = tmp*r;
1125         cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1126
1127         gr_create_shader( sh, rf, gf, bf, cf );
1128 }
1129
1130 void hud_init_targeting_colors()
1131 {
1132         gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 );    // yellow
1133
1134         hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1135
1136         hud_init_brackets();
1137 }
1138
1139 void hud_keyed_targets_clear()
1140 {
1141         int i;
1142
1143         // clear out the keyed target list
1144         for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1145                 list_init( &(Players[Player_num].keyed_targets[i]) );
1146         Players[Player_num].current_hotkey_set = -1;
1147
1148         // place all of the hoykey target items back onto the free list
1149         list_init( &htarget_free_list );
1150         for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1151                 list_append( &htarget_free_list, &htarget_items[i] );
1152 }
1153
1154 // Init data used for the weapons display on the HUD
1155 void hud_weapons_init()
1156 {
1157         int i;
1158
1159         Weapon_flash_info.is_bright = 0;
1160         for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1161                 Weapon_flash_info.flash_duration[i] = 1;
1162                 Weapon_flash_info.flash_next[i] = 1;
1163         }
1164
1165         if ( !Weapon_gauges_loaded ) {
1166                 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1167                         Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1168                         if ( Weapon_gauges[i].first_frame < 0 ) {
1169                                 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1170                         }
1171                 }
1172                 Weapon_gauges_loaded = 1;
1173         }
1174 }
1175
1176 // init data used to play the homing "proximity warning" sound
1177 void hud_init_homing_beep()
1178 {
1179         Homing_beep.snd_handle = -1;
1180         Homing_beep.last_time_played  = 0;
1181         Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1182 }
1183
1184 // hud_init_targeting() will set the current target to point to the dummy node
1185 // in the object used list
1186 //
1187 void hud_init_targeting()
1188 {
1189         SDL_assert(Player_ai != NULL);
1190
1191         // make sure there is no current target
1192         set_target_objnum( Player_ai, -1 );
1193         Player_ai->last_target = -1;
1194         Player_ai->last_subsys_target = NULL;
1195         Player_ai->last_dist = 0.0f;
1196         Player_ai->last_speed = 0.0f;
1197
1198         hud_keyed_targets_clear();
1199         hud_init_missile_lock();
1200         hud_init_artillery();
1201         
1202         // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1203         hud_reticle_list_init();
1204         hud_init_homing_beep();
1205
1206         // Load in the frames need for the lead indicator
1207         if (!Lead_indicator_gauge_loaded) {
1208                 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1209                 if ( Lead_indicator_gauge.first_frame < 0 ) {
1210                         Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1211                 }
1212                 Lead_indicator_gauge_loaded = 1;
1213         }
1214
1215         if (!Energy_bar_gauges_loaded) {
1216                 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1217                 if ( Energy_bar_gauges.first_frame < 0 ) {
1218                         Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1219                 }
1220                 Energy_bar_gauges_loaded = 1;
1221         }
1222
1223         if (!Toggle_gauge_loaded) {
1224                 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1225                 if ( Toggle_gauge.first_frame < 0 ) {
1226                         Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1227                 }
1228                 Toggle_gauge_loaded = 1;
1229         }
1230
1231         if (!Cmeasure_gauge_loaded) {
1232                 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1233                 if ( Cmeasure_gauge.first_frame < 0 ) {
1234                         Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1235                 }
1236                 Cmeasure_gauge_loaded = 1;
1237         }
1238
1239
1240         hud_weapons_init();
1241
1242         Min_warning_missile_dist = 2.5f*Player_obj->radius;
1243         Max_warning_missile_dist = 1500.0f;
1244
1245         Tl_hostile_reset_timestamp = timestamp(0);
1246         Tl_friendly_reset_timestamp = timestamp(0);
1247         Target_next_uninspected_object_timestamp = timestamp(0);
1248         Target_newest_ship_timestamp = timestamp(0);
1249         Target_next_turret_timestamp = timestamp(0);
1250
1251         if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1252                 Toggle_text_alpha = 127; 
1253         } else {
1254                 Toggle_text_alpha = 160;
1255         }
1256
1257
1258 }
1259
1260 //      Target the next or previous subobject on the currently selected ship, based on next_flag.
1261 void hud_target_subobject_common(int next_flag)
1262 {
1263         if (Player_ai->target_objnum == -1) {
1264                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1265                 snd_play( &Snds[SND_TARGET_FAIL] );
1266                 return;
1267         }
1268
1269         if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1270                 snd_play( &Snds[SND_TARGET_FAIL]);
1271                 return;
1272         }
1273
1274         ship_subsys     *start, *start2, *A;
1275         ship_subsys     *subsys_to_target=NULL;
1276         ship                    *target_shipp;
1277
1278         target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1279
1280         if (!Player_ai->targeted_subsys) {
1281                 start = GET_FIRST(&target_shipp->subsys_list);
1282         } else {
1283                 start = Player_ai->targeted_subsys;
1284         }
1285
1286         start2 = advance_subsys(start, next_flag);
1287
1288         for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1289
1290                 if ( A == &target_shipp->subsys_list ) {
1291                         continue;
1292                 }
1293
1294                 // ignore turrets
1295                 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1296                         continue;
1297                 }
1298
1299                 subsys_to_target = A;
1300                 break;
1301
1302         } // end for
1303
1304         if ( subsys_to_target == NULL ) {
1305                 snd_play( &Snds[SND_TARGET_FAIL]);
1306         } else {
1307                 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1308                 target_shipp->last_targeted_subobject[Player_num] =  Player_ai->targeted_subsys;
1309         }       
1310 }
1311
1312 object *advance_fb(object *objp, int next_flag)
1313 {
1314         if (next_flag)
1315                 return GET_NEXT(objp);
1316         else
1317                 return GET_LAST(objp);
1318 }
1319
1320 //      Target the previous subobject on the currently selected ship.
1321 //
1322
1323 void hud_target_prev_subobject()
1324 {
1325         hud_target_subobject_common(0);
1326 }
1327
1328 void hud_target_next_subobject()
1329 {
1330         hud_target_subobject_common(1);
1331 }
1332
1333 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1334 // used list whose team matches the team parameter.  The player is NOT included in the target list.
1335 //
1336 //      parameters:             team    => team of ship to target next.  Default value is -1, if team doesn't matter.
1337 //
1338
1339 void hud_target_common(int team, int next_flag)
1340 {
1341         object  *A, *start, *start2;
1342         ship            *shipp;
1343         int             is_ship, target_found = FALSE;  
1344
1345         if (Player_ai->target_objnum == -1)
1346                 start = &obj_used_list;
1347         else
1348                 start = &Objects[Player_ai->target_objnum];
1349
1350         start2 = advance_fb(start, next_flag);
1351
1352         for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1353                 is_ship=0;
1354
1355                 if ( A == &obj_used_list ) {
1356                         continue;
1357                 }
1358
1359                 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1360                         continue;
1361                 }
1362
1363                 if(hud_target_invalid_awacs(A)){
1364                         continue;
1365                 }
1366
1367                 if ( A->type == OBJ_WEAPON ) {
1368                         if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1369                                 continue;
1370                         }
1371                 }
1372
1373                 if ( A->type == OBJ_SHIP ) {
1374                         if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1375                                 continue;
1376                         }
1377                         is_ship=1;
1378                 }
1379
1380                 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1381                         continue;
1382                 }
1383
1384                 if ( is_ship ) {
1385                         shipp = &Ships[A->instance];    // get a pointer to the ship information
1386
1387                         if ( !hud_team_matches_filter(team, shipp->team) ) {
1388                                 // if we're in multiplayer dogfight, ignore this
1389                                 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1390                                         continue;
1391                                 }
1392                         }
1393
1394                         if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1395                                 continue;
1396                         }
1397
1398                         // if we've reached here, it is a valid next target
1399                         if ( Player_ai->target_objnum != A-Objects ) {
1400                                 target_found = TRUE;
1401                                 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1402                                 // if ship is BIG|HUGE and last subsys is NULL, get turret
1403                                 hud_maybe_set_sorted_turret_subsys(shipp);
1404                                 hud_restore_subsystem_target(shipp);
1405                         }
1406                 } else {
1407                         target_found = TRUE;
1408                         set_target_objnum( Player_ai, OBJ_INDEX(A) );
1409                 }
1410
1411                 break;
1412         }
1413
1414         if ( target_found == FALSE ) {
1415                 snd_play( &Snds[SND_TARGET_FAIL] );
1416         }
1417 }
1418
1419 void hud_target_next(int team)
1420 {
1421         hud_target_common(team, 1);
1422 }
1423
1424 void hud_target_prev(int team)
1425 {
1426         hud_target_common(team, 0);
1427 }
1428
1429 // -------------------------------------------------------------------
1430 // advance_missile_obj()
1431 //
1432 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1433 {
1434         if (next_flag){
1435                 return GET_NEXT(mo);
1436         } 
1437         
1438         return GET_LAST(mo);
1439 }
1440
1441 ship_obj *advance_ship(ship_obj *so, int next_flag)
1442 {
1443         if (next_flag){
1444                 return GET_NEXT(so);
1445         } 
1446         
1447         return GET_LAST(so);
1448 }
1449
1450 ship_obj *get_ship_obj_ptr_from_index(int index);
1451 // -------------------------------------------------------------------
1452 // hud_target_missile()
1453 //
1454 // Target the closest locked missile that is locked on locked_obj
1455 //
1456 //      input:  source_obj      =>              pointer to object that fired weapon
1457 //                              next_flag       =>              0 -> previous 1 -> next
1458 //                                                                      
1459 // NOTE: this function is only allows targeting bombs
1460 void hud_target_missile(object *source_obj, int next_flag)
1461 {
1462         missile_obj     *end, *start, *mo;
1463         object          *A, *target_objp;
1464         ai_info         *aip;
1465         weapon          *wp;
1466         weapon_info     *wip;
1467         int                     target_found = 0;       
1468
1469         if ( source_obj->type != OBJ_SHIP )
1470                 return;
1471
1472         SDL_assert( Ships[source_obj->instance].ai_index != -1 );
1473         aip = &Ai_info[Ships[source_obj->instance].ai_index];
1474         
1475         end = &Missile_obj_list;
1476         if (aip->target_objnum != -1) {
1477                 target_objp = &Objects[aip->target_objnum];
1478                 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE )   {       // must be a missile
1479                         end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1480                 }
1481         }
1482
1483         start = advance_missile_obj(end, next_flag);
1484
1485         for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1486                 if ( mo == &Missile_obj_list ){
1487                         continue;
1488                 }
1489
1490                 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1491                 A = &Objects[mo->objnum];
1492
1493                 SDL_assert(A->type == OBJ_WEAPON);
1494                 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1495                 wp = &Weapons[A->instance];
1496                 wip = &Weapon_info[wp->weapon_info_index];
1497
1498                 // only allow targeting of bombs
1499                 if ( !(wip->wi_flags & WIF_BOMB) ) {
1500                         continue;
1501                 }
1502
1503                 // only allow targeting of hostile bombs
1504                 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1505                         continue;
1506                 }
1507
1508                 if(hud_target_invalid_awacs(A)){
1509                         continue;
1510                 }
1511
1512                 // if we've reached here, got a new target
1513                 target_found = TRUE;
1514                 set_target_objnum( aip, OBJ_INDEX(A) );
1515                 break;
1516         }       // end for
1517
1518         if ( !target_found ) {
1519         // if no bomb is found, search for bombers
1520                 ship_obj *start, *so;
1521
1522                 //extern ship_obj *Ship_objs;
1523                 if ( (aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & SIF_BOMBER) ) {
1524                         int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1525                         start = get_ship_obj_ptr_from_index(index);
1526                 } else {
1527                         start = GET_FIRST(&Ship_obj_list);
1528                 }
1529
1530                 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1531                         object *ship_obj = &Objects[so->objnum];
1532
1533                         // don't look at header
1534                         if (so == &Ship_obj_list) {
1535                                 continue;
1536                         }
1537
1538                         // only allow targeting of hostile bombs
1539                         if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1540                                 continue;
1541                         }
1542
1543                         if(hud_target_invalid_awacs(ship_obj)){
1544                                 continue;
1545                         }
1546
1547                         // check if ship type is bomber
1548                         if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1549                                 continue;
1550                         }
1551
1552                         // check if ignore
1553                         if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1554                                 continue;
1555                         }
1556
1557                         // found a good one
1558                         target_found = TRUE;
1559                         set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1560                         break;
1561                 }
1562         }
1563
1564         if ( !target_found ) {
1565                 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1566         }               
1567 }
1568
1569 // Return !0 if shipp can be scanned, otherwise return 0
1570 int hud_target_ship_can_be_scanned(ship *shipp)
1571 {
1572         ship_info *sip;
1573
1574         sip = &Ship_info[shipp->ship_info_index];
1575
1576         // ignore cargo that has already been scanned
1577         if ( shipp->flags & SF_CARGO_REVEALED ) {
1578                 return 0;
1579         }
1580
1581         // allow ships with scannable flag set
1582         if ( shipp->flags & SF_SCANNABLE ) {
1583                 return 1;
1584         }
1585
1586         // ignore ships that don't carry cargo
1587         if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1588                 return 0;
1589         }
1590
1591         return 1;
1592 }
1593
1594 // target the next/prev uninspected cargo container
1595 void hud_target_uninspected_cargo(int next_flag)
1596 {
1597         object  *A, *start, *start2;
1598         ship            *shipp;
1599         int             target_found = 0;       
1600
1601         if (Player_ai->target_objnum == -1) {
1602                 start = &obj_used_list;
1603         }  else {
1604                 start = &Objects[Player_ai->target_objnum];
1605         }
1606
1607         start2 = advance_fb(start, next_flag);
1608
1609         for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1610                 if ( A == &obj_used_list ) {
1611                         continue;
1612                 }
1613
1614                 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1615                         continue;
1616                 }
1617
1618                 shipp = &Ships[A->instance];    // get a pointer to the ship information
1619
1620                 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1621                         continue;
1622                 }
1623
1624                 // ignore all non-cargo carrying craft
1625                 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1626                         continue;
1627                 }
1628
1629                 if(hud_target_invalid_awacs(A)){
1630                         continue;
1631                 }
1632
1633                 // if we've reached here, it is a valid next target
1634                 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1635                         target_found = TRUE;
1636                         set_target_objnum( Player_ai, OBJ_INDEX(A) );
1637                 }
1638         }
1639
1640         if ( target_found == FALSE ) {
1641                 snd_play( &Snds[SND_TARGET_FAIL]);
1642         }
1643 }
1644
1645 // target the newest ship in the area
1646 void hud_target_newest_ship()
1647 {
1648         object  *A, *player_target_objp;
1649         object  *newest_obj=NULL;
1650         ship            *shipp;
1651         ship_obj        *so;
1652         uint            current_target_arrived_time = 0xffffffff, newest_time = 0;
1653
1654         if ( Player_ai->target_objnum >= 0 ) {
1655                 player_target_objp = &Objects[Player_ai->target_objnum];
1656                 if ( player_target_objp->type == OBJ_SHIP ) {
1657                         current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1658                 }
1659         } else {
1660                 player_target_objp = NULL;
1661         }
1662
1663         // If no target is selected, then simply target the closest uninspected cargo
1664         if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1665                 current_target_arrived_time = 0xffffffff;
1666         }
1667
1668         Target_newest_ship_timestamp = timestamp(TL_RESET);
1669
1670         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1671                 A = &Objects[so->objnum];
1672                 shipp = &Ships[A->instance];    // get a pointer to the ship information
1673
1674                 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1675                         continue;
1676
1677                 // ignore navbuoys
1678                 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1679                         continue;
1680                 }
1681
1682                 if ( A == player_target_objp ) {
1683                         continue;
1684                 }
1685
1686                 if(hud_target_invalid_awacs(A)){
1687                         continue;
1688                 }
1689
1690                 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1691                         newest_time = shipp->create_time;
1692                         newest_obj = A;
1693                 }
1694         }
1695
1696         if (newest_obj) {
1697                 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1698                 // if BIG|HUGE and no selected subsystem, get sorted turret
1699                 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1700                 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1701         }
1702         else {
1703                 snd_play( &Snds[SND_TARGET_FAIL]);
1704         }
1705 }
1706
1707 #define TYPE_NONE                                               0
1708 #define TYPE_FACING_BEAM                        1
1709 #define TYPE_FACING_FLAK                        2
1710 #define TYPE_FACING_MISSILE             3
1711 #define TYPE_FACING_LASER                       4
1712 #define TYPE_NONFACING_BEAM             5
1713 #define TYPE_NONFACING_FLAK             6
1714 #define TYPE_NONFACING_MISSILE  7
1715 #define TYPE_NONFACING_LASER            8
1716 #define TYPE_NONFACING_INC                      4
1717
1718 typedef struct eval_next_turret {
1719         ship_subsys *ss;
1720         int type;
1721         float dist;
1722 } eval_next_turret;
1723
1724 int sort_turret_func(const void *e1, const void *e2)
1725 {
1726         eval_next_turret *p1 = (eval_next_turret*)e1;
1727         eval_next_turret *p2 = (eval_next_turret*)e2;
1728
1729         SDL_assert(p1->type != TYPE_NONE);
1730         SDL_assert(p2->type != TYPE_NONE);
1731
1732         if (p1->type != p2->type) {
1733                 return (p1->type - p2->type);
1734         } else {
1735                 float delta_dist = p1->dist - p2->dist;
1736                 if (delta_dist < 0) {
1737                         return -1;
1738                 } else if (delta_dist > 0) {
1739                         return 1;
1740                 } else {
1741                         return 0;
1742                 }
1743         }
1744 }
1745
1746 // target the next/prev live turret on the current target
1747 // auto_advance from hud_update_closest_turret
1748 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1749 {
1750         ship_subsys     *A;
1751         ship_subsys     *live_turret=NULL;
1752         ship                    *target_shipp;
1753         object          *objp;
1754         eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1755         int num_live_turrets = 0;
1756
1757         // make sure we're targeting a ship
1758         if (Player_ai->target_objnum == -1 && !auto_advance) {
1759                 snd_play(&Snds[SND_TARGET_FAIL]);
1760                 return;
1761         }
1762         
1763         // only targeting subsystems on ship
1764         if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1765                 snd_play( &Snds[SND_TARGET_FAIL]);
1766                 return;
1767         }
1768
1769         // set some pointers
1770         objp = &Objects[Player_ai->target_objnum];
1771         target_shipp = &Ships[objp->instance];
1772
1773         // set timestamp
1774         int timestamp_val = 0;
1775         if (!auto_advance) {
1776                 timestamp_val = Target_next_turret_timestamp;
1777                 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1778         }
1779
1780         // If no target is selected, then simply target the closest (or facing) turret
1781         int last_subsys_turret = FALSE;
1782         if (Player_ai->targeted_subsys != NULL) {
1783                 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1784                         if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1785                                 last_subsys_turret = TRUE;
1786                         }
1787                 }
1788         }
1789
1790         // do we want the closest turret (or the one our ship is pointing at)
1791         int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1792
1793         // initialize eval struct
1794         memset(ent,0, sizeof(ent));
1795         int use_straigh_ahead_turret = FALSE;
1796
1797         // go through list of turrets
1798         for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A))  {
1799                 // get a turret
1800                 if (A->system_info->type == SUBSYSTEM_TURRET) {
1801                         // check turret has hit points and has a weapon
1802                         if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1803                                 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1804                                         vector gsubpos, vec_to_subsys;
1805                                         float distance, dot;
1806                                         // get world pos of subsystem and its distance
1807                                         get_subsystem_world_pos(objp, A, &gsubpos);
1808                                         distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1809
1810                                         // check if facing and in view
1811                                         int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1812                                         
1813                                         if (!auto_advance && get_closest_turret && !only_player_target) {
1814                                                 // if within 3 degrees and not previous subsys, use subsys in front
1815                                                 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.v.fvec);
1816                                                 if ((dot > 0.9986) && facing) {
1817                                                         use_straigh_ahead_turret = TRUE;
1818                                                         break;
1819                                                 }
1820                                         }
1821
1822                                         // set weapon_type to allow sort of ent on type
1823                                         if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1824                                                 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1825                                         } else  if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1826                                                 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1827                                         } else {
1828                                                 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1829                                                         ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1830                                                 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1831                                                         ent[num_live_turrets].type = TYPE_FACING_LASER;
1832                                                 } else {
1833                                                         Int3();
1834                                                         ent[num_live_turrets].type = TYPE_FACING_LASER;
1835                                                 }
1836                                         }
1837
1838                                         // fill out ent struct
1839                                         ent[num_live_turrets].ss = A;
1840                                         ent[num_live_turrets].dist = distance;
1841                                         if (!facing) {
1842                                                 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1843                                         }
1844                                         num_live_turrets++;
1845                                 }
1846                         }
1847                 }
1848         }
1849
1850         // sort the list if we're not using turret straigh ahead of us
1851         if (!use_straigh_ahead_turret) {
1852                 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1853         }
1854
1855         if (use_straigh_ahead_turret) {
1856         // use the straight ahead turret
1857                 live_turret = A;
1858         } else {
1859         // check if we have a currently targeted turret and find its position after the sort
1860                 int i, start_index, next_index;
1861                 if (get_closest_turret) {
1862                         start_index = 0;
1863                 } else {
1864                         start_index = -1;
1865                         for (i=0; i<num_live_turrets; i++) {
1866                                 if (ent[i].ss == Player_ai->targeted_subsys) {
1867                                         start_index = i;
1868                                         break;
1869                                 }
1870                         }
1871                         // check that we started with a turret
1872                         if (start_index == -1) {
1873                                 start_index = 0;
1874                         }
1875                 }
1876
1877                 // set next live turret
1878                 if (num_live_turrets == 0) {
1879                         // no live turrets
1880                         live_turret = NULL;
1881                 } else if (num_live_turrets == 1 || get_closest_turret) {
1882                         // only 1 live turret, so set it
1883                         live_turret = ent[0].ss;
1884                 } else {
1885                         if (next_flag) {
1886                                 // advance to next closest turret
1887                                 next_index = start_index + 1;
1888                                 if (next_index == num_live_turrets) {
1889                                         next_index = 0;
1890                                 }
1891                         } else {
1892                                 // go to next farther turret
1893                                 next_index = start_index - 1;
1894                                 if (next_index == -1) {
1895                                         next_index = num_live_turrets - 1;
1896                                 }
1897                         }
1898
1899                         // set the next turret to be targeted based on next_index
1900                         live_turret = ent[next_index].ss;
1901                 }
1902
1903                 //if (live_turret) {
1904                         // debug info
1905                 //      mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1906                 //}
1907         }
1908
1909         if ( live_turret != NULL ) {
1910                 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1911                 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1912         } else {
1913                 if (!auto_advance) {
1914                         snd_play( &Snds[SND_TARGET_FAIL]);
1915                 }
1916         }
1917 }
1918
1919
1920 // -------------------------------------------------------------------
1921 // hud_target_closest_locked_missile()
1922 //
1923 // Target the closest locked missile that is locked on locked_obj
1924 //
1925 //      input:  locked_obj      =>              pointer to object that you want to find 
1926 //                                                                              closest missile to
1927 //                                                                      
1928 void hud_target_closest_locked_missile(object *locked_obj)
1929 {
1930         object          *A, *nearest_obj=NULL;
1931         weapon          *wp;
1932         weapon_info     *wip;
1933         float                   nearest_dist, dist;
1934         int                     target_found = FALSE;
1935         missile_obj     *mo;
1936
1937         nearest_dist = 10000.0f;
1938
1939         for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1940                 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1941                 A = &Objects[mo->objnum];
1942
1943                 if (A->type != OBJ_WEAPON){
1944                         continue;
1945                 }
1946
1947                 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1948                 wp = &Weapons[A->instance];
1949                 wip = &Weapon_info[wp->weapon_info_index];
1950
1951                 if ( wip->subtype != WP_MISSILE ){
1952                         continue;
1953                 }
1954
1955                 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1956                         continue;
1957                 }
1958
1959                 if(hud_target_invalid_awacs(A)){
1960                         continue;
1961                 }
1962
1963                 if (wp->homing_object == locked_obj) {
1964                         dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos);            // Find distance!
1965
1966                         if (dist < nearest_dist) {
1967                                 nearest_obj = A;
1968                                 nearest_dist = dist;
1969                         }
1970                 }
1971         }       // end for 
1972
1973         if (nearest_dist < 10000.0f) {
1974                 SDL_assert(nearest_obj);
1975                 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1976                 target_found = TRUE;
1977         }
1978
1979         if ( !target_found ){
1980                 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1981         }
1982 }
1983
1984 //      Return bitmask of all opponents.
1985 int opposing_team_mask(int team_mask)
1986 {
1987         return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1988 }
1989
1990 // select a new target, by auto-targeting
1991 void hud_target_auto_target_next()
1992 {
1993         if ( Framecount < 2 ) {
1994                 return;
1995         }
1996
1997         //      No auto-targeting after dead.
1998         if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1999                 return;
2000
2001         int     valid_team;
2002
2003         valid_team = opposing_team_mask(Player_ship->team);
2004
2005         // try target closest ship attacking player
2006         hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
2007
2008         // if none, try targeting closest hostile fighter/bomber
2009         if ( Player_ai->target_objnum == -1 ){
2010                 hud_target_closest(valid_team, -1, FALSE, TRUE);
2011         }
2012
2013         // No fighter/bombers exists, so go ahead an target the closest hostile
2014         if ( Player_ai->target_objnum == -1 ){
2015                 hud_target_closest(valid_team, -1, FALSE);
2016         }
2017
2018         // um, ok.  Try targeting asteroids that are on a collision course for an escort ship
2019         if ( Player_ai->target_objnum == -1 ) {
2020                 asteroid_target_closest_danger();
2021         }
2022 }
2023
2024
2025 // Given that object 'targeter' is targetting object 'targetee', 
2026 // how far are they?   This uses the point closest to the targeter
2027 // object on the targetee's bounding box.  So if targeter is inside
2028 // targtee's bounding box, the distance is 0.
2029 float hud_find_target_distance( object *targetee, object *targeter )
2030 {
2031         vector tmp_pnt;
2032
2033         int model_num = -1;
2034         
2035         // Which model is it?
2036         switch( targetee->type )        {
2037         case OBJ_SHIP:
2038                 model_num = Ships[targetee->instance].modelnum;
2039                 break;
2040         case OBJ_DEBRIS:
2041 //              model_num = Debris[targetee->instance].model_num;
2042                 break;
2043         case OBJ_WEAPON:
2044                 // Don't find model_num since circles would work better
2045                 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2046                 break;
2047         case OBJ_ASTEROID:
2048                 // Don't find model_num since circles would work better
2049                 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2050                 break;
2051         case OBJ_JUMP_NODE:
2052                 // Don't find model_num since circles would work better
2053                 //model_num = Jump_nodes[targetee->instance].modelnum;
2054                 break;
2055         }
2056
2057         float dist = 0.0f;
2058
2059         // New way, that uses bounding box.     
2060         if ( model_num > -1 )   {
2061                 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2062         }  else {
2063                 // Old way, that uses radius.
2064                 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2065                 if ( dist < 0.0f )      {
2066                         dist = 0.0f;
2067                 }
2068         }
2069         return dist;
2070 }
2071
2072 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2073 // ship to the player that matches the team passed as a paramater
2074 //
2075 // The current algorithm is to simply iterate through the objects and calculate the 
2076 // magnitude of the vector that connects the player to the target. The smallest magnitude
2077 // is tracked, and then used to locate the closest hostile ship.  Note only the square of the
2078 // magnitude is required, since we are only comparing magnitudes
2079 //
2080 //      parameters:             team    => team of closest ship that should be targeted.
2081 //                         Default value is -1, if team doesn't matter.
2082 //
2083 //                                              attacked_objnum => object number of ship that is being attacked
2084 //                                              play_fail_snd   => boolean, whether to play SND_TARGET_FAIL
2085 //                                   (needed, since function called repeatedly when auto-targeting is
2086 //                                    enabled, and we don't want a string of fail sounds playing).
2087 //                                   This is a default parameter with a value of TRUE
2088 //                                              filter  => OPTIONAL parameter (default value 0): when set to TRUE, only
2089 //                                                                              fighters and bombers are considered for new targets
2090 //
2091 // returns:     TRUE  ==> a target was acquired
2092 //                              FALSE ==> no target was acquired
2093 //
2094 // eval target as closest struct
2095 typedef struct esct
2096 {
2097         int                             team;
2098         int                             filter;
2099         ship*                           shipp;
2100         float                           min_distance;
2101         int                             check_nearest_turret;
2102         int                             attacked_objnum;
2103         int                             check_all_turrets;
2104         int                             turret_attacking_target;                // check that turret is actually attacking the attacked_objnum
2105 } esct;
2106
2107 // evaluate a ship (and maybe turrets) as a potential target
2108 // check if shipp (or its turrets) is attacking attacked_objnum
2109 // special case for player trying to select target (don't check if turrets are aimed at player)
2110 void evaluate_ship_as_closest_target(esct *esct)
2111 {
2112         int targeting_player, turret_is_attacking;
2113         ship_subsys *ss;
2114         float new_distance;
2115
2116         // initialize
2117         esct->min_distance = FLT_MAX;
2118         esct->check_nearest_turret = FALSE;
2119         turret_is_attacking = FALSE;
2120
2121
2122         object *objp = &Objects[esct->shipp->objnum];
2123         SDL_assert(objp->type == OBJ_SHIP);
2124         if (objp->type != OBJ_SHIP) {
2125                 return;
2126         }
2127
2128         // player being targeted, so we will want closest distance from player
2129         targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2130
2131         // filter on team, except in multiplayer
2132         if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2133                 // if we're in multiplayer dogfight, ignore this
2134                 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2135                         return;
2136                 }
2137         }
2138
2139         // check if player or ignore ship
2140         if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2141                 return;
2142         }
2143
2144         // bail if harmless
2145         if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2146                 return;
2147         }
2148
2149         // only look at targets that are AWACS valid
2150         if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2151                 return;
2152         }
2153
2154         // If filter is set, only target fighters and bombers
2155         if ( esct->filter ) {
2156                 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2157                         return;
2158                 }
2159         }
2160
2161         // find closest turret to player if BIG or HUGE ship
2162         if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2163                 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2164                         if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2165
2166                                 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2167                                         turret_is_attacking = 1;
2168                                         esct->check_nearest_turret = TRUE;
2169
2170                                         if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2171                                                 vector gsubpos;
2172                                                 // get world pos of subsystem
2173                                                 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2174                                                 vm_vec_add2(&gsubpos, &objp->pos);
2175                                                 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2176                                                 
2177                                                 /*
2178                                                 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2179                                                 int turret_type = ss->system_info->turret_weapon_type;
2180                                                 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2181                                                         new_distance *= 0.3f;
2182                                                 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2183                                                         new_distance *= 0.6f;
2184                                                 } */
2185
2186                                                 // get the closest distance
2187                                                 if (new_distance <= esct->min_distance) {
2188                                                         esct->min_distance = new_distance;
2189                                                 }
2190                                         }
2191                                 }
2192                         }
2193                 }
2194         }
2195
2196         // If no turret is attacking, check if objp is actually targetting attacked_objnum
2197         // dont bail if targeting is for player
2198         if ( !targeting_player && !turret_is_attacking ) {
2199                 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2200
2201                 if (aip->target_objnum != esct->attacked_objnum) {
2202                         return;
2203                 }
2204
2205                 if ( (Game_mode & GM_NORMAL) && ( aip->mode != AIM_CHASE ) && (aip->mode != AIM_STRAFE) && (aip->mode != AIM_EVADE) && (aip->mode != AIM_EVADE_WEAPON) && (aip->mode != AIM_AVOID)) {
2206                         return;
2207                 }
2208         }
2209
2210         // consider the ship alone if there are no attacking turrets
2211         if ( !turret_is_attacking ) {
2212                 //new_distance = hud_find_target_distance(objp, Player_obj);
2213                 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2214                         
2215                 if (new_distance <= esct->min_distance) {
2216                         esct->min_distance = new_distance;
2217                         esct->check_nearest_turret = FALSE;
2218                 }
2219         }
2220 }
2221
2222 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2223 {
2224         object  *A;
2225         object  *nearest_obj = &obj_used_list;
2226         ship            *shipp;
2227         ship_obj        *so;
2228         int             check_nearest_turret = FALSE;
2229
2230         // evaluate ship closest target struct
2231         esct            esct;
2232
2233         float           min_distance = FLT_MAX;
2234         int             target_found = FALSE;   
2235
2236         int             player_obj_index = OBJ_INDEX(Player_obj);
2237         ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2238
2239         if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2240                 // bail if player does not have target
2241                 if ( Player_ai->target_objnum == -1) {
2242                         if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2243                                 goto Target_closest_done;
2244                         }
2245
2246                         // bail if ship is to be ignored
2247                         if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2248                                 goto Target_closest_done;
2249                         }
2250                 }
2251         }
2252
2253         if (attacked_objnum == -1) {
2254                 attacked_objnum = player_obj_index;
2255         }
2256
2257         // check all turrets if for player.
2258         esct.check_all_turrets = (attacked_objnum == player_obj_index);
2259         esct.filter = filter;
2260         esct.team = team;
2261         esct.attacked_objnum = attacked_objnum;
2262         esct.turret_attacking_target = get_closest_turret_attacking_player;
2263
2264         for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2265
2266                 A = &Objects[so->objnum];
2267                 shipp = &Ships[A->instance];    // get a pointer to the ship information
2268
2269                 // fill in rest of esct
2270                 esct.shipp = shipp;
2271
2272                 // check each shipp on list and update nearest obj and subsys
2273                 evaluate_ship_as_closest_target(&esct);
2274                 if (esct.min_distance < min_distance) {
2275                         target_found = TRUE;
2276                         min_distance = esct.min_distance;
2277                         nearest_obj = A;
2278                         check_nearest_turret = esct.check_nearest_turret;
2279                 }
2280         }
2281
2282         Target_closest_done:
2283
2284         // maybe ignore target if too far away
2285         // DKA 9/8/99 Remove distance check
2286         /*
2287         if (target_found) {
2288                 // get distance to nearest attacker
2289                 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2290
2291                 // no distance limit for player obj
2292                 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2293                         target_found = FALSE;
2294                 }
2295         } */
2296
2297         if (target_found) {
2298                 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2299                 if ( check_nearest_turret ) {
2300
2301                         // if former subobject was not a turret do, not change subsystem
2302                         ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2303                         if (ss == NULL || get_closest_turret_attacking_player) {
2304                                 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2305                                 // update nearest turret with later func
2306                                 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2307                                 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2308                         }
2309                 } else {
2310                         hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2311                 }
2312         } else {
2313                 // no target found, maybe play fail sound
2314                 if (play_fail_snd == TRUE) {
2315                         snd_play(&Snds[SND_TARGET_FAIL]);
2316                 }
2317         }
2318
2319         return target_found;
2320 }
2321
2322 // auto update closest turret to attack on big or huge ships
2323 void hud_update_closest_turret()
2324 {
2325         hud_target_live_turret(1, 1);
2326
2327 /*
2328         float nearest_distance, new_distance;
2329         ship_subsys     *ss, *closest_subsys;
2330         ship    *shipp;
2331         object *objp;
2332
2333         nearest_distance = FLT_MAX;
2334         objp = &Objects[Player_ai->target_objnum];
2335         shipp = &Ships[objp->instance];
2336         closest_subsys = NULL;
2337
2338
2339         SDL_assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2340
2341         for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2342                 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2343                         // make sure turret is not "unused"
2344                         if (ss->system_info->turret_weapon_type >= 0) {
2345                                 vector gsubpos;
2346                                 // get world pos of subsystem
2347                                 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2348                                 vm_vec_add2(&gsubpos, &objp->pos);
2349                                 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2350
2351                                 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2352                                 int turret_type = ss->system_info->turret_weapon_type;
2353                                 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2354                                         new_distance *= 0.3f;
2355                                 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2356                                         new_distance *= 0.6f;
2357                                 }
2358
2359                                 // check if facing and in view
2360                                 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2361
2362                                 if (facing) {
2363                                         new_distance *= 0.5f;
2364                                 }
2365                                 
2366                                 // get the closest distance
2367                                 if (new_distance <= nearest_distance) {
2368                                         nearest_distance = new_distance;
2369                                         closest_subsys = ss;
2370                                 }
2371                         }
2372                 }
2373         }
2374
2375         // check if new subsys to target
2376         if (Player_ai->targeted_subsys != NULL) {
2377                 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);                       
2378                 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2379         }       
2380         */
2381 }
2382
2383
2384 // --------------------------------------------------------------------
2385 // hud_target_targets_target()
2386 //
2387 // Target your target's target.  Your target is specified by objnum passed
2388 // as a parameter.
2389 //
2390 void hud_target_targets_target()
2391 {
2392         object  *objp;
2393         int             tt_objnum;
2394
2395         if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2396                 goto ttt_fail;
2397         }
2398
2399         objp = &Objects[Player_ai->target_objnum];
2400         if ( objp->type != OBJ_SHIP ) {
2401                 goto ttt_fail;
2402         }
2403
2404         if (hud_target_invalid_awacs(objp)) {
2405                 goto ttt_fail;
2406         }
2407
2408         if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2409                 goto ttt_fail;
2410         }
2411
2412         tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2413         if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2414                 goto ttt_fail;
2415         }
2416
2417         if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2418                 goto ttt_fail;
2419         }
2420
2421         // if we've reached here, found player target's target
2422         set_target_objnum( Player_ai, tt_objnum );
2423         if (Objects[tt_objnum].type == OBJ_SHIP) {
2424                 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2425         }
2426         hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2427         return;
2428
2429         ttt_fail:
2430         snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2431 }
2432
2433 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2434 int object_targetable_in_reticle(object *target_objp)
2435 {
2436         int obj_type;
2437         if (target_objp == Player_obj ) {
2438                 return 0;
2439         }
2440
2441         obj_type = target_objp->type;
2442                 
2443         if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2444                 return 1;
2445         }
2446
2447         return 0;
2448 }
2449
2450
2451 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is 
2452 // intersected by a ray passed from the center of the reticle out along the forward vector of the 
2453 // player.
2454 //
2455 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2456 //
2457 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2458 //         the ray intersects.  We take the ship closest to us that intersects an object.
2459 //
2460 //         Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2461 //         is called if no intersections are found.
2462 //
2463 //
2464 #define TARGET_IN_RETICLE_DISTANCE      10000.0f
2465
2466 void hud_target_in_reticle_new()
2467 {
2468         vector  terminus;
2469         object  *A;
2470         mc_info mc;
2471         float           dist;
2472
2473         hud_reticle_clear_list(&Reticle_cur_list);
2474         Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2475
2476         //      Get 3d vector through center of reticle
2477         vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.v.fvec, TARGET_IN_RETICLE_DISTANCE);
2478
2479         mc.model_num = 0;
2480         for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2481
2482                 if ( !object_targetable_in_reticle(A) ) {
2483                         continue;
2484                 }
2485                 
2486                 if ( A->type == OBJ_WEAPON ) {
2487                         if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2488                                 continue;
2489                         }
2490                 }
2491
2492                 if ( A->type == OBJ_SHIP ) {
2493                         if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2494                                 continue;
2495                         }
2496                 }
2497
2498                 if(hud_target_invalid_awacs(A)){
2499                         continue;
2500                 }
2501
2502                 switch (A->type) {
2503                 case OBJ_SHIP:
2504                         mc.model_num = Ships[A->instance].modelnum;
2505                         break;
2506                 case OBJ_DEBRIS:
2507                         mc.model_num = Debris[A->instance].model_num;
2508                         break;
2509                 case OBJ_WEAPON:
2510                         mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2511                         break;
2512                 case OBJ_ASTEROID:
2513                         {
2514 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2515                         int subtype = 0;
2516                         subtype = Asteroids[A->instance].asteroid_subtype;
2517                         mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2518 #endif
2519                         }
2520                         break;
2521                 case OBJ_JUMP_NODE:
2522                         mc.model_num = Jump_nodes[A->instance].modelnum;
2523                         break;
2524                 default:
2525                         Int3(); //      Illegal object type.
2526                 }
2527
2528                 model_clear_instance( mc.model_num );
2529                 mc.orient = &A->orient;                                                                         // The object's orient
2530                 mc.pos = &A->pos;                                                                                               // The object's position
2531                 mc.p0 = &Eye_position;                                                                          // Point 1 of ray to check
2532                 mc.p1 = &terminus;                                                                                      // Point 2 of ray to check
2533                 mc.flags = MC_CHECK_MODEL;      // | MC_ONLY_BOUND_BOX;         // check the model, but only its bounding box
2534
2535                 model_collide(&mc);
2536                 if ( mc.num_hits ) {
2537                         dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2538                         hud_reticle_list_update(A, dist, 0);
2539                 }
2540         }       // end for (go to next object)
2541
2542         hud_target_in_reticle_old();    // try the old method (works well with ships far away)
2543 }
2544
2545 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside 
2546 // the reticle 
2547 //
2548 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2549 //
2550 // 
2551 // Method:  take the dot product of the foward vector and the vector to target.  Take 
2552 //          the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2553 //
2554 //      IMPORTANT:  The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2555 //             is only valid for the HUD reticle in use at that time.
2556
2557 #define MIN_DOT_FOR_TARGET              0.9726// fov for targeting in reticle
2558
2559 void hud_target_in_reticle_old()
2560 {
2561         object  *A, *target_obj;
2562         float           dot;
2563         vector  vec_to_target;
2564
2565         for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2566
2567                 if ( !object_targetable_in_reticle(A) ) {
2568                         continue;
2569                 }
2570
2571                 if ( A->type == OBJ_WEAPON ) {
2572                         if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2573                                 continue;
2574                         }
2575                 }
2576
2577                 if ( A->type == OBJ_SHIP ) {
2578                         if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2579                                 continue;
2580                         }
2581                 }
2582
2583                 if(hud_target_invalid_awacs(A)){
2584                         continue;
2585                 }
2586
2587                 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2588                         continue;
2589                 }
2590
2591                 vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2592                 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2593
2594                 if ( dot > MIN_DOT_FOR_TARGET ) {
2595                         hud_reticle_list_update(A, dot, 1);
2596                 }
2597         }
2598
2599         target_obj = hud_reticle_pick_target();
2600         if ( target_obj != NULL ) {
2601                 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2602                 if ( target_obj->type == OBJ_SHIP ) {
2603                         // if BIG|HUGE, maybe set subsys to turret
2604                         hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2605                         hud_restore_subsystem_target(&Ships[target_obj->instance]);
2606                 }
2607         }       
2608         else {
2609                         snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2610         }
2611 }
2612
2613 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and 
2614 // is closest to the reticle center.  The current target is the only object that is searched for
2615 // subsystems
2616 // 
2617 // Method:  take the dot product of the foward vector and the vector to target.  Take 
2618 //          the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2619 //
2620 //      IMPORTANT:  The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2621 //             is only valid for the HUD reticle in use at that time.
2622 //
2623
2624 void hud_target_subsystem_in_reticle()
2625 {
2626         object* targetp;
2627         ship_subsys     *subsys;
2628         ship_subsys *nearest_subsys = NULL;
2629         vector subobj_pos;
2630
2631         float dot, best_dot;
2632         vector vec_to_target;
2633         best_dot = -1.0f;
2634
2635         if ( Player_ai->target_objnum == -1){
2636                 hud_target_in_reticle_old();
2637         }
2638
2639         if ( Player_ai->target_objnum == -1) {
2640                 snd_play( &Snds[SND_TARGET_FAIL]);
2641                 return;
2642         }
2643         
2644         targetp = &Objects[Player_ai->target_objnum];
2645
2646         if ( targetp->type != OBJ_SHIP ){               // only targeting subsystems on ship
2647                 return;
2648         }
2649
2650         int shipnum = targetp->instance;
2651
2652         for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list)  ; subsys = GET_NEXT( subsys ) ) {
2653                 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2654
2655                 vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2656                 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2657
2658                 if ( dot > best_dot ) {
2659                         best_dot = dot;
2660                         if ( best_dot > MIN_DOT_FOR_TARGET )
2661                                 nearest_subsys = subsys;
2662                 }
2663
2664                 SDL_assert(best_dot <= 1.0f);
2665         } // end for
2666
2667         if ( nearest_subsys != NULL ) {
2668                 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2669                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2670                 Ships[shipnum].last_targeted_subobject[Player_num] =  Player_ai->targeted_subsys;
2671         }       
2672         else {
2673                 snd_play( &Snds[SND_TARGET_FAIL]);
2674         }
2675 }
2676
2677 #define T_LENGTH                                        8
2678 #define T_OFFSET_FROM_CIRCLE    -13
2679 #define T_BASE_LENGTH                   4
2680
2681 //      On entry:
2682 //              color set
2683 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2684 {
2685         float           dot_product;
2686         vector  target_to_obj;
2687         float           x1,y1,x2,y2,x3,y3,x4,y4;
2688
2689         vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2690
2691         vm_vec_normalize(&target_to_obj);
2692
2693         // calculate the dot product between the target_to_player vector and the targets forward vector
2694         //
2695         // 0 - vectors are perpendicular
2696         // 1 - vectors are collinear and in the same direction (target is facing player)
2697         // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2698         dot_product = vm_vec_dotprod(&from_orientp->v.fvec, &target_to_obj);
2699
2700         if (vm_vec_dotprod(&from_orientp->v.rvec, &target_to_obj) >= 0) {
2701                 if (dot_product >= 0){
2702                         dot_product = -PI/2*dot_product + PI;
2703                 } else {
2704                         dot_product = -PI/2*dot_product - PI;
2705                 }
2706         }
2707         else {
2708                 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2709         }
2710
2711         y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2712         x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2713
2714         y1 += Hud_reticle_center[gr_screen.res][1];
2715         x1 += Hud_reticle_center[gr_screen.res][0];
2716
2717         x1 += HUD_offset_x;
2718         y1 += HUD_offset_y;
2719
2720         y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2721         x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2722
2723         y2 += Hud_reticle_center[gr_screen.res][1];
2724         x2 += Hud_reticle_center[gr_screen.res][0];
2725
2726         x2 += HUD_offset_x;
2727         y2 += HUD_offset_y;
2728
2729         x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2730         y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2731         x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2732         y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2733
2734         // HACK! Should be antialiased!
2735         gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4));   // bottom of T
2736         gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));   // part of T pointing towards center
2737
2738 }
2739
2740 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2741 {
2742         int i;
2743
2744         // Make the triangle always be the correct handiness so
2745         // the tmapper won't think its back-facing and throw it out.
2746         float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2747         if ( det >= 0.0f )      {
2748                 float tmp;
2749
2750                 // swap y1 & y3
2751                 tmp = y1;
2752                 y1 = y3;
2753                 y3 = tmp;
2754
2755                 // swap x1 & x3
2756                 tmp = x1;
2757                 x1 = x3;
2758                 x3 = tmp;
2759         }
2760
2761         vertex * vertlist[3];
2762         vertex verts[3];
2763         
2764         for (i=0; i<3; i++ )    
2765                 vertlist[i] = &verts[i];
2766
2767         verts[0].sx = x1;       verts[0].sy = y1;
2768         verts[1].sx = x2;       verts[1].sy = y2;
2769         verts[2].sx = x3;       verts[2].sy = y3;
2770
2771         uint saved_mode = gr_zbuffer_get();
2772         
2773         gr_zbuffer_set( GR_ZBUFF_NONE );
2774         
2775         gr_tmapper( 3, vertlist, 0 );
2776
2777         gr_zbuffer_set( saved_mode );
2778 }
2779
2780
2781 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2782 {
2783         gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2784         gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2785         gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2786 }
2787
2788
2789 // Render a missile warning triangle that has a tail on it to indicate distance
2790 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2791 {
2792         float x1=0.0f;
2793         float x2=0.0f;
2794         float y1=0.0f;
2795         float y2=0.0f;
2796         float xtail=0.0f;
2797         float ytail=0.0f;
2798
2799         float sin_ang, cos_ang, tail_len;
2800
2801         float max_tail_len=20.0f;
2802
2803         sin_ang=(float)sin(ang);
2804         cos_ang=(float)cos(ang);
2805
2806         if ( cur_dist < Min_warning_missile_dist ) {
2807                 tail_len = 0.0f;
2808         } else if ( cur_dist > Max_warning_missile_dist ) {
2809                 tail_len = max_tail_len;
2810         } else {
2811                 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2812         }
2813
2814         if ( draw_inside ) {                            
2815                 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2816                 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2817                 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2818                 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2819
2820                 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2821                 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2822
2823                 if ( tail_len > 0 ) {
2824                         xtail = xpos - tail_len * cos_ang;
2825                         ytail = ypos + tail_len * sin_ang;
2826                 }
2827
2828         } else {                                
2829                 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2830                 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2831                 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2832                 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2833
2834                 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2835                 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2836
2837                 if ( tail_len > 0 ) {
2838                         xtail = xpos + tail_len * cos_ang;
2839                         ytail = ypos - tail_len * sin_ang;
2840                 }
2841         }
2842
2843         if (draw_solid) {
2844                 hud_tri(xpos,ypos,x1,y1,x2,y2);
2845         } else {
2846                 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2847         }
2848
2849         // draw the tail indicating length
2850         if ( tail_len > 0 ) {
2851                 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2852         }
2853 }
2854
2855 // Render a missile warning triangle, that splits apart to indicate distance
2856 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2857 {
2858         // points to draw triangles
2859         float x1=0.0f;
2860         float y1=0.0f;
2861         float x2=0.0f;
2862         float y2=0.0f;
2863         float x3=0.0f;
2864         float y3=0.0f;
2865         float x4=0.0f;
2866         float y4=0.0f;
2867         float x5=0.0f;
2868         float y5=0.0f;
2869         float x6=0.0f;
2870         float y6=0.0f;
2871
2872         float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2873
2874         sin_ang=(float)sin(ang);
2875         cos_ang=(float)cos(ang);
2876
2877         if ( cur_dist < Min_warning_missile_dist ) {
2878                 triangle_sep = 0.0f;
2879         } else if ( cur_dist > Max_warning_missile_dist ) {
2880                 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2881         } else {
2882                 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2883         }
2884
2885         // calculate these values only once, since it will be used in several places
2886         half_triangle_sep = 0.5f * triangle_sep;
2887
2888         xpos = (float)floor(xpos);
2889         ypos = (float)floor(ypos);
2890
2891         if ( triangle_sep == 0 ) {
2892                 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2893                 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2894                 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2895                 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2896                 if ( draw_inside ) {
2897                 } else {
2898                         xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2899                         ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2900                 }
2901                 if (draw_solid) {
2902                         hud_tri(xpos,ypos,x1,y1,x2,y2);
2903                 } else {
2904                         hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2905                 }
2906         } else {
2907                         // calc left side points
2908                         x5 = xpos - half_triangle_sep * -sin_ang;
2909                         y5 = ypos + half_triangle_sep * cos_ang;
2910
2911                         x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2912                         y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2913
2914                         x4=x5;
2915                         y4=y5;
2916                         if ( draw_inside ) {
2917                                 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2918                                 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2919                         } else {
2920                                 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2921                                 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2922                         }
2923
2924                         // calc right side points
2925                         x2 = xpos + half_triangle_sep * -sin_ang;
2926                         y2 = ypos - half_triangle_sep * cos_ang;
2927
2928                         x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2929                         y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2930
2931                         x1=x2;
2932                         y1=y2;
2933                         if ( draw_inside ) {
2934                                 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2935                                 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2936                         } else {
2937                                 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2938                                 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2939                         }
2940
2941                 // draw both tris with a line connecting them
2942                 if ( draw_solid ) {
2943                         hud_tri(x3,y3,x2,y2,x1,y1);
2944                         hud_tri(x4,y4,x5,y5,x6,y6);
2945                 } else {
2946                         hud_tri_empty(x3,y3,x2,y2,x1,y1);
2947                         hud_tri_empty(x4,y4,x5,y5,x6,y6);
2948                 }
2949                 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2950         }
2951 }
2952
2953 //      Render a triangle on the outside of the targeting circle.
2954 //      Must be inside a g3_start_frame().
2955 //      If aspect_flag !0, then render filled, indicating aspect lock.
2956 // If show_interior !0, then point inwards to positions inside reticle
2957 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2958 {
2959         vertex  hostile_vertex;
2960         float           ang;
2961         float           xpos,ypos,cur_dist,sin_ang,cos_ang;
2962         int             draw_inside=0;
2963
2964         // determine if the closest firing object is within the targeting reticle (which means the triangle
2965         // is not drawn)
2966
2967         cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2968
2969         g3_rotate_vertex(&hostile_vertex, hostile_pos);
2970
2971         if (hostile_vertex.codes == 0)  {// on screen
2972                 float           projected_x, projected_y;
2973         
2974                 g3_project_vertex(&hostile_vertex);
2975
2976                 if (!(hostile_vertex.flags & PF_OVERFLOW)) {  // make sure point projected
2977                         float mag_squared;
2978
2979                         projected_x = hostile_vertex.sx;
2980                         projected_y = hostile_vertex.sy;
2981
2982                         mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) + 
2983                                                           (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2984
2985                         if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2986                                 if ( !show_interior ) {
2987                                         return;
2988                                 } else {
2989                                         draw_inside=1;
2990                                 }
2991                         }
2992                 }
2993         }
2994
2995         ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2996         sin_ang=(float)sin(ang);
2997         cos_ang=(float)cos(ang);
2998         
2999         if ( draw_inside ) {
3000                 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
3001                 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
3002         } else {
3003                 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
3004                 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
3005         }
3006
3007         xpos += HUD_offset_x;
3008         ypos += HUD_offset_y;
3009         
3010         if ( split_tri ) {
3011 //              hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3012                 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3013         } else {
3014                 float x1=0.0f;
3015                 float x2=0.0f;
3016                 float y1=0.0f;
3017                 float y2=0.0f;
3018
3019                 if ( draw_inside ) {                            
3020                         x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3021                         y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3022                         x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3023                         y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3024
3025                         xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3026                         ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3027
3028                 } else {                                
3029                         x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3030                         y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3031                         x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3032                         y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3033
3034                         xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3035                         ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3036                 }
3037
3038                 if (aspect_flag) {
3039                         hud_tri(xpos,ypos,x1,y1,x2,y2);
3040                 } else {
3041                         hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3042                 }
3043         }
3044 }
3045
3046 //      Show all homing missiles locked onto the player.
3047 //      Also, play the beep!
3048 void hud_show_homing_missiles()
3049 {
3050         object          *A;
3051         missile_obj     *mo;
3052         weapon          *wp;
3053         float                   dist, nearest_dist;
3054         int                     closest_is_aspect=0;
3055
3056         gr_set_color_fast(&HUD_color_homing_indicator);
3057         nearest_dist = Homing_beep.max_cycle_dist;
3058
3059         for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3060                 A = &Objects[mo->objnum];
3061                 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3062
3063                 wp = &Weapons[A->instance];
3064
3065                 if (wp->homing_object == Player_obj) {
3066                         hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3067                         dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3068
3069                         if (dist < nearest_dist) {
3070                                 nearest_dist = dist;
3071                                 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3072                                         closest_is_aspect=1;
3073                                 } else {
3074                                         closest_is_aspect=0;
3075                                 }
3076                         }
3077                 }
3078         }
3079
3080         //      See if need to play warning beep.
3081         if (nearest_dist < Homing_beep.max_cycle_dist ) {
3082                 float   delta_time;
3083                 float cycle_time;
3084
3085                 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3086
3087                 // figure out the cycle time by doing a linear interpretation
3088                 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3089
3090                 // play a new 'beep' if cycle time has elapsed
3091                 if ( (delta_time*1000) > cycle_time ) {
3092                         Homing_beep.last_time_played = Missiontime;
3093                         if ( snd_is_playing(Homing_beep.snd_handle) ) {
3094                                 snd_stop(Homing_beep.snd_handle);
3095                         }
3096
3097                         if ( closest_is_aspect ) {
3098                                 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3099                         } else {
3100                                 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3101                         }
3102                 }
3103         }
3104 }
3105
3106 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the 
3107 // outer reticle ring.  If the T is at 12 o'clock, the target is facing the player, if the T
3108 // is at 6 o'clock the target is facing away from the player.  If the T is at 3 or 9 o'clock 
3109 // the target is facing 90 away from the player.
3110 void hud_show_orientation_tee()
3111 {
3112         object* targetp;
3113         
3114         if (Player_ai->target_objnum == -1)
3115                 return;
3116
3117         targetp = &Objects[Player_ai->target_objnum];
3118         
3119         if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3120                 hud_set_iff_color( targetp );
3121         } else {
3122                 hud_set_iff_color( targetp, 1);
3123         }
3124         hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3125 }
3126
3127 // routine to draw a bounding box around a remote detonate missile and distance to
3128 void hud_show_remote_detonate_missile()
3129 {
3130         missile_obj     *mo;
3131         object  *mobjp;
3132         float distance;
3133         vertex target_point;
3134         int x1, x2, y1, y2;
3135
3136         // check for currently locked missiles (highest precedence)
3137         for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3138                 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3139                 mobjp = &Objects[mo->objnum];
3140
3141                 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3142                         if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3143                                 // get distance
3144                                 distance = hud_find_target_distance(mobjp, Player_obj);
3145
3146                                 // get box center point
3147                                 g3_rotate_vertex(&target_point,&mobjp->pos);
3148
3149                                 // project vertex
3150                                 g3_project_vertex(&target_point);
3151
3152                                 if (!(target_point.flags & PF_OVERFLOW)) {  // make sure point projected
3153                                         int modelnum, bound_rval;
3154
3155                                         switch ( mobjp->type ) {
3156                                         case OBJ_WEAPON:
3157                                                 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3158                                                 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3159                                                 break;
3160
3161                                         default:
3162                                                 Int3(); // should never happen
3163                                                 return;
3164                                         }
3165
3166                                         if ( bound_rval == 0 ) {
3167                                                 // draw brackets and distance
3168                                                 int color;
3169                                                 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3170                                                 gr_set_color_fast(&IFF_colors[color][1]);
3171                                                 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3172                                         }
3173
3174                                         // do only for the first remote detonate missile
3175                                         break;
3176                                 }
3177                         }
3178                 }
3179         }
3180 }
3181
3182 // routine to possibly draw a bouding box around a ship sending a message to the player
3183 void hud_show_message_sender()
3184 {
3185         object *targetp;
3186         vertex target_point;                                    // temp vertex used to find screen position for 3-D object;
3187         ship    *target_shipp;
3188         int     x1,x2,y1,y2;
3189
3190
3191         // don't draw brackets if no ship sending a message
3192         if ( Message_shipnum == -1 )
3193                 return;
3194
3195         targetp = &Objects[Ships[Message_shipnum].objnum];
3196         SDL_assert ( targetp != NULL );
3197
3198         SDL_assert ( targetp->type == OBJ_SHIP );
3199
3200         // Don't do this for the ship you're flying!
3201         if ( targetp == Player_obj ) {
3202                 return;
3203         }
3204
3205         SDL_assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3206         target_shipp = &Ships[Message_shipnum];
3207
3208         // check the object flags to see if this ship is gone.  If so, then don't do this stuff anymore
3209         if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3210                 Message_shipnum = -1;
3211                 return;
3212         }
3213
3214         // find the current target vertex 
3215         //
3216         g3_rotate_vertex(&target_point,&targetp->pos);
3217
3218         hud_set_iff_color( targetp, 1);
3219
3220         g3_project_vertex(&target_point);
3221
3222         if (!(target_point.flags & PF_OVERFLOW)) {  // make sure point projected
3223                 int modelnum, bound_rval;
3224
3225                 switch ( targetp->type ) {
3226                 case OBJ_SHIP:
3227                         modelnum = target_shipp->modelnum;
3228                         bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3229                         break;
3230
3231                 default:
3232                         Int3(); // should never happen
3233                         return;
3234                 }
3235
3236                 if ( bound_rval == 0 ) {
3237                         int color;
3238                         color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3239                         gr_set_color_fast(&IFF_colors[color][1]);
3240                         draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3241                 }
3242         }
3243
3244         if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3245                 if (target_point.codes != 0) { // target center is not on screen
3246                         // draw the offscreen indicator at the edge of the screen where the target is closest to
3247                         // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3248                         if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3249                                 if ( hud_sensors_ok(Player_ship, 0) ) {
3250                                         float dist;
3251                                         gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3252                                         //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3253                                         dist = hud_find_target_distance( targetp, Player_obj );
3254                                         hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3255                                 }
3256                         }
3257                 }
3258         }
3259 }
3260
3261 // hud_prune_hotkeys()
3262 //
3263 // Check for ships that are dying, departed or dead.  These should be removed from the player's
3264 // hotkey lists.
3265 void hud_prune_hotkeys()
3266 {
3267         int                             i;
3268         htarget_list    *hitem, *plist;
3269         object                  *objp;
3270         ship                            *sp;
3271
3272         for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3273                 plist = &(Players[Player_num].keyed_targets[i]);
3274                 if ( EMPTY( plist ) )                   // no items in list, then do nothing
3275                         continue;
3276
3277                 hitem = GET_FIRST(plist);
3278                 while ( hitem != END_OF_LIST(plist) ) {
3279                         int remove_item;
3280
3281                         remove_item = 0;
3282
3283                         objp = hitem->objp;
3284                         SDL_assert ( objp != NULL );
3285                         if ( objp->type == OBJ_SHIP ) {
3286                                 SDL_assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3287                                 sp = &Ships[objp->instance];
3288                         } else {
3289                                 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3290                                 remove_item = 1;
3291                                 sp = NULL;
3292                         }
3293
3294                         // check to see if the object is dying -- if so, remove it from the list
3295                         // check to see if the ship is departing -- if so, remove it from the list
3296                         if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3297                                 if ( sp != NULL ) {
3298                                         nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3299                                 }
3300
3301                                 htarget_list *temp;
3302                                 temp = GET_NEXT(hitem);
3303                                 list_remove( plist, hitem );
3304                                 list_append( &htarget_free_list, hitem );
3305                                 hitem->objp = NULL;
3306                                 hitem = temp;
3307                                 continue;
3308                         }
3309                         hitem = GET_NEXT( hitem );
3310                 }       // end while
3311         }       // end for
3312
3313         // save the hotkey sets with mission time reaches a certain point.  Code was put here because this
3314         // function always called for both single/multiplayer.  Maybe not the best location, but whatever.
3315         mission_hotkey_maybe_save_sets();
3316 }
3317
3318 int HUD_drew_selection_bracket_on_target;
3319
3320 // hud_show_selection_set draws some indicator around all the ships in the current selection set.  No
3321 // indicators will be drawn if there is only 1 ship in the set.
3322 void hud_show_selection_set()
3323 {
3324         htarget_list *hitem, *plist;
3325         object *targetp;
3326         int set, count;
3327         vertex target_point;                                    // temp vertex used to find screen position for 3-D object;
3328         vector target_vec;
3329
3330         HUD_drew_selection_bracket_on_target = 0;
3331
3332         set = Players[Player_num].current_hotkey_set;
3333         if ( set == -1 )
3334                 return;
3335
3336         SDL_assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3337         plist = &(Players[Player_num].keyed_targets[set]);
3338
3339         count = 0;
3340         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3341                 count++;
3342
3343         if ( count == 0 )       {       // only one ship, do nothing
3344                 Players[Player_num].current_hotkey_set = -1;
3345                 return;
3346         }
3347
3348         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3349                 targetp = hitem->objp;
3350                 SDL_assert ( targetp != NULL );
3351         
3352                 ship    *target_shipp = NULL;
3353
3354                 SDL_assert ( targetp->type == OBJ_SHIP );
3355                 SDL_assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3356                 target_shipp = &Ships[targetp->instance];
3357
3358                 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3359                         continue;
3360                 }
3361
3362                 // find the current target vertex 
3363                 //
3364                 g3_rotate_vertex(&target_point,&targetp->pos);
3365
3366                 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3367
3368                 int x1,x2,y1,y2;
3369
3370                 hud_set_iff_color( targetp, 1 );
3371
3372                 g3_project_vertex(&target_point);
3373
3374                 if (!(target_point.flags & PF_OVERFLOW)) {  // make sure point projected
3375                         int modelnum, bound_rval;
3376
3377                         switch ( targetp->type ) {
3378                         case OBJ_SHIP:
3379                                 modelnum = target_shipp->modelnum;
3380                                 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3381                                 break;
3382
3383                         default:
3384                                 Int3(); // should never happen
3385                                 return;
3386                         }
3387
3388                         if ( bound_rval == 0 ) {
3389                                 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3390                                 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3391                                 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3392                                         HUD_drew_selection_bracket_on_target = 1;
3393                                 }
3394                         }
3395                 }
3396
3397                 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3398                         if (target_point.codes != 0) { // target center is not on screen
3399                                 // draw the offscreen indicator at the edge of the screen where the target is closest to
3400                                 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3401
3402                                 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3403                                         if ( hud_sensors_ok(Player_ship, 0) ) {
3404                                                 float dist;
3405                                                 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3406                                                 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3407                                                 dist = hud_find_target_distance( targetp, Player_obj );
3408                                                 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3409                                         }
3410                                 }
3411                         }
3412                 }
3413         }
3414 }
3415
3416 void hud_show_brackets(object *targetp, vertex *projected_v)
3417 {
3418         int x1,x2,y1,y2;
3419         int draw_box = TRUE;
3420         int team, bound_rc;
3421
3422         if ( Player->target_is_dying <= 0 ) {
3423                 int modelnum;
3424
3425                 switch ( targetp->type ) {
3426                 case OBJ_SHIP:
3427                         modelnum = Ships[targetp->instance].modelnum;
3428                         bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3429                         if ( bound_rc != 0 ) {
3430                                 draw_box = FALSE;
3431                         }
3432                         break;
3433
3434                 case OBJ_DEBRIS:
3435                         modelnum = Debris[targetp->instance].model_num;
3436                         bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3437                         if ( bound_rc != 0 ) {
3438                                 draw_box = FALSE;
3439                         }
3440                         break;
3441
3442                 case OBJ_WEAPON:
3443                         SDL_assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3444                         modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3445                         bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3446                         break;
3447
3448 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
3449                 case OBJ_ASTEROID:
3450                         {
3451                         int subtype = 0;
3452                         subtype = Asteroids[targetp->instance].asteroid_subtype;
3453                         modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3454                         bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3455                         }
3456                         break;
3457 #endif
3458
3459                 case OBJ_JUMP_NODE:
3460                         modelnum = Jump_nodes[targetp->instance].modelnum;
3461                         bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3462                         break;
3463
3464                 default:
3465                         Int3(); // should never happen
3466                         return;
3467                 }
3468
3469                 Hud_target_w = x2-x1+1;
3470                 if ( Hud_target_w > gr_screen.clip_width ) {
3471                         Hud_target_w = gr_screen.clip_width;
3472                 }
3473
3474                 Hud_target_h = y2-y1+1;
3475                 if ( Hud_target_h > gr_screen.clip_height ) {
3476                         Hud_target_h = gr_screen.clip_height;
3477                 }
3478
3479                 if ( targetp->type == OBJ_ASTEROID ) {
3480                         if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3481                                 team = TEAM_TRAITOR;
3482                         } else {
3483                                 team = SELECTION_SET;   
3484                         }
3485                 } else {
3486                         team = obj_team(targetp);
3487                 }
3488
3489                 if ( draw_box == TRUE ) {
3490                         float distance;
3491                         int color;
3492                         color = hud_brackets_get_iff_color(team);
3493                         // maybe color as tagged
3494                         if ( ship_is_tagged(targetp) ) {
3495                                 color = IFF_COLOR_TAGGED;
3496                         }
3497                         distance = hud_find_target_distance( targetp, Player_obj );
3498                         gr_set_color_fast(&IFF_colors[color][1]);
3499                         draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3500                 }
3501
3502                 if ( targetp->type == OBJ_SHIP ) {
3503                         draw_bounding_brackets_subobject();
3504                 }
3505         }
3506 }
3507
3508 void hud_update_target_in_reticle(vertex *projected_v)
3509 {
3510         float mag_squared;
3511         mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) + 
3512                                           (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3513
3514         if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3515                 // this information can be used elsewhere
3516                 Target_in_reticle = 1;
3517         }
3518         else {
3519                 // this information can be used elsewhere
3520                 Target_in_reticle = 0;
3521         }
3522 }
3523
3524
3525
3526
3527 // hud_show_targeting_gauges() will display the targeting information on the HUD.  Called once per frame.
3528 //
3529 // Must be inside a g3_start_frame()
3530 // input:       frametime       =>              time in seconds since last update
3531 //                              in_cockpit      =>              flag (default value 1) indicating whether viewpoint is from cockpit or external
3532 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3533 {
3534         vertex target_point;                                    // temp vertex used to find screen position for 3-D object;
3535         vector target_pos;
3536
3537         // draw the triangle that points to the closest hostile ship that is firing on the player
3538         // This is always drawn, even if there is no current target.  There is also a hook that will
3539         // maybe warn the player via a voice message of an attacking ship.
3540         if ( in_cockpit ) {
3541                 hud_show_hostile_triangle();
3542         }
3543
3544         if (Player_ai->target_objnum == -1)
3545                 return;
3546
3547         object * targetp = &Objects[Player_ai->target_objnum];
3548         Players[Player_num].lead_indicator_active = 0;
3549
3550         // check to see if there is even a current target
3551         if ( targetp == &obj_used_list ) {
3552                 return;
3553         }
3554                 
3555         Target_in_reticle = 0;
3556
3557         // AL 1/20/97: Point to targted subsystem if one exists
3558         if ( Player_ai->targeted_subsys != NULL ) {
3559                 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3560
3561                 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3562         } else {
3563                 target_pos = targetp->pos;
3564
3565                 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3566         }
3567
3568         // find the current target vertex 
3569         //
3570         // The 2D screen pos depends on the current viewer position and orientation.  
3571         g3_rotate_vertex(&target_point,&target_pos);
3572
3573
3574         hud_set_iff_color( targetp, 1 );
3575         g3_project_vertex(&target_point);
3576
3577         if (!(target_point.flags & PF_OVERFLOW)) {  // make sure point projected
3578                 if (target_point.codes == 0) { // target center is not on screen
3579                         hud_show_brackets(targetp, &target_point);
3580                 }
3581                 hud_update_target_in_reticle(&target_point);
3582         }
3583         else {
3584                 Hud_target_w = 0;
3585                 Hud_target_h = 0;
3586         }
3587
3588         // show the leading target indicator
3589         if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3590                 hud_show_lead_indicator(&target_pos);
3591         }
3592
3593         if ( in_cockpit ) {
3594                 // show the indicator that orbits the outer reticle and points in the direction of the target
3595                 hud_show_target_triangle_indicator(&target_point);
3596
3597                 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3598                 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3599                         hud_show_orientation_tee();
3600                 }
3601
3602                 // display the information about the target
3603                 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3604                         if ( !hud_targetbox_static_maybe_blit(frametime) )
3605                                 hud_show_target_data(frametime);
3606                 }
3607
3608                 // update cargo scanning
3609                 hud_cargo_scan_update(targetp, frametime);
3610
3611                 // draw the shield icon for the current target
3612                 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3613                         hud_shield_show(targetp);
3614                 }
3615
3616                 // draw the mini target+shield gauge that sits near the bottom of the retcle
3617                 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3618                         int show_gauge_flag=1;
3619                         // is gauge configured as a popup?
3620                         if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3621                                 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3622                                         show_gauge_flag=0;
3623                                 }
3624                         }
3625                         
3626                         if ( show_gauge_flag ) {
3627                                 hud_shield_show_mini(targetp);
3628                         }
3629                 }
3630         } else {
3631                 Player->cargo_inspect_time = 0;
3632                 player_stop_cargo_scan_sound();
3633         }
3634
3635         // display the lock indicator
3636         if (!Player->target_is_dying) {
3637                 hud_update_lock_indicator(frametime);
3638                 hud_show_lock_indicator(frametime);
3639
3640                 // update and render artillery 
3641                 hud_artillery_update();
3642                 hud_artillery_render();
3643         }
3644
3645         // Point to offscreen target
3646         if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3647                 if (target_point.codes != 0) { // target center is not on screen
3648                         // draw the offscreen indicator at the edge of the screen where the target is closest to
3649                         SDL_assert(Player_ai->target_objnum != -1);
3650
3651                         // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3652                         //                                              in the message sending color in hud_show_message_sender()
3653                         if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3654                                 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3655                                         float dist;
3656                                         hud_set_iff_color( targetp, 1 );
3657                                         //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3658                                         dist = hud_find_target_distance( targetp, Player_obj );
3659                                         hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3660                                 }
3661                         }
3662                 }
3663         }
3664 }
3665
3666 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3667 // circle of the reticle.  It will point to the closest enemy that is firing on the player.
3668 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3669 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3670
3671 void hud_show_hostile_triangle()
3672 {
3673         object* A;
3674         float min_distance=1e20f;
3675         float new_distance=0.0f;
3676         object* hostile_obj = &obj_used_list;
3677         object* nearest_obj = &obj_used_list;
3678         ai_info *aip;
3679         ship_obj        *so;
3680         ship            *sp;
3681         ship_subsys *ss;
3682
3683         int player_obj_index = OBJ_INDEX(Player_obj);
3684         int turret_is_attacking = 0;
3685         
3686         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list);  so = GET_NEXT(so) ) {
3687
3688                 A = &Objects[so->objnum];
3689                 sp = &Ships[A->instance];
3690
3691                 // only look at ships on other team
3692                 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3693                         continue;
3694                 }
3695
3696                 aip = &Ai_info[Ships[A->instance].ai_index];
3697
3698                 // dont look at ignore ships
3699                 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3700                         continue;
3701                 }
3702
3703                 // always ignore cargo containers and navbuoys
3704                 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3705                         continue;
3706                 }
3707
3708                 // check if ship is stealthy
3709                 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3710                         continue;
3711                 }
3712
3713                 turret_is_attacking = 0;
3714
3715                 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3716                 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3717                         for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3718                                 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3719
3720                                         if ( ss->turret_enemy_objnum == player_obj_index ) {
3721                                                 turret_is_attacking = 1;                                                
3722
3723                                                 vector          gsubpos;
3724                                                 // get world pos of subsystem
3725                                                 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3726                                                 vm_vec_add2(&gsubpos, &A->pos);
3727                                                 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3728
3729                                                 if (new_distance <= min_distance) {
3730                                                         min_distance=new_distance;
3731                                                         nearest_obj = A;
3732                                                 }
3733                                         }
3734                                 }
3735                         }
3736                 }
3737
3738                 if ( !turret_is_attacking ) {
3739                         // check for ships attacking the player
3740                         if ( aip->target_objnum != Player_ship->objnum ) {
3741                                 continue;
3742                         }
3743
3744                         // ignore enemy if not in chase mode
3745                         if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3746                                 continue;
3747                         }
3748
3749                         new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3750
3751                         if (new_distance <= min_distance) {
3752                                 min_distance=new_distance;
3753                                 nearest_obj = A;
3754                         }
3755                 }
3756         }
3757
3758         if ( nearest_obj == &obj_used_list ) {
3759                 return;
3760         }
3761
3762         if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3763                 return;
3764         }
3765
3766         hostile_obj = nearest_obj;
3767
3768         // hook to maybe warn player about this attacking ship
3769         ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3770
3771         // check if the closest firing hostile is the current target, if so return
3772         if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3773                 return;
3774
3775         if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3776                 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3777 //                      hud_set_iff_color( TEAM_HOSTILE, 1 );   //      Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3778                         hud_set_iff_color( hostile_obj, 1 );
3779                         hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3780                 }
3781         }
3782 }
3783
3784 // Return the bank number for the primary weapon that can fire the farthest, from
3785 // the number of active primary weapons
3786 // input: range =>      output parameter... it is the range of the selected bank
3787 int hud_get_best_primary_bank(float *range)
3788 {
3789         int     i, best_bank, bank_to_fire, num_to_test;
3790         float   weapon_range, farthest_weapon_range;
3791         ship_weapon     *swp;
3792         weapon_info     *wip;
3793
3794         swp = &Player_ship->weapons;
3795
3796         farthest_weapon_range = 0.0f;
3797         best_bank = -1;
3798
3799         if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3800                 num_to_test = swp->num_primary_banks;
3801         } else {
3802                 num_to_test = min(1, swp->num_primary_banks);
3803         }
3804
3805         for ( i = 0; i < num_to_test; i++ ) {
3806                 
3807                 bank_to_fire = (swp->current_primary_bank+i)%2; //      Max supported banks is 2
3808
3809                 // calculate the range of the weapon, and only display the lead target indicator when
3810                 // if the weapon can actually hit the target
3811                 SDL_assert(bank_to_fire >= 0);
3812                 SDL_assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3813                 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3814                 weapon_range = wip->max_speed * wip->lifetime;
3815
3816                 if ( weapon_range > farthest_weapon_range ) {
3817                         best_bank = bank_to_fire;
3818                         farthest_weapon_range = weapon_range;
3819                 }
3820         }
3821
3822         *range = farthest_weapon_range;
3823         return best_bank;
3824 }
3825
3826 // -----------------------------------------------------------------------------
3827 //      polish_predicted_target_pos()
3828 // 
3829 // Called by the draw lead indicator code to predict where the enemy is going to be
3830 //
3831 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps) 
3832 {
3833         int     iteration;
3834         vector  player_pos = Player_obj->pos;   
3835         float           time_to_enemy;
3836         vector  last_predicted_enemy_pos = *predicted_enemy_pos;
3837
3838         ship *shipp;
3839         shipp = &Ships[Player_obj->instance];
3840         SDL_assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3841         weapon_info     *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3842
3843         float   weapon_speed = wip->max_speed;
3844
3845         vm_vec_zero(last_delta_vec);
3846
3847         for (iteration=0; iteration < num_polish_steps; iteration++) {
3848                 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3849                 time_to_enemy = dist_to_enemy/weapon_speed;
3850 //              vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3851                 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3852                 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3853                 last_predicted_enemy_pos= *predicted_enemy_pos;
3854         }
3855 }
3856
3857 // determine the correct frame to draw for the lead indicator
3858 // 0 -> center only     (in secondary range only)
3859 // 1 -> full                    (in secondary and primary range)
3860 //      2 -> oustide only       (in primary range only)
3861 //
3862 // input:       prange  =>      range of current primary weapon
3863 //                              srange  =>      range of current secondary weapon
3864 //                              dist_to_target  =>      current dist to target
3865 //
3866 // exit:                0-2     =>      frame offset
3867 //                              -1              =>      don't draw anything
3868 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3869 {
3870         int frame_offset=-1;
3871         int in_prange=0, in_srange=0;
3872
3873         if ( dist_to_target < prange ) {
3874                 in_prange=1;
3875         }
3876
3877         if ( dist_to_target < srange ) {
3878                 in_srange=1;
3879         }
3880
3881         if ( in_prange && in_srange ) {
3882                 frame_offset=1;
3883         } else if ( in_prange && !in_srange ) {
3884                 frame_offset=2;
3885         } else if ( !in_prange && in_srange ) {
3886                 frame_offset=0;
3887         } else {
3888                 frame_offset=-1;
3889         }
3890
3891         return frame_offset;
3892 }
3893
3894         // decide what frame of lead indicator to draw
3895
3896 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3897 void hud_show_lead_indicator(vector *target_world_pos)
3898 {
3899         vector          target_moving_direction, last_delta_vector, source_pos;
3900         vector          *rel_pos;
3901         vertex          lead_target_vertex;
3902         object          *targetp;
3903         polymodel       *po;
3904         ship_weapon     *swp;
3905         weapon_info     *wip;
3906         float                   dist_to_target, time_to_target, target_moved_dist, prange, srange;
3907         int                     bank_to_fire, indicator_frame, frame_offset;
3908
3909         if (Player_ai->target_objnum == -1)
3910                 return;
3911
3912         targetp = &Objects[Player_ai->target_objnum];
3913         if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3914                 return;
3915         }
3916
3917         // only allow bombs to have lead indicator displayed
3918         if ( targetp->type == OBJ_WEAPON ) {
3919                 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3920                         return;
3921                 }
3922         }
3923
3924         // If the target is out of range, then draw the correct frame for the lead indicator
3925         if ( Lead_indicator_gauge.first_frame == -1 ) {
3926                 Int3();
3927                 return;
3928         }
3929         
3930         po = model_get( Player_ship->modelnum );
3931         swp = &Player_ship->weapons;
3932
3933         // Added to take care of situation where there are no primary banks on the player ship
3934         // (this may not be possible, depending on what we decide for the weapons loadout rules)
3935         if ( swp->num_primary_banks == 0 )
3936                 return;
3937
3938         bank_to_fire = hud_get_best_primary_bank(&prange);
3939         if ( bank_to_fire < 0 )
3940                 return;
3941         wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3942                         
3943         if (po->n_guns && bank_to_fire != -1 ) {
3944                 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3945         } else {
3946                 rel_pos = NULL;
3947         }
3948
3949         // source_pos will contain the world coordinate of where to base the lead indicator prediction
3950         // from.  Normally, this will be the world pos of the gun turret of the currently selected primary
3951         // weapon.
3952         source_pos = Player_obj->pos;
3953         if (rel_pos != NULL) {
3954                 vector  gun_point;
3955                 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3956                 vm_vec_add2(&source_pos, &gun_point);
3957         } 
3958         
3959         // Determine "accurate" distance to target.  This is the distance from the player ship
3960         // to the closest point on the bounding box of the target
3961         dist_to_target = hud_find_target_distance(targetp, Player_obj);
3962
3963         srange = ship_get_secondary_weapon_range(Player_ship);
3964
3965         if ( swp->current_secondary_bank >= 0 ) {
3966                 weapon_info     *wip;
3967                 int bank = swp->current_secondary_bank;
3968                 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3969                 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3970                         if ( !Player->target_in_lock_cone ) {
3971                                 srange = -1.0f;
3972                         }
3973                 }
3974         }
3975
3976         frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3977         if ( frame_offset < 0 ) {
3978                 return;
3979         }
3980
3981         indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3982
3983         SDL_assert(wip->max_speed != 0);
3984         time_to_target = dist_to_target / wip->max_speed;
3985
3986         target_moved_dist = targetp->phys_info.speed * time_to_target;
3987
3988         target_moving_direction = targetp->phys_info.vel;
3989
3990         // if we've reached here, the lead target indicator will be displayed
3991         Players[Player_num].lead_indicator_active = 1;
3992
3993         // test if the target is moving at all
3994         if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f)          // Find distance!
3995                 Players[Player_num].lead_target_pos =  *target_world_pos;
3996         else {
3997                 vm_vec_normalize(&target_moving_direction);
3998                 vm_vec_scale(&target_moving_direction,target_moved_dist);
3999                 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
4000                 polish_predicted_target_pos(target_world_pos, &Players[Player_num].lead_target_pos, dist_to_target, &last_delta_vector, 1); // Not used:, float time_to_enemy)
4001         }
4002
4003         g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
4004
4005         if (lead_target_vertex.codes == 0) { // on screen
4006
4007                 g3_project_vertex(&lead_target_vertex);
4008                 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
4009
4010                         if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
4011                                 hud_set_iff_color(targetp, 0);
4012                         } else {
4013                                 hud_set_iff_color(targetp, 1);
4014                         }
4015
4016                         if ( indicator_frame >= 0 ) {
4017                                 GR_AABITMAP(indicator_frame, fl2i(lead_target_vertex.sx - Lead_indicator_half[gr_screen.res][0]),  fl2i(lead_target_vertex.sy - Lead_indicator_half[gr_screen.res][1]));                                
4018                         }
4019                 }
4020         }
4021 }
4022
4023 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4024 //
4025 void hud_cease_subsystem_targeting(int print_message)
4026 {
4027         int ship_index;
4028
4029         ship_index = Objects[Player_ai->target_objnum].instance;
4030         if ( ship_index < 0 )
4031                 return;
4032
4033         Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4034         Player_ai->targeted_subsys = NULL;
4035         Player_ai->targeted_subsys_parent = -1;
4036         if ( print_message ) {
4037                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4038         }
4039
4040         hud_stop_looped_locking_sounds();
4041         hud_lock_reset();
4042 }
4043
4044 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4045 //
4046 void hud_cease_targeting()
4047 {
4048         set_target_objnum( Player_ai, -1 );
4049         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4050         hud_cease_subsystem_targeting(0);
4051         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4052         hud_lock_reset();
4053 }
4054
4055 // hud_restore_subsystem_target() will remember the last targeted subsystem
4056 // on a target.
4057 //
4058 void hud_restore_subsystem_target(ship* shipp)
4059 {
4060         // check if there was a previously targeted sub-system for this target
4061         if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4062                 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4063                 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4064         }
4065         else {
4066                 Player_ai->targeted_subsys = NULL;
4067                 Player_ai->targeted_subsys_parent = -1;
4068         }
4069 }
4070  
4071 // --------------------------------------------------------------------------------
4072 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4073 //
4074 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4075 {
4076         if (subsys == NULL) {
4077                 *world_pos = parent_obj->pos;
4078                 return world_pos;
4079         }
4080         
4081         vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4082         vm_vec_add2(world_pos, &parent_obj->pos);
4083
4084         return world_pos;
4085 }
4086
4087 // If Pl_objp is docking, see if it (or the dockee) are in the target view.  If so, flash dock
4088 // text on the HUD.
4089 void hud_maybe_flash_docking_text(object *objp)
4090 {
4091         ai_info *aip;
4092         int             docker_objnum, dockee_objnum;
4093
4094         if ( Player_ai->target_objnum < 0 ) {
4095                 return;
4096         }
4097         
4098         if ( objp->type != OBJ_SHIP ) {
4099                 return;
4100         }
4101         
4102         aip = &Ai_info[Ships[objp->instance].ai_index];
4103         docker_objnum = -1;
4104         dockee_objnum = -1;
4105
4106         if ( aip->ai_flags & AIF_DOCKED ) {
4107                 docker_objnum = OBJ_INDEX(objp);
4108                 dockee_objnum = aip->dock_objnum;
4109         }
4110
4111         if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4112                 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4113         }
4114 }
4115
4116
4117 // ----------------------------------------------------------------------------
4118 // hud_target_change_check()
4119 //
4120 // called once per frame to account for when the target changes
4121 //
4122 void hud_target_change_check()
4123 {
4124         float current_speed=0.0f;
4125
4126         // Check if player subsystem target has changed, and reset necessary player flag
4127         if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4128                 Player->subsys_in_view=-1;
4129         }
4130
4131         // check if the main target has changed
4132         if (Player_ai->last_target != Player_ai->target_objnum) {
4133
4134                 if ( Player_ai->target_objnum != -1){
4135                         snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4136                 }
4137
4138                 // if we have a hotkey set active, see if new target is in set.  If not in
4139                 // set, deselect the current hotkey set.
4140                 if (    Player->current_hotkey_set != -1 ) {
4141                         htarget_list *hitem, *plist;
4142
4143                         plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4144                         for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4145                                 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4146                                         break;
4147                                 }
4148                         }
4149                         if ( hitem == END_OF_LIST(plist) ){
4150                                 Player->current_hotkey_set = -1;
4151                         }
4152                 }
4153
4154                 player_stop_cargo_scan_sound();
4155                 hud_shield_hit_reset();
4156                 hud_targetbox_init_flash();
4157                 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4158                 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4159                 Player->cargo_inspect_time=0;
4160                 Player->locking_subsys=NULL;
4161                 Player->locking_on_center=0;
4162                 Player->locking_subsys_parent=-1;
4163
4164                 Player_ai->current_target_dist_trend = NO_CHANGE;
4165                 Player_ai->current_target_speed_trend = NO_CHANGE;
4166
4167                 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4168                         Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4169 //                      player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4170                         player_match_target_speed();
4171                 }
4172                 else {
4173                         if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4174                                 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;                // no more target matching.
4175                 }
4176
4177                 hud_lock_reset();
4178
4179                 if ( Player_ai->target_objnum != -1) {
4180                         if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4181                                 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4182                         }
4183                 }
4184
4185                 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4186                 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4187                 if ( Player_ai->target_objnum >= 0 ) {
4188                         hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4189                 }
4190         }
4191         else {
4192                 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4193                         Player_ai->current_target_dist_trend = DECREASING;
4194                 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4195                         Player_ai->current_target_dist_trend = INCREASING;
4196                 } else {
4197                         Player_ai->current_target_dist_trend = NO_CHANGE;
4198                 }
4199
4200                 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4201
4202                 if (current_speed < Player_ai->last_speed-0.01){
4203                         Player_ai->current_target_speed_trend = DECREASING;
4204                 } else if (current_speed > Player_ai->last_speed+0.01) {
4205                         Player_ai->current_target_speed_trend = INCREASING;
4206                 } else {
4207                         Player_ai->current_target_speed_trend = NO_CHANGE;
4208                 }
4209
4210                 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4211                         if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4212 //                              player_match_target_speed("", "", XSTR("Matching target speed",-1));
4213                                 player_match_target_speed();
4214                         }
4215                 }
4216         }
4217
4218         Player_ai->last_dist = Player_ai->current_target_distance;
4219         Player_ai->last_speed = current_speed;
4220
4221         Player_ai->last_target = Player_ai->target_objnum;
4222         Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4223 }
4224
4225 // ---------------------------------------------------------------------
4226 // hud_draw_offscreen_indicator()
4227 //
4228 // draws the offscreen target indicator
4229 //
4230 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4231 {
4232         char buf[32];
4233         int w = 0, h = 0;
4234         int on_top, on_right, on_left, on_bottom;
4235
4236         float xpos,ypos;
4237         // points to draw triangles
4238         float x1=0.0f;
4239         float y1=0.0f;
4240         float x2=0.0f;
4241         float y2=0.0f;
4242         float x3=0.0f;
4243         float y3=0.0f;
4244         float x4=0.0f;
4245         float y4=0.0f;
4246         float x5=0.0f;
4247         float y5=0.0f;
4248         float x6=0.0f;
4249         float y6=0.0f;
4250
4251         vector targ_to_player;
4252         float dist_behind;
4253         float triangle_sep;
4254         float half_gauge_length, half_triangle_sep;
4255
4256         // calculate the dot product between the players forward vector and the vector connecting
4257         // the player to the target. Normalize targ_to_player since we want the dot product
4258         // to range between 0 -> 1.
4259         vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4260         vm_vec_normalize(&targ_to_player);
4261         dist_behind = vm_vec_dot(&Player_obj->orient.v.fvec, &targ_to_player);
4262
4263         if (dist_behind < 0) {  // still in front of player, but not in view
4264                 dist_behind = dist_behind + 1.0f;
4265                 if (dist_behind > 0.2 ){
4266                         triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4267                 } else {
4268                         triangle_sep = 0.0f;
4269                 }               
4270         }
4271         else {
4272                 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4273         }
4274
4275         if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4276                 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4277         }
4278
4279         // calculate these values only once, since it will be used in several places
4280         half_triangle_sep = 0.5f * triangle_sep;
4281         half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4282
4283         // We need to find the screen (x,y) for where to draw the offscreen indicator
4284         //
4285         // The best way I've found is to draw a line from the eye_pos to the target, and
4286         // then use clip_line() to find the screen (x,y) for where the line hits the edge
4287         // of the screen.
4288         //
4289         // The weird thing about clip_line() is that is flips around the two verticies,
4290         // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4291         //
4292         vertex *eye_vertex = NULL;
4293         vertex real_eye_vertex;
4294         eye_vertex = &real_eye_vertex;  // this is needed since clip line takes a **vertex
4295         vector eye_pos;
4296         vm_vec_add( &eye_pos, &Eye_position, &View_matrix.v.fvec);
4297         g3_rotate_vertex(eye_vertex, &eye_pos);
4298
4299         ubyte codes_or;
4300         codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4301         clip_line(&target_point,&eye_vertex,codes_or,0);
4302         
4303         if (!(target_point->flags&PF_PROJECTED))
4304                 g3_project_vertex(target_point);
4305
4306         if (!(eye_vertex->flags&PF_PROJECTED))
4307                 g3_project_vertex(eye_vertex);
4308
4309         if (eye_vertex->flags&PF_OVERFLOW) {
4310                 Int3();                 //      This is unlikely to happen, but can if a clip goes through the player's eye.
4311                 Player_ai->target_objnum = -1;
4312                 return;
4313         } 
4314         
4315         if (target_point->flags & PF_TEMP_POINT)
4316                 free_temp_point(target_point);
4317
4318         if (eye_vertex->flags & PF_TEMP_POINT)
4319                 free_temp_point(eye_vertex);
4320
4321         xpos = eye_vertex->sx;
4322         ypos = eye_vertex->sy;
4323
4324         on_left = on_right = on_top = on_bottom = 0;
4325         xpos = (xpos<1) ? 0 : xpos;
4326         ypos = (ypos<1) ? 0 : ypos;
4327
4328         if ( xpos <= gr_screen.clip_left ) {
4329                 xpos = i2fl(gr_screen.clip_left);
4330                 on_left = TRUE;
4331
4332                 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4333                         ypos = half_gauge_length;
4334
4335
4336                 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) ) 
4337                         ypos = gr_screen.clip_bottom - half_gauge_length;
4338
4339         }
4340         else if ( xpos >= gr_screen.clip_right) {
4341                 xpos = i2fl(gr_screen.clip_right);
4342                 on_right = TRUE;
4343
4344                 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4345                         ypos = half_gauge_length;
4346
4347                 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) ) 
4348                         ypos = gr_screen.clip_bottom - half_gauge_length;
4349
4350         }
4351         else if ( ypos <= gr_screen.clip_top ) {
4352                 ypos = i2fl(gr_screen.clip_top);
4353                 on_top = TRUE;
4354
4355                 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4356                         xpos = half_gauge_length;
4357
4358                 if ( xpos > (gr_screen.clip_right - half_gauge_length) ) 
4359                         xpos = gr_screen.clip_right - half_gauge_length;
4360
4361         }
4362         else if ( ypos >= gr_screen.clip_bottom ) {
4363                 ypos = i2fl(gr_screen.clip_bottom);
4364                 on_bottom = TRUE;
4365
4366                 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4367                         xpos = half_gauge_length;
4368
4369                 if ( xpos > (gr_screen.clip_right - half_gauge_length) ) 
4370                         xpos = gr_screen.clip_right - half_gauge_length;
4371         }
4372         else {
4373                 Int3();
4374                 return;
4375         }
4376
4377         //      The offscreen target triangles are drawn according the the diagram below
4378         //
4379         //
4380         //
4381         //                        x3                            x3
4382         //                 /    |                               | \.
4383         //               /              |                               |   \.
4384         //              x1___x2                         x2___x1
4385         //                              |                               |
4386         //              ......|...........|...............(xpos,ypos)
4387         //                              |                               |
4388         //              x4___x5                         x5___x4
4389         //               \              |                               |         /
4390         //                 \    |                               |       /
4391         //                        x6                            x6
4392         //
4393         //
4394
4395         xpos = (float)floor(xpos);
4396         ypos = (float)floor(ypos);
4397
4398         if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4399                 sprintf(buf,"%d",fl2i(distance+0.5f));
4400                 hud_num_make_mono(buf);
4401                 gr_get_string_size(&w, &h, buf);        
4402         } else {
4403                 buf[0] = 0;
4404         }
4405
4406         if (on_right) {
4407                 x1 = x4 = (xpos+2);
4408                         
4409                 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4410                 y1 = y2 = ypos - half_triangle_sep;
4411                 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4412
4413                 y4 = y5 = ypos + half_triangle_sep;
4414                 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4415
4416                 if ( buf[0] ) {
4417                         gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4418                 }
4419         }
4420         else if (on_left) {
4421                 x1 = x4 = (xpos-1);
4422                         
4423                 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4424                 y1 = y2 = ypos - half_triangle_sep;
4425                 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4426
4427                 y4 = y5 = ypos + half_triangle_sep;
4428                 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4429
4430                 if ( buf[0] ) {
4431                         gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4432                 }
4433         }
4434         else if (on_top) {
4435                 y1 = y4 = (ypos-1);
4436                         
4437                 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4438                 x1 = x2 = xpos - half_triangle_sep;
4439                 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4440
4441                 x4 = x5 = xpos + half_triangle_sep;
4442                 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4443
4444                 if ( buf[0] ) {
4445                         gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4446                 }
4447         }
4448         else if (on_bottom) {
4449                 y1 = y4 = (ypos+2);
4450                         
4451                 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4452                 x1 = x2 = xpos - half_triangle_sep;
4453                 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4454
4455                 x4 = x5 = xpos + half_triangle_sep;
4456                 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4457
4458                 if ( buf[0] ) {
4459                         gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4460                 }
4461         }
4462
4463         hud_tri(x3,y3,x2,y2,x1,y1);
4464         hud_tri(x4,y4,x5,y5,x6,y6);
4465         if (on_right || on_bottom){
4466                 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4467         } else if (on_left) {
4468                 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4469         } else {
4470                 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4471         }
4472
4473 }
4474
4475 //      Render the HUD afterburner energy gauge
4476 void hud_show_afterburner_gauge()
4477 {
4478         float percent_left;
4479         int     clip_h,w,h;     
4480
4481         if ( Energy_bar_gauges.first_frame == -1 ){
4482                 return;
4483         }
4484
4485         SDL_assert(Player_ship);
4486         if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4487                 percent_left = 0.0f;
4488         } else {
4489                 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4490         }
4491
4492         if ( percent_left > 1 ) {
4493                 percent_left = 1.0f;
4494         }
4495         
4496         clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4497
4498         bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4499         
4500         if ( clip_h > 0) {
4501                 GR_AABITMAP_EX(Energy_bar_gauges.first_frame, Aburn_coords[gr_screen.res][0], Aburn_coords[gr_screen.res][1],w,clip_h,0,0);             
4502         }
4503
4504         if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {               
4505                 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+1, Aburn_coords[gr_screen.res][0], Aburn_coords[gr_screen.res][1]+clip_h,w,h-clip_h,0,clip_h);
4506         }       
4507 }
4508
4509 //      Render the player weapon energy on the HUD
4510 void hud_show_weapon_energy_gauge()
4511 {
4512         float percent_left;
4513         int     clip_h, i, w, h;
4514
4515         if ( Energy_bar_gauges.first_frame == -1 ){
4516                 return;
4517         }
4518
4519         if ( Player_ship->weapons.num_primary_banks <= 0 ){
4520                 return;
4521         }
4522
4523         percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4524         if ( percent_left > 1 ) {
4525                 percent_left = 1.0f;
4526         }
4527         
4528         if ( percent_left <= 0.3 ) {
4529                 char buf[32];
4530                 if ( percent_left < 0.1 ) {
4531                         gr_set_color_fast(&Color_bright_red);
4532                 }
4533                 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4534                 hud_num_make_mono(buf);
4535                 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4536         }
4537
4538         hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4539         for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4540                 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4541                         if ( Weapon_flash_info.is_bright & (1<<i) ) {
4542                                 // hud_set_bright_color();
4543                                 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4544                                 break;
4545                         }
4546                 }
4547         }
4548
4549         clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4550
4551         bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4552         
4553         if ( clip_h > 0 ) {
4554                 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+2, Wenergy_coords[gr_screen.res][0], Wenergy_coords[gr_screen.res][1], w,clip_h,0,0);              
4555         }
4556
4557         if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4558                 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+3, Wenergy_coords[gr_screen.res][0], Wenergy_coords[gr_screen.res][1] + clip_h, w,h-clip_h,0,clip_h);              
4559         }
4560
4561         // hud_set_default_color();
4562 }
4563
4564 // --------------------------------------------------------------------------------------
4565 //      hud_show_target_triangle_indicator()
4566 //
4567 //      Draw the solid triangle that orbits the reticle and points to the nearest target
4568 //
4569 void hud_show_target_triangle_indicator(vertex *projected_v)
4570 {
4571         float x3,y3,x4,y4;
4572         float xpos,ypos,ang;
4573         
4574         if ( Player_ai->target_objnum == -1)
4575                 return;
4576
4577         object *targetp = &Objects[Player_ai->target_objnum];
4578
4579         // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4580         if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4581                 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4582                         return;
4583                 }
4584
4585                 hud_set_iff_color(targetp, 1);
4586
4587                 ang = atan2_safe(projected_v->y,projected_v->x);
4588                 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4589                 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4590
4591                 xpos += HUD_offset_x;
4592                 ypos += HUD_offset_y;
4593                         
4594                 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4595                 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4596                 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4597                 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4598
4599                 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4600                 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4601
4602                 hud_tri(xpos,ypos,x3,y3,x4,y4);
4603         }
4604 }
4605
4606 // called from hud_show_weapons() to plot out the secondary weapon name and amo 
4607 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4608 {
4609         char    ammo_str[32];
4610         char    weapon_name[NAME_LENGTH + 10];
4611         int     i, w, h, np;
4612         weapon_info     *wip;
4613
4614         np = 1;
4615         if ( sw->num_primary_banks == 2 ) {
4616                 np = 0;
4617         } 
4618
4619         for ( i = 0; i < count; i++ ) {
4620                 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4621                 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4622                 
4623                 // HACK - make Cluster Bomb fit on the HUD.
4624                 if(!SDL_strcasecmp(wip->name,"cluster bomb")){
4625                         strcpy(weapon_name, NOX("Cluster"));
4626                 } else {
4627                         strcpy(weapon_name, wip->name);
4628                 }
4629
4630                 hud_end_string_at_first_hash_symbol(weapon_name);
4631                 
4632                 if ( sw->current_secondary_bank == i ) {
4633                         emp_hud_printf(Weapon_sunlinked_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%c", Lcl_special_chars + 2);                  
4634
4635                         if ( dual_fire ) {
4636                                 emp_hud_printf(Weapon_slinked_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%c", Lcl_special_chars + 2);                            
4637                         }
4638
4639                         emp_hud_string(Weapon_secondary_name_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
4640
4641                         if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4642                                 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4643                                 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4644                                         emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));                                        
4645                                 }
4646                         }
4647                 } else {
4648                         emp_hud_string(Weapon_secondary_name_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);                     
4649                 }
4650
4651                 // print out the ammo right justified
4652                 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4653                 hud_num_make_mono(ammo_str);
4654                 gr_get_string_size(&w, &h, ammo_str);
4655
4656                 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);            
4657
4658                 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4659         }
4660 }
4661
4662 // start the weapon line (on the HUD) flashing
4663 void hud_start_flash_weapon(int index)
4664 {
4665         if ( index >= MAX_WEAPON_FLASH_LINES ) {
4666                 Int3(); // Get Alan
4667                 return;
4668         }
4669
4670         if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4671                 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4672                 Weapon_flash_info.is_bright &= ~(1<<index);
4673         }
4674
4675         Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4676 }
4677
4678 // maybe change the text color for the weapon line indicated by index 
4679 void hud_maybe_flash_weapon(int index)
4680 {
4681         if ( index >= MAX_WEAPON_FLASH_LINES ) {
4682                 Int3(); // Get Alan
4683                 return;
4684         }
4685
4686         // hud_set_default_color();
4687         hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4688         if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4689                 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4690                         Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4691                         Weapon_flash_info.is_bright ^= (1<<index);
4692                 }
4693
4694                 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4695                         hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4696                         // hud_set_bright_color();
4697                 } else {
4698                         hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4699                         // hud_set_dim_color();
4700                 }
4701         }
4702 }
4703
4704 // render the coutermeasure HUD gauge
4705 void hud_show_cmeasure_gague()
4706 {
4707         if ( Cmeasure_gauge.first_frame == -1 ) {
4708                 Int3(); // failed to load coutermeasure gauge background
4709                 return;
4710         }
4711
4712         // hud_set_default_color();
4713         hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4714
4715         // blit the background
4716         GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);      
4717
4718         // blit text
4719         gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4720         if ( !Player_ship ) {
4721                 Int3(); // player ship doesn't exist?
4722                 return;
4723         }
4724         gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4725 }
4726
4727
4728 // ------------------------------------------------------------------
4729 // hud_show_weapons()
4730 //
4731 // Show the player's primary and secondary weapons, along with ammo and % energy
4732 //
4733 void hud_show_weapons()
4734 {
4735         ship_weapon     *sw;
4736         int                     np, ns;         // np == num primary, ns == num secondary
4737         char                    name[NAME_LENGTH];      
4738
4739         if(Player_obj->type == OBJ_OBSERVER)
4740                 return;
4741
4742         SDL_assert(Player_obj->type == OBJ_SHIP);
4743         SDL_assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4744
4745         sw = &Ships[Player_obj->instance].weapons;
4746
4747         np = sw->num_primary_banks;
4748         ns = sw->num_secondary_banks;
4749
4750         // NOTE:  I hate to hard-code numbers, but there is no clean way to organize these coords... they
4751         //        are all over the place.  UGLY.
4752
4753         // BAH. You're a moron, above guy. :)
4754
4755         hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4756
4757         // draw top of primary display
4758         GR_AABITMAP(Weapon_gauges[0].first_frame, Weapon_gauge_primary_coords[gr_screen.res][0][0], Weapon_gauge_primary_coords[gr_screen.res][0][1]);  
4759         
4760         emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));           
4761
4762         switch ( np ) {
4763         case 0:         
4764                 // draw bottom of border                
4765                 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);          
4766
4767                 emp_hud_string(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, XSTR( "<none>", 329));         
4768
4769                 np = 1;
4770                 break;
4771
4772         case 1:
4773                 // draw bottom of border
4774                 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4775
4776                 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4777                 if (Lcl_gr) {
4778                         lcl_translate_wep_name(name);
4779                 }
4780                 
4781                 // maybe modify name here to fit
4782                 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4783                         // hud_set_bright_color();
4784                         hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4785                 } else {
4786                         hud_maybe_flash_weapon(0);
4787                 }
4788                 
4789                 emp_hud_printf(Weapon_plink_coords[gr_screen.res][0][0], Weapon_plink_coords[gr_screen.res][0][1], EG_NULL, "%c", Lcl_special_chars + 2);
4790                 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);                                   
4791                 break;
4792
4793         case 2:
4794                 // draw border to accomodate second primary weapon
4795                 GR_AABITMAP(Weapon_gauges[1].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);          
4796
4797                 // draw bottom of border
4798                 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][2][0], Weapon_gauge_primary_coords[gr_screen.res][2][1]);
4799
4800                 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4801                 if (Lcl_gr) {
4802                         lcl_translate_wep_name(name);
4803                 }
4804                 // maybe modify name here to fit
4805
4806                 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4807                         // hud_set_bright_color();
4808                         hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4809                 } else {
4810                         hud_maybe_flash_weapon(0);
4811                 }
4812                 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4813                         emp_hud_printf(Weapon_plink_coords[gr_screen.res][0][0], Weapon_plink_coords[gr_screen.res][0][1], EG_NULL, "%c", Lcl_special_chars + 2);                       
4814                 }
4815                 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);                   
4816
4817                 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4818                 if (Lcl_gr) {
4819                         lcl_translate_wep_name(name);
4820                 }
4821                 // maybe modify name here to fit
4822                 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4823                         // hud_set_bright_color();
4824                         hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4825                 } else {
4826                         hud_maybe_flash_weapon(1);
4827                 }
4828                 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4829                         emp_hud_printf(Weapon_plink_coords[gr_screen.res][1][0], Weapon_plink_coords[gr_screen.res][1][1], EG_NULL, "%c", Lcl_special_chars + 2);
4830                 }
4831                 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);           
4832                 np = 0;
4833                 break;
4834
4835         default:
4836                 Int3(); // can't happen - get Alan
4837                 return;
4838
4839         } // end switch
4840
4841         hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4842
4843         switch ( ns ) {
4844         case 0:
4845                 // draw the bottom of the secondary weapons
4846                 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][0][0], Weapon_gauge_secondary_coords[gr_screen.res][0][1] - 12*np - 1);          
4847
4848                 emp_hud_string(Weapon_pname_coords[gr_screen.res][0][0], Weapon_secondary_y[gr_screen.res][0] - np*12, EG_WEAPON_S1, XSTR( "<none>", 329));             
4849                 break;
4850
4851         case 1:
4852                 // draw the bottom of the secondary weapons
4853                 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][1][0], Weapon_gauge_secondary_coords[gr_screen.res][1][1] - 12*np - 1);          
4854
4855                 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4856                 break;
4857
4858         case 2:
4859                 // draw the middle border, only present when there are 2 or more secondaries
4860                 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);              
4861
4862                 // draw the bottom of the secondary weapons
4863                 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - 12*np);              
4864
4865                 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4866                 break;
4867
4868         case 3:
4869                 // draw the middle border, only present when there are 2 or more secondaries
4870                 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);              
4871
4872                 // draw the bottm border, only present when there are 3 secondaries
4873                 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - np*12);              
4874
4875                 // draw the bottom of the secondary weapons
4876                 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][4][0], Weapon_gauge_secondary_coords[gr_screen.res][4][1] - 12*np);              
4877
4878                 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4879                 break;
4880
4881         default:
4882                 Int3(); // can't happen - get Alan
4883                 return;
4884
4885         } // end switch
4886 }
4887
4888 // check if targeting is possible based on sensors strength
4889 int hud_sensors_ok(ship *sp, int show_msg)
4890 {
4891         float   sensors_str;
4892
4893         // If playing on lowest skill level, sensors don't affect targeting
4894         // If dead, still allow player to target, despite any subsystem damage
4895         // If i'm a multiplayer observer, allow me to target
4896         if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4897                 return 1;
4898         }
4899
4900         // if the ship is currently being affected by EMP
4901         if(emp_active_local()){
4902                 return 0;
4903         }
4904
4905         // ensure targeting functions are not disabled through damage
4906         sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4907         if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4908                 if ( show_msg ) {
4909                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4910                         snd_play(&Snds[SND_TARGET_FAIL]);
4911                 }
4912                 return 0;
4913         } else {
4914                 return 1;
4915         }
4916 }
4917
4918 int hud_communications_state(ship *sp, int show_msg)
4919 {
4920         float str;
4921         int     comm_state = COMM_OK;
4922
4923         // If playing on the lowest skill level, communications always ok
4924         // If dead, still allow player to communicate, despite any subsystem damage
4925         if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4926                 return comm_state;
4927         }
4928
4929         str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4930 //      str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4931                                         //      Change this back when comm systems have been better placed.
4932         
4933         if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4934                 if ( show_msg ) {
4935                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4936                 }
4937                 comm_state = COMM_DESTROYED;
4938         } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4939                 comm_state = COMM_DAMAGED;
4940         }
4941
4942         return comm_state;
4943 }
4944
4945 // target the next or previous hostile/friendly ship
4946 void hud_target_next_list(int hostile, int next_flag)
4947 {
4948         object  *A, *min_obj, *max_obj, *nearest_obj;
4949         ship            *shipp;
4950         ship_obj        *so;
4951 //      vector  target_vec;
4952         float           cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;     
4953         int             timestamp_val, valid_team;
4954
4955         if ( hostile ) {
4956                 timestamp_val = Tl_hostile_reset_timestamp;
4957                 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4958                 valid_team = opposing_team_mask(Player_ship->team);
4959         } else {
4960                 timestamp_val = Tl_friendly_reset_timestamp;
4961                 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4962                 valid_team = Player_ship->team;
4963         }
4964
4965         // If no target is selected, then simply target the closest ship
4966         if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4967                 hud_target_closest(valid_team);
4968                 return;
4969         }
4970
4971         cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4972
4973         min_obj = max_obj = nearest_obj = NULL;
4974         min_dist = 1e20f;
4975         max_dist = 0.0f;
4976         if ( next_flag ) {
4977                 nearest_dist = 1e20f;
4978         } else {
4979                 nearest_dist = 0.0f;
4980         }
4981
4982         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4983                 A = &Objects[so->objnum];
4984                 shipp = &Ships[A->instance];    // get a pointer to the ship information
4985
4986                 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4987                         continue;
4988
4989                 // choose from the correct team
4990                 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4991                         // if we're in multiplayer dogfight, ignore this
4992                         if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
4993                                 continue;
4994                         }
4995                 }
4996
4997                 // always ignore navbuoys and cargo
4998                 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
4999                         continue;
5000                 }
5001
5002                 // don't use object if it is already a target
5003                 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5004                         continue;
5005                 }
5006
5007                 if(hud_target_invalid_awacs(A)){
5008                         continue;
5009                 }
5010
5011                 new_dist = hud_find_target_distance(A,Player_obj);
5012                         
5013                 if (new_dist <= min_dist) {
5014                         min_dist = new_dist;
5015                         min_obj = A;
5016                 }
5017
5018                 if (new_dist >= max_dist) {
5019                         max_dist = new_dist;
5020                         max_obj = A;
5021                 }
5022
5023                 if ( next_flag ) {
5024                         diff = new_dist - cur_dist;
5025                         if ( diff > 0 ) {
5026                                 if ( diff < ( nearest_dist - cur_dist ) ) {
5027                                         nearest_dist = new_dist;
5028                                         nearest_obj = A;
5029                                 }
5030                         }
5031                 } else {
5032                         diff = cur_dist - new_dist;
5033                         if ( diff > 0 ) {
5034                                 if ( diff < ( cur_dist - nearest_dist ) ) {
5035                                         nearest_dist = new_dist;
5036                                         nearest_obj = A;
5037                                 }
5038                         }
5039                 }
5040         }
5041
5042         if ( nearest_obj == NULL ) {
5043
5044                 if ( next_flag ) {
5045                         if ( min_obj != NULL ) {
5046                                 nearest_obj = min_obj;
5047                         }
5048                 } else {
5049                         if ( max_obj != NULL ) {
5050                                 nearest_obj = max_obj;
5051                         }
5052                 }
5053         }
5054
5055         if (nearest_obj != NULL) {
5056                 // set new target
5057                 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5058
5059                 // maybe set new turret subsystem
5060                 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5061                 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5062         }
5063         else {
5064                 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5065         }
5066 }
5067
5068 // draw auto-target icon
5069 void hud_auto_target_icon()
5070 {
5071         int frame_offset;
5072
5073         if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5074                 frame_offset = 1;
5075         } else {
5076                 frame_offset = 0;
5077         }
5078
5079         // draw the box background
5080         hud_set_gauge_color(HUD_AUTO_TARGET);
5081         GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]); 
5082
5083 #ifndef MAKE_FS1  // Text already on bitmap
5084         // draw the text on top
5085         if (frame_offset == 1) {
5086                 color text_color;
5087                 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha, AC_TYPE_HUD);
5088                 gr_set_color_fast(&text_color);
5089         
5090         }
5091         gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOT][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOT][1], XSTR("auto", 1463));
5092         gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][1], XSTR("target", 1465));
5093 #endif
5094 }
5095
5096 // draw auto-speed match icon
5097 void hud_auto_speed_match_icon()
5098 {
5099         int frame_offset;
5100
5101         if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5102                 frame_offset = 3;
5103         } else {
5104                 frame_offset = 2;
5105         }
5106
5107         hud_set_gauge_color(HUD_AUTO_SPEED);
5108
5109         GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);   
5110
5111 #ifndef MAKE_FS1  // Text already on bitmap
5112         // draw the text on top
5113         if (frame_offset == 3) {
5114                 color text_color;
5115                 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha, AC_TYPE_HUD);
5116                 gr_set_color_fast(&text_color);
5117         }
5118         gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOS][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOS][1], XSTR("auto", 1463));
5119         gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_SPEED][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_SPEED][1], XSTR("speed", 1464));
5120 #endif
5121 }
5122
5123 // display the auto-targeting and auto-speed-matching icons on the HUD
5124 void hud_show_auto_icons()
5125 {
5126         int show_flag;
5127         if ( Toggle_gauge.first_frame == -1 ) 
5128                 return;
5129
5130         // display auto target icon
5131         if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5132                 show_flag=1;
5133                 // is gauge configured as a popup?
5134                 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5135                         if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5136                                 show_flag=0;
5137                         }
5138                 }
5139                 
5140                 if ( show_flag ) {
5141                         hud_auto_target_icon();
5142                 }
5143         }
5144
5145         // display auto speed match icon
5146         if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5147                 show_flag=1;
5148                 // is gauge configured as a popup?
5149                 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5150                         if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5151                                 show_flag=0;
5152                         }
5153                 }
5154                 
5155                 if ( show_flag ) {
5156                         hud_auto_speed_match_icon();
5157                 }
5158         }
5159 }
5160
5161 // Set the player target to the closest friendly repair ship
5162 // input:       goal_objnum     =>      Try to find repair ship where aip->goal_objnum matches this
5163 // output:      1       =>      A repair ship was targeted
5164 //                              0       =>      No targeting change
5165 int hud_target_closest_repair_ship(int goal_objnum)
5166 {
5167         object  *A;
5168         object  *nearest_obj=&obj_used_list;
5169         ship            *shipp;
5170         ship_obj        *so;
5171         float           min_distance=1e20f;
5172         float           new_distance=0.0f;
5173         int             rval=0;
5174
5175         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5176                 A = &Objects[so->objnum];
5177                 shipp = &Ships[A->instance];    // get a pointer to the ship information
5178
5179                 // ignore all ships that aren't repair ships 
5180                 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5181                         continue;
5182                 }
5183
5184                 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5185                         continue;
5186
5187                 // only consider friendly ships
5188                 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5189                         // if we're in multiplayer dogfight, ignore this
5190                         if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5191                                 continue;
5192                         }
5193                 }
5194
5195                 if(hud_target_invalid_awacs(A)){
5196                         continue;
5197                 }
5198
5199                 if ( goal_objnum >= 0 ) {
5200                         if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5201                                 continue;
5202                         }
5203                 }
5204
5205                 new_distance = hud_find_target_distance(A,Player_obj);
5206                         
5207                 if (new_distance <= min_distance) {
5208                         min_distance=new_distance;
5209                         nearest_obj = A;
5210                 }
5211         }
5212
5213         if (nearest_obj != &obj_used_list) {
5214                 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5215                 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5216                 rval=1;
5217         }
5218         else {
5219                 // inform player how to get a support ship
5220                 if ( goal_objnum == -1 ) {
5221                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area.  Use messaging to call one in.", 332));
5222                 }
5223                 rval=0;
5224         }
5225
5226         return rval;
5227 }
5228
5229 void hud_target_toggle_hidden_from_sensors()
5230 {
5231         if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5232                 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5233                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5234         } else {
5235                 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5236                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5237         }
5238 }
5239
5240 // target the closest uninspected object
5241 void hud_target_closest_uninspected_object()
5242 {
5243         object  *A, *nearest_obj = NULL;
5244         ship            *shipp;
5245         ship_obj        *so;
5246         float           min_distance = 1e20f;
5247         float           new_distance = 0.0f;
5248
5249         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5250
5251                 A = &Objects[so->objnum];
5252                 shipp = &Ships[A->instance];    // get a pointer to the ship information
5253
5254                 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5255                         continue;
5256                 }
5257
5258                 if(hud_target_invalid_awacs(A)){
5259                         continue;
5260                 }
5261
5262                 // ignore all non-cargo carrying craft
5263                 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5264                         continue;
5265                 }
5266
5267                 new_distance = hud_find_target_distance(A,Player_obj);
5268                         
5269                 if (new_distance <= min_distance) {
5270                         min_distance=new_distance;
5271                         nearest_obj = A;
5272                 }
5273         }
5274
5275         if (nearest_obj != NULL) {
5276                 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5277                 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5278         }
5279         else {
5280                 snd_play( &Snds[SND_TARGET_FAIL] );
5281         }
5282 }
5283
5284 // target the next or previous uninspected/unscanned object
5285 void hud_target_uninspected_object(int next_flag)
5286 {
5287         object  *A, *min_obj, *max_obj, *nearest_obj;
5288         ship            *shipp;
5289         ship_obj        *so;
5290         float           cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;     
5291
5292         // If no target is selected, then simply target the closest uninspected cargo
5293         if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5294                 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5295                 hud_target_closest_uninspected_object();
5296                 return;
5297         }
5298
5299         Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5300
5301         cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5302
5303         min_obj = max_obj = nearest_obj = NULL;
5304         min_dist = 1e20f;
5305         max_dist = 0.0f;
5306         if ( next_flag ) {
5307                 nearest_dist = 1e20f;
5308         } else {
5309                 nearest_dist = 0.0f;
5310         }
5311
5312         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5313                 A = &Objects[so->objnum];
5314                 shipp = &Ships[A->instance];    // get a pointer to the ship information
5315
5316                 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5317                         continue;
5318
5319                 // ignore all non-cargo carrying craft
5320                 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5321                         continue;
5322                 }
5323
5324                 // don't use object if it is already a target
5325                 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5326                         continue;
5327                 }
5328
5329                 if(hud_target_invalid_awacs(A)){
5330                         continue;
5331                 }
5332
5333                 new_dist = hud_find_target_distance(A, Player_obj);
5334                         
5335                 if (new_dist <= min_dist) {
5336                         min_dist = new_dist;
5337                         min_obj = A;
5338                 }
5339
5340                 if (new_dist >= max_dist) {
5341                         max_dist = new_dist;
5342                         max_obj = A;
5343                 }
5344
5345                 if ( next_flag ) {
5346                         diff = new_dist - cur_dist;
5347                         if ( diff > 0 ) {
5348                                 if ( diff < ( nearest_dist - cur_dist ) ) {
5349                                         nearest_dist = new_dist;
5350                                         nearest_obj = A;
5351                                 }
5352                         }
5353                 } else {
5354                         diff = cur_dist - new_dist;
5355                         if ( diff > 0 ) {
5356                                 if ( diff < ( cur_dist - nearest_dist ) ) {
5357                                         nearest_dist = new_dist;
5358                                         nearest_obj = A;
5359                                 }
5360                         }
5361                 }
5362         }
5363
5364         if ( nearest_obj == NULL ) {
5365
5366                 if ( next_flag ) {
5367                         if ( min_obj != NULL ) {
5368                                 nearest_obj = min_obj;
5369                         }
5370                 } else {
5371                         if ( max_obj != NULL ) {
5372                                 nearest_obj = max_obj;
5373                         }
5374                 }
5375         }
5376
5377         if (nearest_obj != NULL) {
5378                 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5379                 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5380         }
5381         else {
5382                 snd_play( &Snds[SND_TARGET_FAIL] );
5383         }
5384 }
5385
5386 // ----------------------------------------------------------------
5387 //
5388 // Target Last Transmission Sender code START
5389 //
5390 // ----------------------------------------------------------------
5391
5392 typedef struct transmit_target
5393 {
5394         int objnum;
5395         int objsig;
5396 } transmit_target;
5397
5398 static int Transmit_target_next_slot = 0;
5399 static int Transmit_target_current_slot = -1;
5400 static int Transmit_target_reset_timer = timestamp(0);
5401
5402 #define MAX_TRANSMIT_TARGETS    10
5403 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5404
5405 // called once per level to initialize the target last transmission sender list
5406 void hud_target_last_transmit_level_init()
5407 {
5408         int i;
5409
5410         for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5411                 Transmit_target_list[i].objnum = -1;
5412                 Transmit_target_list[i].objsig = -1;
5413         }
5414
5415         Transmit_target_next_slot = 0;
5416         Transmit_target_current_slot = 0;
5417         Transmit_target_reset_timer = timestamp(0);
5418 }
5419
5420 // internal function only.. used to find index for last recorded ship transmission 
5421 int hud_target_last_transmit_newest()
5422 {
5423         int latest_slot;
5424
5425         latest_slot = Transmit_target_next_slot - 1;
5426         if ( latest_slot < 0 ) {
5427                 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5428         }
5429
5430         return latest_slot;
5431 }
5432
5433 // called externally to set the player target to the last ship which sent a tranmission to the player
5434 void hud_target_last_transmit()
5435 {
5436         int i;
5437
5438         if ( Transmit_target_current_slot < 0 ) {
5439                 Transmit_target_current_slot = hud_target_last_transmit_newest();
5440         }
5441
5442         // If timed out, then simply target the last ship to transmit
5443         if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5444                 Transmit_target_current_slot = hud_target_last_transmit_newest();
5445         }
5446
5447         Transmit_target_reset_timer = timestamp(TL_RESET);
5448
5449         int play_fail_sound = 1;
5450         int transmit_index = Transmit_target_current_slot;
5451         SDL_assert(transmit_index >= 0);
5452         for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5453                 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5454                         int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5455                         
5456                         if ( Player_ai->target_objnum == transmit_objnum ) {
5457                                 play_fail_sound = 0;
5458                         } else {
5459                                 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5460                                         if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5461                                                 Transmit_target_current_slot = transmit_index-1;
5462                                                 if ( Transmit_target_current_slot < 0 ) {
5463                                                         Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5464                                                 }
5465                                                 break;
5466                                         }
5467                                 }
5468                         }
5469                 }
5470
5471                 transmit_index--;
5472                 if ( transmit_index < 0 ) {
5473                         transmit_index = MAX_TRANSMIT_TARGETS - 1;
5474                 }
5475         }
5476
5477         if ( i == MAX_TRANSMIT_TARGETS ) {
5478                 if ( play_fail_sound ) {
5479                         snd_play( &Snds[SND_TARGET_FAIL] );
5480                 }
5481                 Transmit_target_current_slot = -1;
5482                 return;
5483         }
5484
5485         if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5486                 return;
5487         }
5488
5489         // target new ship!
5490         // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5491         // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5492         int targeted_objnum;
5493         targeted_objnum = Transmit_target_list[transmit_index].objnum;
5494         SDL_assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5495
5496         if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5497                 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5498                 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5499         }
5500 }
5501
5502 // called externally to add a message sender to the list
5503 void hud_target_last_transmit_add(int ship_num)
5504 {
5505         object  *ship_objp;
5506         int             ship_objnum;
5507
5508         ship_objnum = Ships[ship_num].objnum;
5509         SDL_assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5510         ship_objp = &Objects[ship_objnum];
5511         SDL_assert(ship_objp->type == OBJ_SHIP);
5512
5513         Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5514         Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5515         Transmit_target_next_slot++;
5516         if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5517                 Transmit_target_next_slot = 0;
5518         }
5519 }
5520
5521 // target a random ship (useful for EMP stuff)
5522 void hud_target_random_ship()
5523 {
5524         int shipnum;
5525         int objnum;
5526
5527         shipnum = ship_get_random_ship();
5528         if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5529                 return;
5530         }
5531         objnum = Ships[shipnum].objnum;
5532
5533         if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){        
5534                 // never target yourself
5535                 if(objnum == OBJ_INDEX(Player_obj)){
5536                         set_target_objnum(Player_ai, -1);
5537                 } else {
5538                         set_target_objnum(Player_ai, objnum);
5539                 }
5540         }
5541 }
5542
5543 // ----------------------------------------------------------------
5544 //
5545 // Target Last Transmission Sender code END
5546 //
5547 // ----------------------------------------------------------------
5548
5549 void hudtarget_page_in()
5550 {
5551         int i;
5552
5553         for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5554                 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5555         }
5556         bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5557         bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5558         bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5559         bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);
5560 }
5561