2 * $Logfile: /Freespace2/code/Hud/HUDtargetbox.cpp $
7 * C module for drawing the target monitor box on the HUD
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 31 11/02/99 3:22p Jefff
15 * translation of targetbox text
17 * 30 10/29/99 10:41p Jefff
18 * more subsystem fixes
20 * 29 10/28/99 11:17p Jefff
21 * used escape seqs for some special German chars
23 * 28 10/28/99 2:02a Jefff
24 * revised the subsystem localization
26 * 27 9/14/99 11:03p Jefff
27 * dont draw target names from # on (weapons case)
29 * 26 9/04/99 5:17p Andsager
30 * Make event log record name of destroyed subsytem, and use this name for
31 * different types of turrets
33 * 25 8/25/99 11:35a Andsager
34 * Move hud render ship subsystem target box for ships with Autocenter
36 * 24 8/17/99 7:32p Jefff
37 * models use autocenter in target view
39 * 23 8/01/99 12:39p Dave
40 * Added HUD contrast control key (for nebula).
42 * 22 7/31/99 4:15p Dave
43 * Fixed supernova particle velocities. Handle OBJ_NONE in target
44 * monitoring view. Properly use objectives notify gauge colors.
46 * 21 7/28/99 2:49p Andsager
47 * Make hud target speed use vm_vec_mag (not vm_vec_mag_quick)
49 * 20 7/15/99 9:20a Andsager
50 * FS2_DEMO initial checkin
52 * 19 7/02/99 10:56a Andsager
53 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
55 * 18 6/29/99 3:16p Andsager
58 * 17 6/10/99 3:43p Dave
59 * Do a better job of syncing text colors to HUD gauges.
61 * 16 6/09/99 2:55p Andsager
62 * Allow multiple asteroid subtypes (of large, medium, small) and follow
65 * 15 6/07/99 4:20p Andsager
66 * Add HUD color for tagged object. Apply to target and radar.
68 * 14 6/03/99 11:43a Dave
69 * Added the ability to use a different model when rendering to the HUD
72 * 13 5/24/99 9:02a Andsager
73 * Remove Int3() in turret subsys name code when turret has no weapon.
75 * 12 5/21/99 1:42p Andsager
76 * Added error checking for HUD turret name
78 * 11 5/20/99 7:00p Dave
79 * Added alternate type names for ships. Changed swarm missile table
82 * 10 5/19/99 3:50p Andsager
83 * Show type of debris is debris field (species debris or asteroid). Show
84 * type of subsystem turret targeted (laser, missile, flak, beam).
86 * 9 5/14/99 4:22p Andsager
87 * Modify hud_render_target_ship to show damaged subsystems in their
88 * actual state. Now also shows rotation of subsystems.
90 * 8 4/16/99 5:54p Dave
91 * Support for on/off style "stream" weapons. Real early support for
92 * target-painting lasers.
94 * 7 1/07/99 9:08a Jasen
97 * 6 12/28/98 3:17p Dave
98 * Support for multiple hud bitmap filenames for hi-res mode.
100 * 5 12/21/98 5:03p Dave
101 * Modified all hud elements to be multi-resolution friendly.
103 * 4 11/05/98 4:18p Dave
104 * First run nebula support. Beefed up localization a bit. Removed all
105 * conditional compiles for foreign versions. Modified mission file
108 * 3 10/13/98 9:28a Dave
109 * Started neatening up freespace.h. Many variables renamed and
110 * reorganized. Added AlphaColors.[h,cpp]
112 * 2 10/07/98 10:53a Dave
115 * 1 10/07/98 10:49a Dave
117 * 108 8/28/98 3:28p Dave
118 * EMP effect done. AI effects may need some tweaking as required.
120 * 107 8/25/98 1:48p Dave
121 * First rev of EMP effect. Player side stuff basically done. Next comes
124 * 106 6/19/98 3:49p Lawrance
125 * localization tweaks
127 * 105 6/17/98 11:04a Lawrance
128 * localize subsystem names that appear on the HUD
130 * 104 6/09/98 5:18p Lawrance
131 * French/German localization
133 * 103 6/09/98 10:31a Hoffoss
134 * Created index numbers for all xstr() references. Any new xstr() stuff
135 * added from here on out should be added to the end if the list. The
136 * current list count can be found in FreeSpace.cpp (search for
139 * 102 6/01/98 11:43a John
140 * JAS & MK: Classified all strings for localization.
142 * 101 5/20/98 3:52p Allender
143 * fixed compiler warnings
145 * 100 5/20/98 12:59p John
146 * Turned optimizations on for debug builds. Also turning on automatic
147 * function inlining. Turned off the unreachable code warning.
149 * 99 5/15/98 8:36p Lawrance
150 * Add 'target ship that last sent transmission' target key
152 * 98 5/14/98 11:26a Lawrance
153 * ensure fighter bays are drawn with correct bracket color
155 * 97 5/08/98 5:32p Lawrance
156 * Allow cargo scanning even if target gauge is disabled
158 * 96 5/04/98 10:51p Lawrance
159 * remove unused local
161 * 95 5/04/98 9:17p Lawrance
162 * Truncate ship class names at # char when displaying debris on target
165 * 94 5/04/98 6:12p Lawrance
166 * Write generic function hud_end_string_at_first_hash_symbol(), to use in
167 * various spots on the HUD
169 * 93 4/15/98 12:55a Lawrance
170 * Show time to impact for bombs
172 * 92 4/02/98 6:31p Lawrance
173 * remove asteroid references if DEMO defined
175 * 91 3/31/98 5:18p John
176 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
177 * bunch of debug stuff out of player file. Made model code be able to
178 * unload models and malloc out only however many models are needed.
181 * 90 3/30/98 1:08a Lawrance
182 * Implement "blast" icon. Blink HUD icon when player ship is hit by a
190 #include "3dinternal.h"
193 #include "hudtarget.h"
194 #include "hudbrackets.h"
197 #include "missionparse.h"
202 #include "freespace.h"
205 #include "subsysdamage.h"
206 #include "hudtargetbox.h"
208 #include "asteroid.h"
209 #include "jumpnode.h"
212 #include "localize.h"
214 int Target_window_coords[GR_NUM_RESOLUTIONS][4] =
224 object *Enemy_attacker = NULL;
226 static int Target_static_next;
227 static int Target_static_playing;
228 int Target_static_looping;
231 extern int Show_target_debug_info;
232 extern int Show_target_weapons;
235 // used to print out + or - after target distance and speed
236 char* modifiers[] = {
244 char Target_view_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
248 char Target_integ_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
252 char Target_extra_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
257 // animation frames for the target view monitor
258 // frames: 0 => background of target monitor
259 // 1 => foreground of target monitor
260 hud_frames Target_view_gauge;
261 int Target_view_gauge_loaded = 0;
263 // animation frames for the extended target information
264 // frames: 0 => normal gague
265 hud_frames Target_view_extra;
266 int Target_view_extra_loaded = 0;
268 // animation frames for the target view monitor integrity bar
269 // frames: 0 => dark bar
271 hud_frames Target_view_integrity_gauge;
272 int Target_view_integrity_gauge_loaded = 0;
274 #define NUM_TBOX_COORDS 11 // keep up to date
275 #define TBOX_BACKGROUND 0
283 #define TBOX_EXTRA_ORDERS 8
284 #define TBOX_EXTRA_TIME 9
285 #define TBOX_EXTRA_DOCK 10
287 int Targetbox_coords[GR_NUM_RESOLUTIONS][NUM_TBOX_COORDS][2] =
317 int Integrity_bar_coords[GR_NUM_RESOLUTIONS][4] = {
325 int Integrity_string_coords[GR_NUM_RESOLUTIONS][2] = {
334 // cargo scanning extents
335 int Cargo_scan_coords[GR_NUM_RESOLUTIONS][4] = {
344 // first element is time flashing expires, second element is time of next flash
345 int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS][2];
346 int Targetbox_flash_flags;
348 // flag to indicate whether to show the extra information about a target
349 // The HUD_config controls whether this can be shown... but the player can still toggle it on/off
351 int Targetbox_show_extra_info = 1;
353 // Different target states. This drives the text display right below the hull integrity on the targetbox.
359 static int Last_ts; // holds last target status.
361 void hud_blit_target_integrity(int disabled,int force_obj_num = -1);
363 // cut down long subsystem names to a more manageable length
364 char *hud_targetbox_truncate_subsys_name(char *outstr)
367 if ( strstr(outstr, "communication") ) {
368 strcpy(outstr, "Komm");
369 } else if ( !stricmp(outstr, "weapons") ) {
370 strcpy(outstr, "Waffen");
371 } else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) {
372 strcpy(outstr, "Antrieb");
373 } else if ( !stricmp(outstr, "sensors") ) {
374 strcpy(outstr, "Sensoren");
375 } else if ( strstr(outstr, "navigat") ) {
376 strcpy(outstr, "Nav");
377 } else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) {
378 strcpy(outstr, "J\x84gerhangar");
379 } else if ( strstr(outstr, "missile") ) {
380 strcpy(outstr, "Raketenwerfer");
381 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) {
382 strcpy(outstr, "Gesch\x81tzturm");
383 } else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) {
384 strcpy(outstr, "Br\x81""cke");
385 } else if ( strstr(outstr, "Barracks") ) {
386 strcpy(outstr, "Quartiere");
387 } else if ( strstr(outstr, "Reactor") ) {
388 strcpy(outstr, "Reaktor");
389 } else if ( strstr(outstr, "RadarDish") ) {
390 strcpy(outstr, "Radarantenne");
391 } else if (!stricmp(outstr, "Gas Collector")) {
392 strcpy(outstr, "Sammler");
395 if ( strstr(outstr, "communication") ) {
396 strcpy(outstr, "comm");
397 } else if ( !stricmp(outstr, "weapons") ) {
398 strcpy(outstr, "armes");
399 } else if ( strstr(outstr, "engine") ) {
400 strcpy(outstr, "moteur");
401 } else if ( !stricmp(outstr, "sensors") ) {
402 strcpy(outstr, "detecteurs");
403 } else if ( strstr(outstr, "navi") ) {
404 strcpy(outstr, "nav");
405 } else if ( strstr(outstr, "missile") ) {
406 strcpy(outstr, "lanceur de missiles");
407 } else if ( strstr(outstr, "fighter") ) {
408 strcpy(outstr, "baie de chasse");
409 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") || strstr(outstr, "missile") ) {
410 strcpy(outstr, "tourelle");
413 if (!strnicmp(outstr, XSTR( "communication", 333), 3)) {
414 strcpy( outstr, XSTR( "comm", 334) );
415 } else if (!strnicmp(outstr, XSTR( "navigation", 335), 3)) {
416 strcpy( outstr, XSTR( "nav", 336) );
417 } else if (!stricmp(outstr, "Gas Collector")) {
418 strcpy(outstr, "Collector");
425 // init a specific targetbox timer
426 void hud_targetbox_init_flash_timer(int index)
428 Targetbox_flash_timers[index][0] = 1;
429 Targetbox_flash_timers[index][1] = 1;
430 Targetbox_flash_flags &= ~(1<<index);
433 // init the timers used to flash different parts of the targetbox. This needs to get called whenever
434 // the current target changes.
435 void hud_targetbox_init_flash()
437 hud_targetbox_init_flash_timer(TBOX_FLASH_NAME);
438 hud_targetbox_init_flash_timer(TBOX_FLASH_CARGO);
439 hud_targetbox_init_flash_timer(TBOX_FLASH_HULL);
440 hud_targetbox_init_flash_timer(TBOX_FLASH_STATUS);
441 hud_targetbox_init_flash_timer(TBOX_FLASH_SUBSYS);
442 hud_targetbox_init_flash_timer(TBOX_FLASH_DOCKED);
447 // set the color for flashing text
448 // input: index => item to flash
449 // flash_fast => optional param (default value 0), flash twice as fast
450 // exit: 1 => set bright color
451 // 0 => set default color
452 int hud_targetbox_maybe_flash(int index, int flash_fast)
456 // hud_set_default_color();
457 hud_set_gauge_color(HUD_TARGET_MONITOR);
458 if ( !timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
459 if ( timestamp_elapsed(Targetbox_flash_timers[index][1]) ) {
461 Targetbox_flash_timers[index][1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
463 Targetbox_flash_timers[index][1] = timestamp(TBOX_FLASH_INTERVAL);
465 Targetbox_flash_flags ^= (1<<index); // toggle between default and bright frames
468 if ( Targetbox_flash_flags & (1<<index) ) {
469 // hud_set_bright_color();
470 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
473 // hud_set_dim_color();
474 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_DIM);
481 // init all targetbox flash timers
482 void hud_targetbox_init_all_timers()
485 for ( i = 0; i < NUM_TBOX_FLASH_TIMERS; i++ ) {
486 hud_targetbox_init_flash_timer(i);
492 // Initialize the data needed for the target view. This is called from HUD_init() once per mission
493 void hud_targetbox_init()
495 if (!Target_view_gauge_loaded) {
496 Target_view_gauge.first_frame = bm_load_animation(Target_view_fname[gr_screen.res], &Target_view_gauge.num_frames);
497 if ( Target_view_gauge.first_frame < 0 ) {
498 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_view_fname[gr_screen.res]);
500 Target_view_gauge_loaded = 1;
503 if (!Target_view_integrity_gauge_loaded) {
504 Target_view_integrity_gauge.first_frame = bm_load_animation(Target_integ_fname[gr_screen.res], &Target_view_integrity_gauge.num_frames);
505 if ( Target_view_integrity_gauge.first_frame < 0 ) {
506 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_integ_fname[gr_screen.res]);
508 Target_view_integrity_gauge_loaded = 1;
511 if (!Target_view_extra_loaded) {
512 Target_view_extra.first_frame = bm_load_animation(Target_extra_fname[gr_screen.res], &Target_view_extra.num_frames);
513 if ( Target_view_extra.first_frame < 0 ) {
514 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_extra_fname[gr_screen.res]);
516 Target_view_extra_loaded = 1;
519 hud_targetbox_init_all_timers();
522 // -------------------------------------------------------------------------------------
523 // hud_save_restore_camera_data()
525 // Called to save and restore the 3D camera settings.
527 void hud_save_restore_camera_data(int save)
529 static vector save_view_position;
530 static float save_view_zoom;
531 static matrix save_view_matrix;
532 static matrix save_eye_matrix;
533 static vector save_eye_position;
535 // save global view variables, so we can restore them
537 save_view_position = View_position;
538 save_view_zoom = View_zoom;
539 save_view_matrix = View_matrix;
540 save_eye_matrix = Eye_matrix;
541 save_eye_position = Eye_position;
544 // restore global view variables
545 View_position = save_view_position;
546 View_zoom = save_view_zoom;
547 View_matrix = save_view_matrix;
548 Eye_matrix = save_eye_matrix;
549 Eye_position = save_eye_position;
553 // -------------------------------------------------------------------------------------
554 // hud_render_target_background()
556 // Common set up for drawing the background of the target monitor, for ships/debris/missiles
558 void hud_render_target_background()
560 // blit the background frame
561 hud_set_gauge_color(HUD_TARGET_MONITOR);
563 GR_AABITMAP(Target_view_gauge.first_frame, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
565 // blit the extra targeting info frame
566 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
570 // -------------------------------------------------------------------------------------
571 // hud_render_target_setup()
573 // Common set up for the 3d code for drawing the target monitor, for ships/debris/missiles
575 void hud_render_target_setup(vector *camera_eye, matrix *camera_orient, float zoom)
577 // JAS: g3_start_frame uses clip_width and clip_height to determine the
578 // size to render to. Normally, you would set this by using gr_set_clip,
579 // but because of the hacked in hud jittering, I couldn't. So come talk
580 // to me before modifying or reusing the following code. Thanks.
582 gr_screen.clip_width = Target_window_coords[gr_screen.res][2];
583 gr_screen.clip_height = Target_window_coords[gr_screen.res][3];
584 g3_start_frame(1); // Turn on zbuffering
585 hud_save_restore_camera_data(1);
586 g3_set_view_matrix( camera_eye, camera_orient, zoom);
587 model_set_detail_level(1); // use medium detail level
589 HUD_set_clip(Target_window_coords[gr_screen.res][0],Target_window_coords[gr_screen.res][1],Target_window_coords[gr_screen.res][2],Target_window_coords[gr_screen.res][3]);
593 // -------------------------------------------------------------------------------------
594 // hud_render_target_close()
596 // Common clean-up after drawing the target monitor, for ships/debris/missiles
598 void hud_render_target_close()
601 hud_save_restore_camera_data(0);
604 // -------------------------------------------------------------------------------------
605 // hud_blit_target_foreground()
607 void hud_blit_target_foreground()
609 hud_set_gauge_color(HUD_TARGET_MONITOR);
611 GR_AABITMAP(Target_view_gauge.first_frame+1, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
614 // -------------------------------------------------------------------------------------
615 // hud_get_target_strength()
617 // Get the shield and hull percentages for a given ship object
619 // input: *objp => pointer to ship object that you want strength values for
620 // shields => OUTPUT parameter: percentage value of shields (0->1.0)
621 // integrity => OUTPUT parameter: percentage value of integrity (0->1.0)
623 void hud_get_target_strength(object *objp, float *shields, float *integrity)
627 if ( objp->type != OBJ_SHIP ) {
632 sip = &Ship_info[Ships[objp->instance].ship_info_index];
634 if (!( sip->shields == 0.0f )){
635 *shields = get_shield_strength(objp) / sip->shields;
640 if (*shields < 0.0f){
644 if ( sip->initial_hull_strength == 0 ) {
645 Int3(); // illegal initial hull strength
650 *integrity = objp->hull_strength / sip->initial_hull_strength;
655 // maybe draw the extra targeted ship information above the target monitor
656 void hud_targetbox_show_extra_ship_info(ship *target_shipp, ai_info *target_aip)
658 char outstr[256], tmpbuf[256];
661 int extra_data_shown=0;
663 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
665 not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING);
666 if ( not_training && (hud_gauge_active(HUD_TARGET_MONITOR_EXTRA_DATA)) && (Targetbox_show_extra_info) ) {
667 // Print out current orders if the targeted ship is friendly
668 // AL 12-26-97: only show orders and time to target for friendly ships
669 if ( (Player_ship->team == target_shipp->team) && !(ship_get_SIF(target_shipp) & SIF_NOT_FLYABLE) ) {
671 if ( ship_return_orders(outstr, target_shipp) ) {
672 gr_force_fit_string(outstr, 255, 162);
675 strcpy(outstr, XSTR( "no orders", 337));
678 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][1], EG_TBOX_EXTRA1, outstr);
682 sprintf(outstr, XSTR( "time to: ", 338));
683 if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) {
684 strcat(outstr, tmpbuf);
686 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][1], EG_TBOX_EXTRA2, outstr);
691 // Print out dock status
692 if ( target_aip->ai_flags & AIF_DOCKED ) {
693 if ( target_aip->dock_objnum >= 0 ) {
694 sprintf(outstr, XSTR( "Docked: %s", 339), Ships[Objects[target_aip->dock_objnum].instance].ship_name);
695 gr_force_fit_string(outstr, 255, 173);
696 hud_targetbox_maybe_flash(TBOX_FLASH_DOCKED);
698 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][1], EG_TBOX_EXTRA3, outstr);
703 if ( extra_data_shown ) {
704 // hud_set_default_color();
706 GR_AABITMAP(Target_view_extra.first_frame, Targetbox_coords[gr_screen.res][TBOX_EXTRA][0],Targetbox_coords[gr_screen.res][TBOX_EXTRA][1]);
710 // Render a jump node on the target monitor
711 void hud_render_target_jump_node(object *target_objp)
714 vector obj_pos = {0.0f,0.0f,0.0f};
715 vector camera_eye = {0.0f,0.0f,0.0f};
716 matrix camera_orient = IDENTITY_MATRIX;
717 vector orient_vec, up_vector;
721 if ( Detail.targetview_model ) {
722 // take the forward orientation to be the vector from the player to the current target
723 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
724 vm_vec_normalize(&orient_vec);
726 factor = target_objp->radius*4.0f;
728 // use the player's up vector, and construct the viewers orientation matrix
729 up_vector = Player_obj->orient.uvec;
730 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
732 // normalize the vector from the player to the current target, and scale by a factor to calculate
733 // the objects position
734 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
736 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
737 jumpnode_render( target_objp, &obj_pos );
738 hud_render_target_close();
742 hud_blit_target_foreground();
743 hud_blit_target_integrity(1);
744 // hud_set_default_color();
745 hud_set_gauge_color(HUD_TARGET_MONITOR);
747 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, Jump_nodes[target_objp->instance].name);
749 dist = vm_vec_dist_quick(&target_objp->pos, &Player_obj->pos);
751 // account for hud shaking
752 hx = fl2i(HUD_offset_x);
753 hy = fl2i(HUD_offset_y);
755 sprintf(outstr,XSTR( "d: %.0f", 340), dist);
756 hud_num_make_mono(outstr);
757 gr_get_string_size(&w,&h,outstr);
759 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr);
762 // -------------------------------------------------------------------------------------
763 // hud_render_target_asteroid()
765 // Render a piece of asteroid on the target monitor
767 void hud_render_target_asteroid(object *target_objp)
770 vector obj_pos = {0.0f,0.0f,0.0f};
771 vector camera_eye = {0.0f,0.0f,0.0f};
772 matrix camera_orient = IDENTITY_MATRIX;
774 vector orient_vec, up_vector;
776 float time_to_impact, factor;
779 asteroidp = &Asteroids[target_objp->instance];
781 target_team = obj_team(target_objp);
783 subtype = asteroidp->asteroid_subtype;
785 if ( Detail.targetview_model ) {
786 // take the forward orientation to be the vector from the player to the current target
787 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
788 vm_vec_normalize(&orient_vec);
790 factor = 2*target_objp->radius;
792 // use the player's up vector, and construct the viewers orientation matrix
793 up_vector = Player_obj->orient.uvec;
794 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
796 // normalize the vector from the player to the current target, and scale by a factor to calculate
797 // the objects position
798 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
800 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
801 model_clear_instance(Asteroid_info[asteroidp->type].model_num[subtype]);
802 model_render(Asteroid_info[asteroidp->type].model_num[subtype], &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
803 hud_render_target_close();
807 hud_blit_target_foreground();
808 hud_blit_target_integrity(1);
809 // hud_set_default_color();
810 hud_set_gauge_color(HUD_TARGET_MONITOR);
812 // hud print type of Asteroid (debris)
814 switch (asteroidp->type) {
815 case ASTEROID_TYPE_SMALL:
816 case ASTEROID_TYPE_MEDIUM:
817 case ASTEROID_TYPE_BIG:
818 strcpy(hud_name, NOX("asteroid"));
821 case DEBRIS_TERRAN_SMALL:
822 case DEBRIS_TERRAN_MEDIUM:
823 case DEBRIS_TERRAN_LARGE:
824 strcpy(hud_name, NOX("terran debris"));
827 case DEBRIS_VASUDAN_SMALL:
828 case DEBRIS_VASUDAN_MEDIUM:
829 case DEBRIS_VASUDAN_LARGE:
830 strcpy(hud_name, NOX("vasudan debris"));
833 case DEBRIS_SHIVAN_SMALL:
834 case DEBRIS_SHIVAN_MEDIUM:
835 case DEBRIS_SHIVAN_LARGE:
836 strcpy(hud_name, NOX("shivan debris"));
843 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, hud_name);
845 time_to_impact = asteroid_time_to_impact(target_objp);
846 if ( time_to_impact >= 0 ) {
847 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, NOX("impact: %.1f sec"), time_to_impact);
852 void get_turret_subsys_name(model_subsystem *system_info, char *outstr)
854 Assert(system_info->type == SUBSYSTEM_TURRET);
856 if (system_info->turret_weapon_type >= 0) {
857 // check if beam or flak using weapon flags
858 if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
859 sprintf(outstr, "%s", XSTR("Flak turret", 1566));
860 } else if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
861 sprintf(outstr, "%s", XSTR("Beam turret", 1567));
864 if (Weapon_info[system_info->turret_weapon_type].subtype == WP_LASER) {
865 sprintf(outstr, "%s", XSTR("Laser turret", 1568));
866 } else if (Weapon_info[system_info->turret_weapon_type].subtype == WP_MISSILE) {
867 sprintf(outstr, "%s", XSTR("Missile lnchr", 1569));
871 sprintf(outstr, "%s", NOX("Turret"));
875 // This should not happen
876 sprintf(outstr, "%s", NOX("Unused"));
880 // -------------------------------------------------------------------------------------
881 // hud_render_target_ship_info()
883 // Render the data for a ship on the target monitor. Called by hud_render_target_ship().
885 void hud_render_target_ship_info(object *target_objp)
888 ship_info *target_sip;
890 int w,h,screen_integrity=1, base_index;
892 float ship_integrity, shield_strength;
894 Assert(target_objp->type == OBJ_SHIP);
895 target_shipp = &Ships[target_objp->instance];
896 target_sip = &Ship_info[target_shipp->ship_info_index];
897 target_aip = &Ai_info[target_shipp->ai_index];
899 strcpy( outstr, target_shipp->ship_name );
901 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
902 hud_set_iff_color(target_objp, 1);
904 // Print out ship name, with wing name if it exists
905 if ( hud_targetbox_maybe_flash(TBOX_FLASH_NAME) ) {
906 hud_set_iff_color(target_objp, 1);
908 hud_set_iff_color(target_objp);
912 // take ship "copies" into account before printing ship class name.
913 base_index = target_shipp->ship_info_index;
914 if ( target_sip->flags & SIF_SHIP_COPY )
915 base_index = ship_info_base_lookup( target_shipp->ship_info_index );
917 // maybe do some translation
919 lcl_translate_targetbox_name(outstr);
921 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
923 // print out ship class
924 char temp_name[NAME_LENGTH+2] = "";
926 // if this ship has an alternate type name
927 if(target_shipp->alt_type_index >= 0){
928 mission_parse_lookup_alt_index(target_shipp->alt_type_index, temp_name);
930 strcpy(temp_name, Ship_info[base_index].name);
931 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
932 strcpy(temp_name, Ship_info[base_index].name);
933 hud_end_string_at_first_hash_symbol(temp_name);
938 lcl_translate_targetbox_name(temp_name);
940 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, temp_name);
942 ship_integrity = 1.0f;
943 hud_get_target_strength(target_objp, &shield_strength, &ship_integrity);
945 // convert to values of 0->100
946 shield_strength *= 100.0f;
947 ship_integrity *= 100.0f;
949 screen_integrity = fl2i(ship_integrity+0.5f);
950 if ( screen_integrity == 0 ) {
951 if ( ship_integrity > 0 ) {
952 screen_integrity = 1;
955 // Print out right-justified integrity
956 sprintf(outstr,XSTR( "%d%%", 341), screen_integrity);
957 gr_get_string_size(&w,&h,outstr);
959 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
960 // hud_set_bright_color();
961 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
963 hud_targetbox_maybe_flash(TBOX_FLASH_HULL);
966 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_HULL][0]-w, Targetbox_coords[gr_screen.res][TBOX_HULL][1], EG_TBOX_HULL, "%s", outstr);
967 hud_set_gauge_color(HUD_TARGET_MONITOR);
969 // print out the targeted sub-system and % integrity
970 if (Player_ai->targeted_subsys != NULL) {
971 shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->system_info->max_hits *100.0f;
972 screen_integrity = fl2i(shield_strength+0.5f);
974 if ( screen_integrity < 0 ) {
975 screen_integrity = 0;
978 if ( screen_integrity == 0 ) {
979 if ( shield_strength > 0 ) {
980 screen_integrity = 1;
984 if ( screen_integrity <= 0 ){
985 hud_targetbox_start_flash(TBOX_FLASH_SUBSYS); // need to flash 0% continuously
986 hud_targetbox_maybe_flash(TBOX_FLASH_SUBSYS);
990 // hud_set_default_color();
991 // get turret subsys name
992 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
993 get_turret_subsys_name(Player_ai->targeted_subsys->system_info, outstr);
995 sprintf(outstr, "%s", Player_ai->targeted_subsys->system_info->name);
997 hud_targetbox_truncate_subsys_name(outstr);
998 gr_printf(Target_window_coords[gr_screen.res][0]+2, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3]-h, outstr);
1000 // AL 23-3-98: Fighter bays are a special case. Player cannot destroy them, so don't
1001 // show the subsystem strength
1002 if ( strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7) ) {
1003 sprintf(outstr,XSTR( "%d%%", 341),screen_integrity);
1004 gr_get_string_size(&w,&h,outstr);
1005 gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]-w-1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - h, "%s", outstr);
1008 hud_set_gauge_color(HUD_TARGET_MONITOR);
1011 // print out 'disabled' on the monitor if the target is disabled
1012 if ( (target_shipp->flags & SF_DISABLED) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) {
1013 if ( target_shipp->flags & SF_DISABLED ) {
1014 sprintf(outstr, XSTR( "DISABLED", 342));
1016 sprintf(outstr, XSTR( "DISRUPTED", 343));
1018 gr_get_string_size(&w,&h,outstr);
1019 gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]/2 - w/2 - 1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - 2*h, "%s", outstr);
1022 hud_targetbox_show_extra_ship_info(target_shipp, target_aip);
1025 // call to draw the integrity bar that is on the right of the target monitor
1026 void hud_blit_target_integrity(int disabled,int force_obj_num)
1033 if ( Target_view_integrity_gauge.first_frame == -1 )
1037 GR_AABITMAP(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]);
1041 if(force_obj_num == -1){
1042 Assert(Player_ai->target_objnum >= 0 );
1043 objp = &Objects[Player_ai->target_objnum];
1045 objp = &Objects[Player_ai->target_objnum];
1048 clip_h = fl2i( (1 - Pl_target_integrity) * Integrity_bar_coords[gr_screen.res][3] );
1050 // print out status of ship
1051 if ( (Ships[objp->instance].flags & SF_DISABLED) || (ship_subsys_disrupted(&Ships[objp->instance], SUBSYSTEM_ENGINE)) ) {
1052 sprintf(buf,XSTR( "dis", 344));
1053 current_ts = TS_DIS;
1055 if ( Pl_target_integrity > 0.9 ) {
1056 sprintf(buf,XSTR( "ok", 345));
1058 } else if ( Pl_target_integrity > 0.2 ) {
1059 sprintf(buf,XSTR( "dmg", 346));
1060 current_ts = TS_DMG;
1062 sprintf(buf,XSTR( "crt", 347));
1063 current_ts = TS_CRT;
1067 if ( Last_ts != -1 && current_ts != Last_ts ) {
1068 hud_targetbox_start_flash(TBOX_FLASH_STATUS);
1070 Last_ts = current_ts;
1072 hud_targetbox_maybe_flash(TBOX_FLASH_STATUS);
1074 emp_hud_string(Integrity_string_coords[gr_screen.res][0], Integrity_string_coords[gr_screen.res][1], EG_TBOX_INTEG, buf);
1076 hud_set_gauge_color(HUD_TARGET_MONITOR);
1078 bm_get_info(Target_view_integrity_gauge.first_frame,&w,&h);
1081 // draw the dark portion
1082 GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1], w, clip_h,0,0);
1085 if ( clip_h <= Integrity_bar_coords[gr_screen.res][3] ) {
1086 // draw the bright portion
1087 GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame+1, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]+clip_h,w,h-clip_h,0,clip_h);
1091 // determine if the subsystem is in line-of sight, without taking into accout whether the player ship is
1092 // facing the subsystem
1093 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy)
1095 ship_subsys *subsys;
1097 vertex subobj_vertex;
1101 subsys = Player_ai->targeted_subsys;
1102 if (subsys != NULL ) {
1103 vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient);
1104 vm_vec_add2(&subobj_pos, &target_objp->pos);
1106 // is it subsystem in view
1107 if ( Player->subsys_in_view == -1 ) {
1108 rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0);
1110 rval = Player->subsys_in_view;
1113 // get screen coords, adjusting for autocenter
1114 Assert(target_objp->type == OBJ_SHIP);
1115 if (target_objp->type == OBJ_SHIP) {
1116 pm = model_get(Ships[target_objp->instance].modelnum);
1117 if (pm->flags & PM_FLAG_AUTOCEN) {
1119 vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f);
1120 vm_vec_unrotate(&delta, &temp, &target_objp->orient);
1121 vm_vec_add2(&subobj_pos, &delta);
1125 g3_rotate_vertex(&subobj_vertex, &subobj_pos);
1126 g3_project_vertex(&subobj_vertex);
1127 *sx = (int) subobj_vertex.sx;
1128 *sy = (int) subobj_vertex.sy;
1134 void hud_update_cargo_scan_sound()
1136 if ( Player->cargo_inspect_time <= 0 ) {
1137 player_stop_cargo_scan_sound();
1140 player_maybe_start_cargo_scan_sound();
1144 // If the player is scanning for cargo, draw some cool scanning lines on the target monitor
1145 void hud_maybe_render_cargo_scan(ship_info *target_sip)
1148 int scan_time; // time required to scan ship
1150 if ( Player->cargo_inspect_time <= 0 ) {
1154 scan_time = target_sip->scan_time;
1155 // hud_set_default_color();
1156 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1158 // draw horizontal scan line
1159 x1 = Cargo_scan_coords[gr_screen.res][0];
1160 y1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][1] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][3] ));
1161 x2 = x1 + Cargo_scan_coords[gr_screen.res][2];
1163 gr_line(x1, y1, x2, y1);
1165 // draw vertical scan line
1166 x1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][0] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][2] ));
1167 y1 = Cargo_scan_coords[gr_screen.res][1];
1168 y2 = y1 + Cargo_scan_coords[gr_screen.res][3];
1170 gr_line(x1, y1-3, x1, y2-1);
1173 // Get the eye position for an object at the origin, called from hud_render_target_ship()
1174 // input: eye_pos => Global pos for eye (output parameter)
1175 // orient => Orientation of object at the origin
1176 void hud_targetbox_get_eye(vector *eye_pos, matrix *orient, int ship_num)
1181 vector origin = {0.0f, 0.0f, 0.0f};
1183 shipp = &Ships[ship_num];
1184 pm = model_get( shipp->modelnum );
1186 // If there is no eye, don't do anything
1187 if ( pm->n_view_positions == 0 ) {
1191 ep = &(pm->view_positions[0] );
1193 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, orient, &origin );
1196 // -------------------------------------------------------------------------------------
1197 // hud_render_target_ship()
1199 // Render a ship to the target monitor
1201 void hud_render_target_ship(object *target_objp)
1203 vector obj_pos = {0.0f,0.0f,0.0f};
1204 vector camera_eye = {0.0f,0.0f,0.0f};
1205 matrix camera_orient = IDENTITY_MATRIX;
1207 ship_info *target_sip;
1208 vector orient_vec, up_vector;
1213 target_shipp = &Ships[target_objp->instance];
1214 target_sip = &Ship_info[target_shipp->ship_info_index];
1216 if ( Detail.targetview_model ) {
1217 // take the forward orientation to be the vector from the player to the current target
1218 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1219 vm_vec_normalize(&orient_vec);
1221 factor = -target_sip->closeup_pos.z;
1223 // use the player's up vector, and construct the viewers orientation matrix
1224 up_vector = Player_obj->orient.uvec;
1225 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1227 // normalize the vector from the player to the current target, and scale by a factor to calculate
1228 // the objects position
1229 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1231 // set camera eye to eye of ship relative to origin
1232 // hud_targetbox_get_eye(&camera_eye, &camera_orient, Player_obj->instance);
1234 hud_render_target_setup(&camera_eye, &camera_orient, target_sip->closeup_zoom);
1235 // model_clear_instance(target_sip->modelnum);
1236 ship_model_start( target_objp );
1238 // maybe render a special hud-target-only model
1239 if(target_sip->modelnum_hud >= 0){
1240 model_render( target_sip->modelnum_hud, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1242 model_render( target_sip->modelnum, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1244 ship_model_stop( target_objp );
1248 // check if subsystem target has changed
1249 if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) {
1251 save_pos = target_objp->pos;
1252 target_objp->pos = obj_pos;
1253 subsys_in_view = hud_targetbox_subsystem_in_view(target_objp, &sx, &sy);
1254 target_objp->pos = save_pos;
1256 if ( subsys_in_view != -1 ) {
1258 // AL 29-3-98: If subsystem is destroyed, draw gray brackets
1259 if ( (Player_ai->targeted_subsys->current_hits <= 0) && (strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7)) ) {
1260 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
1262 hud_set_iff_color( target_objp, 1 );
1265 if ( subsys_in_view ) {
1266 draw_brackets_square_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1268 draw_brackets_diamond_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1272 hud_render_target_close();
1275 hud_blit_target_foreground();
1276 hud_blit_target_integrity(0,OBJ_INDEX(target_objp));
1278 hud_render_target_ship_info(target_objp);
1279 hud_maybe_render_cargo_scan(target_sip);
1282 // -------------------------------------------------------------------------------------
1283 // hud_render_target_debris()
1285 // Render a piece of debris on the target monitor
1287 void hud_render_target_debris(object *target_objp)
1289 vector obj_pos = {0.0f,0.0f,0.0f};
1290 vector camera_eye = {0.0f,0.0f,0.0f};
1291 matrix camera_orient = IDENTITY_MATRIX;
1293 vector orient_vec, up_vector;
1294 int target_team, base_index;
1297 debrisp = &Debris[target_objp->instance];
1299 //target_sip = &Ship_info[debrisp->ship_info_index];
1300 target_team = obj_team(target_objp);
1303 if ( Detail.targetview_model ) {
1304 // take the forward orientation to be the vector from the player to the current target
1305 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1306 vm_vec_normalize(&orient_vec);
1308 factor = 2*target_objp->radius;
1310 // use the player's up vector, and construct the viewers orientation matrix
1311 up_vector = Player_obj->orient.uvec;
1312 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1314 // normalize the vector from the player to the current target, and scale by a factor to calculate
1315 // the objects position
1316 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1318 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
1319 model_clear_instance(debrisp->model_num);
1320 submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1321 hud_render_target_close();
1325 hud_blit_target_foreground();
1326 hud_blit_target_integrity(1);
1327 // hud_set_default_color();
1328 hud_set_gauge_color(HUD_TARGET_MONITOR);
1330 // take ship "copies" into account before printing out ship class information
1331 base_index = debrisp->ship_info_index;
1332 if ( Ship_info[base_index].flags & SIF_SHIP_COPY )
1333 base_index = ship_info_base_lookup( debrisp->ship_info_index );
1335 // print out ship class that debris came from
1336 char *printable_ship_class = Ship_info[base_index].name;
1337 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
1338 char temp_name[NAME_LENGTH];
1339 strcpy(temp_name, Ship_info[base_index].name);
1340 hud_end_string_at_first_hash_symbol(temp_name);
1341 printable_ship_class = temp_name;
1344 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, printable_ship_class);
1345 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, XSTR( "debris", 348));
1348 // -------------------------------------------------------------------------------------
1349 // hud_render_target_weapon()
1351 // Render a missile or a missile view to the target monitor
1353 void hud_render_target_weapon(object *target_objp)
1355 vector obj_pos = {0.0f,0.0f,0.0f};
1356 vector camera_eye = {0.0f,0.0f,0.0f};
1357 matrix camera_orient = IDENTITY_MATRIX;
1358 vector orient_vec, up_vector;
1359 weapon_info *target_wip = NULL;
1361 object *viewer_obj, *viewed_obj;
1362 int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, w, h;
1364 char outstr[100]; // temp buffer
1366 target_team = obj_team(target_objp);
1368 wp = &Weapons[target_objp->instance];
1369 target_wip = &Weapon_info[wp->weapon_info_index];
1372 if ( target_wip->wi_flags & WIF_HOMING && wp->homing_object != &obj_used_list )
1375 is_player_missile = FALSE;
1376 if ( target_objp->parent_sig == Player_obj->signature ) {
1377 is_player_missile = TRUE;
1380 if ( Detail.targetview_model ) {
1382 viewer_obj = Player_obj;
1383 viewed_obj = target_objp;
1384 missile_view = FALSE;
1385 viewed_model_num = target_wip->model_num;
1386 if ( is_homing && is_player_missile ) {
1387 viewer_obj = target_objp;
1388 viewed_obj = wp->homing_object;
1389 missile_view = TRUE;
1390 viewed_model_num = Ships[wp->homing_object->instance].modelnum;
1393 // take the forward orientation to be the vector from the player to the current target
1394 vm_vec_sub(&orient_vec, &viewed_obj->pos, &viewer_obj->pos);
1395 vm_vec_normalize(&orient_vec);
1397 if ( missile_view == FALSE )
1398 factor = 2*target_objp->radius;
1400 factor = vm_vec_dist_quick(&viewer_obj->pos, &viewed_obj->pos);
1402 // use the viewer's up vector, and construct the viewers orientation matrix
1403 up_vector = viewer_obj->orient.uvec;
1404 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1406 // normalize the vector from the viewer to the viwed target, and scale by a factor to calculate
1407 // the objects position
1408 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1410 hud_render_target_setup(&camera_eye, &camera_orient, View_zoom/3);
1411 model_clear_instance(viewed_model_num);
1412 model_render( viewed_model_num, &viewed_obj->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1413 hud_render_target_close();
1417 if ( is_homing == TRUE ) {
1418 hud_blit_target_foreground();
1420 hud_blit_target_foreground();
1423 hud_blit_target_integrity(1);
1424 // hud_set_default_color();
1425 hud_set_gauge_color(HUD_TARGET_MONITOR);
1427 // print out the weapon class name
1428 sprintf( outstr,"%s", target_wip->name );
1429 gr_get_string_size(&w,&h,outstr);
1431 // drop name past the # sign
1432 if ( strstr(outstr, NOX("#")) ) {
1433 hud_end_string_at_first_hash_symbol(outstr);
1435 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
1437 // If a homing weapon, show time to impact
1441 dist = vm_vec_dist(&target_objp->pos, &wp->homing_object->pos);
1442 speed = vm_vec_mag(&target_objp->phys_info.vel);
1444 sprintf(outstr, NOX("impact: %.1f sec"), dist/speed);
1446 sprintf(outstr, XSTR( "unknown", 349));
1449 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, outstr);
1453 // -------------------------------------------------------------------------------------
1454 // hud_render_target_model() will render the target in the small targetting box. The box
1455 // is then shaded to give a monochrome effect
1457 void hud_render_target_model()
1459 object *target_objp;
1461 if ( !hud_gauge_active(HUD_TARGET_MONITOR) )
1464 if ( Player_ai->target_objnum == -1)
1467 if ( Target_static_playing )
1470 target_objp = &Objects[Player_ai->target_objnum];
1472 // Draw the background frame
1473 hud_render_target_background();
1475 switch ( target_objp->type ) {
1477 hud_render_target_ship(target_objp);
1481 hud_render_target_debris(target_objp);
1485 hud_render_target_weapon(target_objp);
1489 hud_render_target_asteroid(target_objp);
1493 hud_render_target_jump_node(target_objp);
1497 // Error(LOCATION, "Trying to show object type %d on target monitor\n", target_objp->type);
1498 hud_cease_targeting();
1503 void hud_cargo_scan_update(object *targetp, float frametime)
1505 char outstr[256]; // temp buffer for sprintf'ing hud output
1508 // Account for HUD shaking
1509 hx = fl2i(HUD_offset_x);
1510 hy = fl2i(HUD_offset_y);
1512 // display cargo inspection status
1513 if ( targetp->type == OBJ_SHIP ) {
1514 if ( player_inspect_cargo(frametime, outstr) ) {
1515 if ( hud_gauge_active(HUD_TARGET_MONITOR) ) {
1516 if ( Player->cargo_inspect_time > 0 ) {
1517 hud_targetbox_start_flash(TBOX_FLASH_CARGO);
1520 // Print out what the cargo is
1521 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
1522 // hud_set_bright_color();
1523 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1525 hud_targetbox_maybe_flash(TBOX_FLASH_CARGO);
1528 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CARGO][0]+hx, Targetbox_coords[gr_screen.res][TBOX_CARGO][1]+hy, EG_TBOX_CARGO, outstr);
1529 hud_set_gauge_color(HUD_TARGET_MONITOR);
1532 } // end if (is_ship)
1536 // -----------------------------------------------------------------------------------
1537 // hud_show_target_data() will display the data about the target in and
1538 // around the targetting window
1540 void hud_show_target_data(float frametime)
1542 char outstr[256]; // temp buffer for sprintf'ing hud output
1543 int w,h; // width and height of string about to print
1544 object *target_objp;
1546 debris *debrisp = NULL;
1547 ship_info *sip = NULL;
1550 hud_set_gauge_color(HUD_TARGET_MONITOR);
1552 target_objp = &Objects[Player_ai->target_objnum];
1554 switch( Objects[Player_ai->target_objnum].type ) {
1556 shipp = &Ships[target_objp->instance];
1557 sip = &Ship_info[shipp->ship_info_index];
1562 debrisp = &Debris[target_objp->instance];
1563 sip = &Ship_info[debrisp->ship_info_index];
1578 Int3(); // can't happen
1584 // Account for HUD shaking
1585 hx = fl2i(HUD_offset_x);
1586 hy = fl2i(HUD_offset_y);
1588 // print out the target distance and speed
1589 sprintf(outstr,XSTR( "d: %.0f%s", 350), Player_ai->current_target_distance, modifiers[Player_ai->current_target_dist_trend]);
1591 hud_num_make_mono(outstr);
1592 gr_get_string_size(&w,&h,outstr);
1594 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr);
1598 spd = vm_vec_dist(&target_objp->pos, &target_objp->last_pos) / frametime;
1600 // 7/28/99 DKA: Do not use vec_mag_quick -- the error is too big
1601 spd = vm_vec_mag(&target_objp->phys_info.vel);
1602 // spd = target_objp->phys_info.fspeed;
1606 // if the speed is 0, determine if we are docked with something -- if so, get the velocity from
1607 // our docked object instead
1608 if ( (spd == 0.0f) && is_ship ) {
1612 aip = &Ai_info[shipp->ai_index];
1613 if ( aip->ai_flags & AIF_DOCKED ) {
1614 Assert( aip->dock_objnum != -1 );
1615 other_objp = &Objects[aip->dock_objnum];
1616 spd = other_objp->phys_info.fspeed;
1622 sprintf(outstr, XSTR( "s: %.0f%s", 351), spd, (spd>1)?modifiers[Player_ai->current_target_speed_trend]:"");
1623 hud_num_make_mono(outstr);
1625 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_SPEED][0]+hx, Targetbox_coords[gr_screen.res][TBOX_SPEED][1]+hy, EG_TBOX_SPEED, outstr);
1628 // output target info for debug purposes only, this will be removed later
1634 if ( Show_target_debug_info && (is_ship == 1) ) {
1637 dy = gr_get_font_height() + 1;
1640 gr_set_color_fast(&HUD_color_debug);
1642 if ( shipp->ai_index >= 0 ) {
1643 ai_info *aip = &Ai_info[shipp->ai_index];
1645 sprintf(outstr,"AI: %s",Ai_behavior_names[aip->mode]);
1647 switch (aip->mode) {
1649 Assert(aip->submode <= SM_BIG_PARALLEL); // Must be <= largest chase submode value.
1650 // sprintf(outstr,"AI: %s",Submode_text[aip->submode]);
1651 sprintf(outstr2," / %s",Submode_text[aip->submode]);
1652 strcat(outstr,outstr2);
1655 Assert(aip->submode <= AIS_STRAFE_POSITION); // Must be <= largest chase submode value.
1656 // sprintf(outstr,"AI: %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1657 sprintf(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1658 strcat(outstr,outstr2);
1661 // gr_printf(sx, sy, "Wpnum: %i",aip->wp_index);
1662 sprintf(outstr2," / Wpnum: %i",aip->wp_index);
1663 strcat(outstr,outstr2);
1669 gr_printf(sx, sy, outstr);
1672 gr_printf(sx, sy, "Max speed = %d, (%d%%)", (int) shipp->current_max_speed, (int) (100.0f * vm_vec_mag(&target_objp->phys_info.vel)/shipp->current_max_speed));
1675 // data can be found in target montior
1676 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+5*h, "Shields: %d", (int) Players[Player_num].current_target->shields);
1677 if (aip->target_objnum != -1) {
1678 char target_str[32];
1682 if (aip->target_objnum == Player_obj-Objects)
1683 strcpy(target_str, "Player!");
1685 sprintf(target_str, "%s", Ships[Objects[aip->target_objnum].instance].ship_name);
1687 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+4*h, "Target: %s", target_str);
1688 gr_printf(sx, sy, "Targ: %s", target_str);
1691 dist = vm_vec_dist_quick(&Objects[Player_ai->target_objnum].pos, &Objects[aip->target_objnum].pos);
1692 vm_vec_normalized_dir(&v2t,&Objects[aip->target_objnum].pos, &Objects[Player_ai->target_objnum].pos);
1694 dot = vm_vec_dot(&v2t, &Objects[Player_ai->target_objnum].orient.fvec);
1696 // data can be found in target montior
1697 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+6*h, "Targ dist: %5.1f", dist);
1698 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+5*h, "Targ dot: %3.2f", dot);
1699 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1701 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+6*h, "Targ dst: %3.2f", dist);
1702 gr_printf(sx, sy, "Targ dst: %3.2f", dist);
1705 if ( aip->targeted_subsys != NULL ) {
1706 sprintf(outstr, "Subsys: %s", aip->targeted_subsys->system_info->name);
1707 gr_printf(sx, sy, outstr);
1712 // print out energy transfer information on the ship
1715 sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed);
1716 gr_printf(sx, sy, outstr);
1719 sprintf(outstr,"G/S/E: %.2f/%.2f/%.2f",Energy_levels[shipp->weapon_recharge_index],Energy_levels[shipp->shield_recharge_index],Energy_levels[shipp->engine_recharge_index]);
1720 gr_printf(sx, sy, outstr);
1723 // Show information about attacker.
1727 if (Enemy_attacker != NULL)
1728 if (Enemy_attacker->type == OBJ_SHIP) {
1734 eshipp = &Ships[Enemy_attacker->instance];
1735 eaip = &Ai_info[eshipp->ai_index];
1737 if (eaip->target_objnum == Player_obj-Objects) {
1739 dist = vm_vec_dist_quick(&Enemy_attacker->pos, &Player_obj->pos);
1740 vm_vec_normalized_dir(&v2t,&Objects[eaip->target_objnum].pos, &Enemy_attacker->pos);
1742 dot = vm_vec_dot(&v2t, &Enemy_attacker->orient.fvec);
1744 gr_printf(sx, sy, "#%i: %s", Enemy_attacker-Objects, Ships[Enemy_attacker->instance].ship_name);
1746 gr_printf(sx, sy, "Targ dist: %5.1f", dist);
1748 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1753 if (Player_ai->target_objnum == Enemy_attacker - Objects)
1759 Enemy_attacker = NULL;
1760 for (i=0; i<MAX_OBJECTS; i++)
1761 if (Objects[i].type == OBJ_SHIP) {
1764 if (i != Player_ai->target_objnum) {
1765 enemy = Ai_info[Ships[Objects[i].instance].ai_index].target_objnum;
1767 if (enemy == Player_obj-Objects) {
1768 Enemy_attacker = &Objects[i];
1778 gr_printf(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h );
1781 polymodel *pm = model_get( shipp->modelnum );
1782 gr_printf(sx, sy, "POF:%s", pm->filename );
1785 gr_printf(sx, sy, "Mass: %.2f\n", pm->mass);
1790 // display the weapons for the target on the HUD. Include ammo counts.
1791 if ( Show_target_weapons && (is_ship == 1) ) {
1795 swp = &shipp->weapons;
1798 dy = gr_get_font_height();
1800 sprintf(outstr,"Num primaries: %d", swp->num_primary_banks);
1801 gr_printf(sx,sy,outstr);
1803 for ( i = 0; i < swp->num_primary_banks; i++ ) {
1804 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->primary_bank_weapons[i]].name);
1805 gr_printf(sx,sy,outstr);
1810 sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks);
1811 gr_printf(sx,sy,outstr);
1813 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
1814 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->secondary_bank_weapons[i]].name);
1815 gr_printf(sx,sy,outstr);
1824 // called at the start of each level
1825 void hud_targetbox_static_init()
1827 Target_static_next = 0;;
1828 Target_static_playing = 0;
1831 // determine if we should draw static on top of the target box
1832 int hud_targetbox_static_maybe_blit(float frametime)
1836 // on lowest skill level, don't show static on target monitor
1837 if ( Game_skill_level == 0 )
1840 // if multiplayer observer, don't show static
1841 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1845 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
1847 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
1848 sensors_str = SENSOR_STR_TARGET_NO_EFFECTS-1;
1851 if ( sensors_str > SENSOR_STR_TARGET_NO_EFFECTS ) {
1852 Target_static_playing = 0;
1853 Target_static_next = 0;
1855 if ( Target_static_next == 0 )
1856 Target_static_next = 1;
1859 if ( timestamp_elapsed(Target_static_next) ) {
1860 Target_static_playing ^= 1;
1861 Target_static_next = timestamp_rand(50, 750);
1864 if ( Target_static_playing ) {
1865 // hud_set_default_color();
1866 hud_set_gauge_color(HUD_TARGET_MONITOR);
1867 hud_anim_render(&Target_static, frametime, 1);
1868 if ( Target_static_looping == -1 ) {
1869 Target_static_looping = snd_play_looping(&Snds[SND_STATIC]);
1872 if ( Target_static_looping != -1 ) {
1873 snd_stop(Target_static_looping);
1874 Target_static_looping = -1;
1878 return Target_static_playing;
1881 // start the targetbox item flashing for duration ms
1882 // input: index => TBOX_FLASH_ #define
1883 // duration => optional param (default value TBOX_FLASH_DURATION), how long to flash in ms
1884 void hud_targetbox_start_flash(int index, int duration)
1886 Targetbox_flash_timers[index][0] = timestamp(duration);
1889 // stop flashing a specific targetbox item
1890 void hud_targetbox_end_flash(int index)
1892 Targetbox_flash_timers[index][0] = 1;
1895 // determine if a given flashing index is bright or not
1896 int hud_targetbox_is_bright(int index)
1898 return (Targetbox_flash_flags & (1<<index));
1901 // determine if the flashing has expired
1902 int hud_targetbox_flash_expired(int index)
1904 if ( timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
1912 void hudtargetbox_page_in()
1914 bm_page_in_aabitmap( Target_view_gauge.first_frame, Target_view_gauge.num_frames);
1916 bm_page_in_aabitmap( Target_view_integrity_gauge.first_frame, Target_view_integrity_gauge.num_frames );
1918 bm_page_in_aabitmap( Target_view_extra.first_frame, Target_view_extra.num_frames );