2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/Hud/HUD.cpp $
15 * C module that contains all the HUD functions at a high level
18 * Revision 1.6 2003/06/03 04:00:40 taylor
19 * Polish language support (Janusz Dziemidowicz)
21 * Revision 1.5 2003/05/25 02:30:42 taylor
24 * Revision 1.4 2003/05/18 03:55:30 taylor
25 * automatic language selection support
27 * Revision 1.3 2002/06/17 06:33:09 relnev
28 * ryan's struct patch for gcc 2.95
30 * Revision 1.2 2002/06/09 04:41:21 relnev
31 * added copyright header
33 * Revision 1.1.1.1 2002/05/03 03:28:09 root
37 * 58 10/28/99 2:04a Jefff
38 * some german specific coords.
40 * 57 10/25/99 5:43p Jefff
41 * added (and subsequently commented) some scoring debug code. checked in
44 * 56 9/09/99 3:55a Andsager
45 * Reset Hud_support_objnum to -1 when guage stops displaying
47 * 55 9/01/99 11:16a Andsager
48 * Fix bug where support ship guage would not show up if second support
49 * ship called in whlile 1st one dying.
51 * 54 8/23/99 1:49p Dave
52 * Fixed damage popup (hopefully)
54 * 53 8/23/99 11:34a Dave
55 * Fixed shield intensity rendering problems.
57 * 52 8/19/99 6:16p Jefff
59 * 51 8/17/99 7:15p Jefff
60 * auto-target & auto-speed text drawn in code
62 * 50 8/16/99 4:04p Dave
63 * Big honking checkin.
65 * 49 8/09/99 3:47p Dave
66 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
67 * non-nebula missions.
69 * 48 8/09/99 3:14p Dave
70 * Make "launch" warning gauge draw in code.
72 * 47 8/05/99 2:05a Dave
73 * Fixes. Optimized detail level stuff.
75 * 46 8/04/99 2:56p Jefff
76 * fixed black box behind pilot head in hi-res
78 * 45 8/04/99 9:54a Andsager
79 * Auto target turrets on big ships.
81 * 44 8/01/99 12:39p Dave
82 * Added HUD contrast control key (for nebula).
84 * 43 7/31/99 4:15p Dave
85 * Fixed supernova particle velocities. Handle OBJ_NONE in target
86 * monitoring view. Properly use objectives notify gauge colors.
88 * 42 7/31/99 1:16p Dave
89 * Use larger font for 1024 HUD flash text box. Make beam weapons aware of
90 * weapon subsystem damage on firing ship.
92 * 41 7/26/99 10:41a Jefff
93 * added call to hud_maybe_show_damage() in hud_render_2d(). not sure how
94 * this got out in the 1st place.
96 * 40 7/24/99 1:54p Dave
97 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
100 * 39 7/22/99 4:00p Dave
101 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
103 * 38 7/21/99 8:10p Dave
104 * First run of supernova effect.
106 * 37 7/21/99 3:19p Jefff
107 * adjusted subspace and red alert popup text coords
109 * 36 7/19/99 2:13p Dave
110 * Added some new strings for Heiko.
112 * 35 7/19/99 11:48a Jefff
113 * Countermeasure success sound added
115 * 34 7/16/99 12:22p Jefff
116 * Added sound FX to objective popups
118 * 33 7/15/99 7:16p Jefff
119 * Red Alert box is now red
121 * 32 7/09/99 12:00a Andsager
122 * Added target box with distance for remote detonate weapons
124 * 31 6/28/99 4:33p Jasenw
125 * Fixed coords for hi res engine wash gauge
127 * 30 6/11/99 11:13a Dave
128 * last minute changes before press tour build.
130 * 29 6/10/99 3:43p Dave
131 * Do a better job of syncing text colors to HUD gauges.
133 * 28 6/08/99 1:14a Dave
134 * Multi colored hud test.
136 * 27 6/07/99 4:20p Andsager
137 * Add HUD color for tagged object. Apply to target and radar.
139 * 26 5/28/99 5:36p Andsager
142 * 25 5/28/99 10:00a Andsager
143 * Make player hud target affected by Nebula range
145 * 24 5/22/99 5:35p Dave
146 * Debrief and chatbox screens. Fixed small hi-res HUD bug.
148 * 23 5/21/99 5:36p Andsager
149 * Put in high res engine wash gauge and approx coords
151 * 22 5/21/99 1:44p Andsager
152 * Add engine wash gauge
154 * 21 4/20/99 6:39p Dave
155 * Almost done with artillery targeting. Added support for downloading
156 * images on the PXO screen.
158 * 20 2/25/99 4:19p Dave
159 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
160 * release build warnings. Added more data to the squad war request and
163 * 19 2/24/99 4:02p Dave
164 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
166 * 18 2/17/99 2:10p Dave
167 * First full run of squad war. All freespace and tracker side stuff
170 * 17 2/03/99 8:37a Jasen
171 * Fixed dock in coords
173 * 16 2/01/99 9:24a Jasen
174 * Fixed subspace and objectives displays for hi res.
176 * 15 1/25/99 5:03a Dave
177 * First run of stealth, AWACS and TAG missile support. New mission type
180 * 14 1/21/99 9:28p Dave
181 * Fixed damage gauge coords.
183 * 13 1/07/99 9:05a Jasen
184 * coords, coords, coords
186 * 12 1/06/99 3:24p Dave
189 * 11 1/06/99 3:14p Jasen
192 * 10 1/06/99 2:33p Jasen
195 * 9 1/06/99 1:27p Dave
196 * Removed duplicate global var.
198 * 8 1/06/99 1:26p Dave
199 * Put in seperate X coords for "dock in" and the associated time value
200 * for the support ship gauge.
202 * 7 12/28/98 3:17p Dave
203 * Support for multiple hud bitmap filenames for hi-res mode.
205 * 6 12/21/98 5:02p Dave
206 * Modified all hud elements to be multi-resolution friendly.
208 * 5 12/18/98 1:13a Dave
209 * Rough 1024x768 support for Direct3D. Proper detection and usage through
212 * 4 11/05/98 4:18p Dave
213 * First run nebula support. Beefed up localization a bit. Removed all
214 * conditional compiles for foreign versions. Modified mission file
217 * 3 10/13/98 9:28a Dave
218 * Started neatening up freespace.h. Many variables renamed and
219 * reorganized. Added AlphaColors.[h,cpp]
221 * 2 10/07/98 10:53a Dave
224 * 1 10/07/98 10:49a Dave
226 * 223 8/28/98 3:28p Dave
227 * EMP effect done. AI effects may need some tweaking as required.
229 * 222 8/25/98 1:48p Dave
230 * First rev of EMP effect. Player side stuff basically done. Next comes
233 * 221 8/09/98 4:45p Lawrance
234 * center various HUD text - fixes problems in the German version
236 * 220 6/18/98 10:10a Allender
237 * fixed compiler warnings
239 * 219 6/17/98 11:03a Lawrance
240 * position subspace notify correctly for german version
242 * 218 6/13/98 10:48p Lawrance
243 * Changed code to utilize proper fixed-space 1 character.
245 * 217 6/13/98 6:01p Hoffoss
246 * Externalized all new (or forgot to be added) strings to all the code.
248 * 216 6/12/98 2:49p Dave
249 * Patch 1.02 changes.
251 * 215 6/09/98 10:31a Hoffoss
252 * Created index numbers for all xstr() references. Any new xstr() stuff
253 * added from here on out should be added to the end if the list. The
254 * current list count can be found in FreeSpace.cpp (search for
257 * 214 6/01/98 11:43a John
258 * JAS & MK: Classified all strings for localization.
260 * 213 5/23/98 4:14p John
261 * Added code to preload textures to video card for AGP. Added in code
262 * to page in some bitmaps that weren't getting paged in at level start.
264 * 212 5/17/98 3:32p Lawrance
265 * Allow red alert orders to get downloaded when in an out-of-cockpit view
267 * 211 5/15/98 8:36p Lawrance
268 * Add 'target ship that last sent transmission' target key
270 * 210 5/10/98 5:28p Lawrance
271 * Ensure hud messages and talking heads show up when viewing from another
274 * 209 5/10/98 12:11a Lawrance
275 * Fix a couple of problems with 2D gauges showing up in external views
277 * 208 5/09/98 4:52p Lawrance
278 * Implement padlock view (up/rear/left/right)
280 * 207 5/09/98 12:20a Lawrance
281 * Show hud messages in all views
283 * 206 5/08/98 5:32p Lawrance
284 * Allow cargo scanning even if target gauge is disabled
286 * 205 5/08/98 10:13a Lawrance
287 * Don't allow targeting of ships that have SF_EXPLODED flag set
289 * 204 5/07/98 1:01a Chad
290 * Yet another hud gauage which shouldn't be rendered as a multiplayer
293 * 203 5/04/98 12:08p Ed
294 * from allender: move hud_target_change_check() after code which does
295 * possible auto target change. Fixed multiplayer problem where locking
296 * subsys does not match ship currently targeted
298 * 202 5/04/98 6:12p Lawrance
299 * Write generic function hud_end_string_at_first_hash_symbol(), to use in
300 * various spots on the HUD
302 * 201 4/30/98 3:32p Lawrance
303 * Cull dead/departed ships from escort ship in hud_update_frame()
305 * 200 4/23/98 10:24p Mike
306 * Int3(), then recover gracefully from some error in which ship to be
307 * repaired is killed.
314 #include "freespace.h"
315 #include "systemvars.h"
317 #include "hudtarget.h"
318 #include "hudreticle.h"
319 #include "hudmessage.h"
323 #include "multiutil.h"
325 #include "hudsquadmsg.h"
327 #include "eventmusic.h"
334 #include "hudescort.h"
335 #include "hudshield.h"
336 #include "linklist.h"
337 #include "hudtargetbox.h"
338 #include "missionmessage.h"
339 #include "missiontraining.h"
342 #include "hudobserver.h"
343 #include "hudtargetbox.h"
344 #include "hudconfig.h"
345 #include "missiongoals.h"
346 #include "asteroid.h"
347 #include "starfield.h"
348 #include "hudwingmanstatus.h"
349 #include "multi_voice.h"
350 #include "multi_pmsg.h"
351 #include "redalert.h"
353 #include "alphacolors.h"
354 #include "localize.h"
355 #include "supernova.h"
358 // new values for HUD alpha
359 #define HUD_NEW_ALPHA_DIM 80
360 #define HUD_NEW_ALPHA_NORMAL 120
361 #define HUD_NEW_ALPHA_BRIGHT 220
364 #define HUD_NEW_ALPHA_DIM_HI 130
365 #define HUD_NEW_ALPHA_NORMAL_HI 190
366 #define HUD_NEW_ALPHA_BRIGHT_HI 255
368 // globals that will control the color of the HUD gauges
369 int HUD_color_red = 0;
370 int HUD_color_green = 255;
371 int HUD_color_blue = 0;
372 int HUD_color_alpha = HUD_COLOR_ALPHA_DEFAULT; // 1 -> HUD_COLOR_ALPHA_USER_MAX
374 int HUD_contrast = 0; // high or lo contrast (for nebula, etc)
376 color HUD_color_defaults[HUD_NUM_COLOR_LEVELS]; // array of colors with different alpha blending
377 color HUD_color_debug; // grey debug text shown on HUD
379 static int Player_engine_snd_loop = -1;
381 // animations for damages gauges
382 hud_anim Target_static;
383 hud_anim Radar_static;
385 // HUD render frame offsets
386 float HUD_offset_x = 0.0f;
387 float HUD_offset_y = 0.0f;
389 // Global: integrity of player's target
390 float Pl_target_integrity;
392 static int Hud_last_can_target; // whether Player is able to target in the last frame
393 static int Hud_can_target_timer; // timestamp to allow target gauge to draw static once targeting functions are not allowed
395 // centered text message gauges (collision, emp, etc)
396 char Hud_text_flash[512] = "";
397 int Hud_text_flash_coords[GR_NUM_RESOLUTIONS][2] = {
405 void hud_init_text_flash_gauge();
406 void hud_start_text_flash(char *txt, int t);
407 void hud_maybe_show_text_flash_icon();
410 // multiplayer messaging text
411 int Multi_msg_coords[GR_NUM_RESOLUTIONS][2] = {
420 // multiplayer voice stuff
421 int Voice_coords[GR_NUM_RESOLUTIONS][2] = {
430 // redalert downloading new orders text
431 int Red_text_coords[GR_NUM_RESOLUTIONS][2] = {
439 int Red_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
449 int Subspace_text_coords[GR_NUM_RESOLUTIONS][2] = {
457 int Subspace_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
466 // message text coords
467 int Head_message_coords[GR_NUM_RESOLUTIONS][2] = {
477 int Ping_coords[GR_NUM_RESOLUTIONS][2] = {
487 int Supernova_coords[GR_NUM_RESOLUTIONS][2] = {
496 // used to draw the netlag icon on the HUD
497 hud_frames Netlag_icon;
498 int Netlag_icon_loaded=0;
499 int Netlag_coords[GR_NUM_RESOLUTIONS][2] = {
507 char Netlag_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
512 // used to draw the kills gauge
513 hud_frames Kills_gauge;
514 int Kills_gauge_loaded = 0;
515 int Kills_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
523 int Kills_text_coords[GR_NUM_RESOLUTIONS][2] = {
532 // for German version
533 int Kills_text_val_coords_gr[GR_NUM_RESOLUTIONS][2] = {
542 int Kills_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
551 char Kills_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
556 // used to draw border around a talking head
557 static hud_frames Head_frame_gauge;
558 static int Head_frame_gauge_loaded = 0;
559 int Head_frame_coords[GR_NUM_RESOLUTIONS][2] = {
567 char Head_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
572 // mission time frame
573 static hud_frames Mission_time_gauge;
574 static int Mission_time_gauge_loaded = 0;
575 int Mission_time_coords[GR_NUM_RESOLUTIONS][2] = {
583 int Mission_time_text_coords[GR_NUM_RESOLUTIONS][2] = {
591 int Mission_time_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
599 char Mission_time_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
604 // used to draw the hud support view
605 static hud_frames Support_view_gauge;
606 static int Support_view_gauge_loaded = 0;
607 static int Hud_support_view_active;
608 static int Hud_support_view_abort; // active when we need to display abort message
609 static int Hud_support_view_fade; // timer
610 static int Hud_support_obj_sig, Hud_support_objnum, Hud_support_target_sig;
611 int Support_view_coords[GR_NUM_RESOLUTIONS][2] = {
619 int Support_text_coords[GR_NUM_RESOLUTIONS][2] = {
627 int Support_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
635 int Support_text_dock_coords[GR_NUM_RESOLUTIONS][2] = { // "dock in" x coord
643 int Support_text_dock_val_coords[GR_NUM_RESOLUTIONS][2] = { // time value for "dock in" x coord
651 char Support_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
656 // damage gauge stuff
657 #define NUM_DAMAGE_GAUGES 3
658 static hud_frames Damage_gauges[NUM_DAMAGE_GAUGES];
659 static int Damage_gauges_loaded = 0;
660 char *Damage_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_DAMAGE_GAUGES] =
675 int Damage_gauge_line_h[GR_NUM_RESOLUTIONS] = {
679 int Damage_gauge_coords[GR_NUM_RESOLUTIONS][2][2] = {
688 // These #'s seem to work, although I really don't know why. Frankly, it frightens me,
689 // because it means the 640 coords _shouldn't_. This may be due to D3D strangeness, so
690 // we'll have to investigate when we get hi-res Glide in.
692 int Damage_text_coords[GR_NUM_RESOLUTIONS][2] = {
700 int Hull_integ_coords[GR_NUM_RESOLUTIONS][2] = {
708 int Hull_integ_val_coords[GR_NUM_RESOLUTIONS][2] = {
716 int Damage_subsys_text_coords[GR_NUM_RESOLUTIONS][2] = {
727 #define HUD_GAUGE_FLASH_DURATION 5000
728 #define HUD_GAUGE_FLASH_INTERVAL 200
729 int HUD_gauge_flash_duration[NUM_HUD_GAUGES];
730 int HUD_gauge_flash_next[NUM_HUD_GAUGES];
731 int HUD_gauge_bright;
734 typedef struct objective_display_info
742 } objective_display_info;
744 static objective_display_info Objective_display;
746 static int Objective_display_gauge_inited=0;
747 static hud_frames Objective_display_gauge;
748 int Objective_display_coords[GR_NUM_RESOLUTIONS][2] = {
756 int Objective_text_coords[GR_NUM_RESOLUTIONS][2] = {
764 int Objective_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
772 char Objective_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
777 // Subspace notify display
778 static int Subspace_notify_active;
779 static int Objective_notify_active;
780 static int HUD_abort_subspace_timer = 1;
782 // used to track how player subsystems are getting damaged
783 typedef struct hud_subsys_info
786 int flash_duration_timestamp;
789 static hud_subsys_info Pl_hud_subsys_info[SUBSYSTEM_MAX];
790 static int Pl_hud_next_flash_timestamp;
791 static int Pl_hud_is_bright;
793 #define SUBSYS_DAMAGE_FLASH_DURATION 1800
794 #define SUBSYS_DAMAGE_FLASH_INTERVAL 100
796 // timers used for popup gauges
797 int HUD_popup_timers[NUM_HUD_GAUGES];
799 // forward declarations
800 void update_throttle_sound();
801 void hud_show_damage_popup();
802 void hud_damage_popup_init();
803 void hud_support_view_init();
804 void hud_gauge_flash_init();
805 void hud_objective_message_init();
806 void hud_maybe_display_objective_message();
807 void hud_stop_subspace_notify();
808 void hud_start_subspace_notify();
809 void hud_stop_objective_notify();
810 void hud_start_objective_notify();
811 int hud_subspace_notify_active();
812 int hud_objective_notify_active();
813 void hud_subspace_notify_abort();
814 void hud_maybe_display_subspace_notify();
815 void hud_init_netlag_icon();
816 void hud_maybe_show_netlag_icon();
817 void hud_maybe_display_red_alert();
818 void hud_init_kills_gauge();
819 void hud_show_kills_gauge();
820 int hud_maybe_render_emp_icon();
821 void hud_init_emp_icon();
823 // Saturate a value in minv..maxv.
824 void saturate(int *i, int minv, int maxv)
832 // init the colors used for the different shades of the HUD
833 void HUD_init_hud_color_array()
837 for ( i = 0; i < HUD_NUM_COLOR_LEVELS; i++ ) {
838 gr_init_alphacolor( &HUD_color_defaults[i], HUD_color_red, HUD_color_green, HUD_color_blue, (i+1)*16 );
842 // HUD_init will call all the various HUD gauge init functions. This function is called at the
843 // start of each mission (level)
844 void HUD_init_colors()
846 saturate(&HUD_color_red, 0, 255);
847 saturate(&HUD_color_green, 0, 255);
848 saturate(&HUD_color_blue, 0, 255);
849 saturate(&HUD_color_alpha, 0, HUD_COLOR_ALPHA_USER_MAX);
851 gr_init_alphacolor( &HUD_color_debug, 128, 255, 128, HUD_color_alpha*16 );
852 HUD_init_hud_color_array();
854 hud_init_targeting_colors();
855 hud_gauge_flash_init();
858 // The following global data is used to determine if we should change the engine sound.
859 // We only check if the throttle has changed every THROTTLE_SOUND_CHECK_INTERVAL ms, and
860 // then we make sure that the throttle has actually changed. If it has changed, we start
861 // a new sound and/or adjust the volume. This occurs in update_throttle_sound()
863 static float last_percent_throttle;
864 #define THROTTLE_SOUND_CHECK_INTERVAL 50 // in ms
865 static int throttle_sound_check_id;
867 // used for the display of damaged subsystems
868 typedef struct hud_subsys_damage
875 #define DAMAGE_FLASH_TIME 150
876 static int Damage_flash_bright;
877 static int Damage_flash_timer;
879 // initialize the timers used for popup gauges
880 void hud_init_popup_timers()
883 for (i=0; i<NUM_HUD_GAUGES; i++) {
884 HUD_popup_timers[i] = timestamp(0);
888 // Load in the bitmap for the talking head gauge if required
889 void hud_init_talking_head_gauge()
891 // ensure the talking head border is loaded
892 if ( !Head_frame_gauge_loaded ) {
893 Head_frame_gauge.first_frame = bm_load_animation(Head_fname[gr_screen.res], &Head_frame_gauge.num_frames);
894 if ( Head_frame_gauge.first_frame == -1 ) {
895 Warning(LOCATION, "Could not load in ani: Head_fname[gr_screen.res]\n");
897 Head_frame_gauge_loaded = 1;
901 // Load in the bitmap for the mission time gauge if required
902 void hud_init_mission_time_gauge()
904 // ensure the talking head border is loaded
905 if ( !Mission_time_gauge_loaded ) {
906 Mission_time_gauge.first_frame = bm_load_animation(Mission_time_fname[gr_screen.res], &Mission_time_gauge.num_frames);
907 if ( Mission_time_gauge.first_frame == -1 ) {
908 Warning(LOCATION, "Could not load in ani: Mission_time_fname[gr_screen.res]\n");
910 Mission_time_gauge_loaded = 1;
914 // ----------------------------------------------------------------------
917 // Called each level to initalize HUD systems
922 hud_init_msg_window();
923 hud_init_targeting();
925 hud_shield_level_init();
927 hud_targetbox_init();
929 hud_damage_popup_init();
930 hud_support_view_init();
931 hud_init_squadmsg(); // initialize the vars needed for squadmate messaging
932 hud_init_popup_timers();
933 hud_objective_message_init();
934 hud_init_wingman_status_gauge();
935 hud_anim_init(&Target_static, Target_window_coords[gr_screen.res][0], Target_window_coords[gr_screen.res][1], NOX("TargetStatic"));
936 hud_targetbox_static_init();
937 hud_init_text_flash_gauge();
938 hud_init_netlag_icon();
939 hud_init_talking_head_gauge();
940 hud_init_mission_time_gauge();
941 hud_init_kills_gauge();
942 hud_stop_subspace_notify();
943 hud_stop_objective_notify();
944 hud_target_last_transmit_level_init();
946 throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
947 HUD_abort_subspace_timer = 1;
948 Hud_last_can_target = 1;
949 Hud_can_target_timer = 1;
950 last_percent_throttle = 0.0f;
952 // default to high contrast in the nebula
954 if(The_mission.flags & MISSION_FLAG_FULLNEB){
959 // return !0 if HUD is disabled (ie no gauges are shown/usable), otherwise return 0
962 // if ( Ship_info[Player_ship->ship_info_index].species != SPECIES_TERRAN ) {
969 // Determine if we should popup the weapons gauge on the HUD.
970 void hud_maybe_popup_weapons_gauge()
972 if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) {
973 ship_weapon *swp = &Player_ship->weapons;
976 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
977 if ( swp->secondary_bank_ammo[i] > 0 ) {
978 int ms_till_fire = timestamp_until(swp->next_secondary_fire_stamp[i]);
979 if ( ms_till_fire >= 1000 ) {
980 hud_gauge_popup_start(HUD_WEAPONS_GAUGE, 2500);
987 // hud_update_frame() will update hud systems
989 // This function updates those parts of the hud that are not dependant on the
990 // rendering of the hud.
991 void hud_update_frame()
996 update_throttle_sound();
997 hud_check_reticle_list();
998 hud_wingman_status_update();
1000 // Check hotkey selections to see if any ships need to be removed
1001 hud_prune_hotkeys();
1003 // Remove dead/departed ships from the escort list
1004 hud_escort_cull_list();
1006 hud_update_reticle( Player );
1007 hud_shield_hit_update();
1008 hud_maybe_popup_weapons_gauge();
1010 // if emp is active we have to allow targeting by the "random emp" system
1011 // we will intercept player targeting requests in hud_sensors_ok() when checking key commands
1013 can_target = hud_sensors_ok(Player_ship, 0);
1014 if(emp_active_local()){
1017 if ( !can_target && Hud_last_can_target ) {
1018 Hud_can_target_timer = timestamp(1200);
1020 Hud_last_can_target = can_target;
1022 if ( timestamp_elapsed(Hud_can_target_timer) ) {
1023 if ( (Player_ai->target_objnum != -1) && !can_target ){
1024 Player_ai->target_objnum = -1;
1028 // if there is no target, check if auto-targeting is enabled, and select new target
1030 int retarget_turret = 0;
1032 if (Player_ai->target_objnum == -1){
1034 } else if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
1035 if (Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING){
1036 if (timestamp_elapsed(Ships[Objects[Player_ai->target_objnum].instance].final_death_time)) {
1042 // check if big ship and currently selected subsys is turret and turret is dead
1043 // only do this is not retargeting
1044 if ((!retarget) && (Player_ai->target_objnum != -1)) {
1045 if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
1046 if ( !(Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING) ) {
1047 if ( Ship_info[Ships[Objects[Player_ai->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) {
1048 ship_subsys *ss = Player_ai->targeted_subsys;
1050 if ((ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits == 0)) {
1051 retarget_turret = 1;
1059 if ( retarget && can_target ) {
1060 Player_ai->current_target_is_locked = 0;
1061 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1062 Player_ai->target_objnum = -1;
1063 hud_target_auto_target_next();
1067 if (retarget_turret && can_target) {
1069 // get closest weighted live turret
1070 // hud_target_closest(OBJ_INDEX(Player_obj), FALSE, FALSE);
1071 void hud_update_closest_turret();
1072 hud_update_closest_turret();
1075 hud_target_change_check();
1077 if (Player_ai->target_objnum == -1) {
1078 if ( Target_static_looping != -1 ) {
1079 snd_stop(Target_static_looping);
1084 targetp = &Objects[Player_ai->target_objnum];
1087 int stop_targetting_this_thing = 0;
1089 // check to see if the target is still alive
1090 if ( targetp->flags&OF_SHOULD_BE_DEAD ) {
1091 stop_targetting_this_thing = 1;
1094 Player->target_is_dying = FALSE;
1095 ship *target_shipp = NULL;
1097 if ( targetp->type == OBJ_SHIP ) {
1098 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
1099 target_shipp = &Ships[targetp->instance];
1100 Player->target_is_dying = target_shipp->flags & SF_DYING;
1102 // If it is warping out (or exploded), turn off targeting
1103 if ( target_shipp->flags & (SF_DEPART_WARP|SF_EXPLODED) ) {
1104 stop_targetting_this_thing = 1;
1108 // Check if can still be seen in Nebula
1109 if ( hud_target_invalid_awacs(targetp) ) {
1110 stop_targetting_this_thing = 1;
1113 // If this was found to be something we shouldn't
1114 // target anymore, just remove it
1115 if ( stop_targetting_this_thing ) {
1116 Player_ai->target_objnum = -1;
1117 Player_ai->targeted_subsys = NULL;
1118 hud_stop_looped_locking_sounds();
1121 if (Player->target_is_dying) {
1122 hud_stop_looped_locking_sounds();
1123 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1124 hud_target_auto_target_next();
1128 // Switch to battle track when a targeted ship is hostile and within BATTLE_START_MIN_TARGET_DIST
1129 if (targetp->type == OBJ_SHIP && Event_Music_battle_started == 0 ) {
1130 Assert( target_shipp != NULL );
1132 if (opposing_team_mask(Player_ship->team)) {
1133 float dist_to_target;
1135 dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos);
1136 if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) {
1138 // If the target has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive
1139 // ship, so don't start the battle music
1140 if (stricmp(Ai_class_names[Ai_info[target_shipp->ai_index].ai_class], NOX("none")))
1141 event_music_battle_start();
1146 // Since we need to reference the player's target integrity in several places this upcoming
1147 // frame, only calculate once here
1148 if ( target_shipp ) {
1150 initial_hull = Ship_info[target_shipp->ship_info_index].initial_hull_strength;
1151 if ( initial_hull <= 0 ) {
1152 Int3(); // illegal initial hull strength
1153 Pl_target_integrity = 0.0f;
1155 Pl_target_integrity = targetp->hull_strength / initial_hull;
1156 if (Pl_target_integrity < 0)
1157 Pl_target_integrity = 0.0f;
1161 hud_update_cargo_scan_sound();
1165 void HUD_render_forward_icon(object *objp)
1170 vm_vec_scale_add(&p0, &objp->pos, &objp->orient.v.fvec, 100.0f);
1171 g3_rotate_vertex(&v0, &p0);
1173 gr_set_color(255, 0, 0);
1174 if ((!(v0.flags & PF_OVERFLOW)) && (v0.codes == 0)) // make sure point projected
1175 g3_draw_sphere(&v0, 1.25f);
1176 else if (v0.codes != 0) { // target center is not on screen
1177 // draw the offscreen indicator at the edge of the screen where the target is closest to
1178 hud_draw_offscreen_indicator(&v0, &p0);
1182 // Draw white brackets around asteroids which has the AF_DRAW_BRACKETS flag set
1183 void hud_show_asteroid_brackets()
1185 if ( hud_sensors_ok(Player_ship, 0) ) {
1186 asteroid_show_brackets();
1190 // Draw radar gauge on the HUD
1191 void hud_show_radar()
1193 if ( hud_disabled() ) {
1197 if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
1198 if ( Game_detail_flags & DETAIL_FLAG_HUD ) {
1199 if ( hud_gauge_active(HUD_RADAR) ) {
1201 radar_frame_render(flFrametime);
1207 // Render model of target in the target view box
1208 void hud_show_target_model()
1210 if ( hud_disabled() ) {
1214 // display the miniature model of the target in the target box and shade
1215 if ( Game_detail_flags & DETAIL_FLAG_HUD ) {
1216 if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY)))
1217 hud_render_target_model();
1221 void hud_show_common_3d_gauges(float frametime, int in_cockpit)
1223 // draw boxes around current selection set, if any
1224 hud_show_selection_set();
1226 // draw the targeting data around any message sender
1227 hud_show_message_sender();
1229 // draw brackets around asteroids is necessary
1230 hud_show_asteroid_brackets();
1232 // draw targetting data around the current target
1233 hud_show_targeting_gauges(frametime, in_cockpit);
1235 // draw brackets and distance to remote detonate missile
1236 hud_show_remote_detonate_missile();
1239 // Render gauges that need to be between a g3_start_frame() and a g3_end_frame()
1240 void HUD_render_3d(float frametime)
1242 Player->subsys_in_view = -1;
1244 if ( hud_disabled() ) {
1248 if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY))) {
1250 hud_show_common_3d_gauges(frametime, 1);
1252 // Show all homing missiles locked onto the player.
1253 // Currently not supporting a way to toggle this as I'm not sure we'll stick wtih this gauge. -- MK, 3/17/97.
1254 if ( hud_gauge_active(HUD_MISSILE_WARNING_ARROW) ) {
1255 hud_show_homing_missiles();
1258 } else if ( Viewer_mode & (VM_CHASE | VM_EXTERNAL | VM_WARP_CHASE | VM_PADLOCK_ANY ) ) {
1259 // If the player is warping out, don't draw the targeting gauges
1260 Assert(Player != NULL);
1261 if ( Player->control_mode != PCM_NORMAL ) {
1265 hud_show_common_3d_gauges(frametime, 0);
1268 if (Viewer_mode & VM_SLEWED) {
1269 HUD_render_forward_icon(Player_obj);
1274 // call from HUD_render_2d() when in gameplay, and call when in navmap
1275 void hud_show_messages()
1277 // draw the message window
1278 hud_show_msg_window();
1279 hud_show_fixed_text();
1282 // decide if we want to blit damage status to the screen
1283 void hud_maybe_show_damage()
1285 if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
1289 // display the current weapon info for the player ship, with ammo/energy counts
1290 if ( hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
1291 int show_gauge_flag;
1293 if ( (Ship_info[Player_ship->ship_info_index].initial_hull_strength - Player_obj->hull_strength) > 1.0f ) {
1294 show_gauge_flag = 1;
1296 show_gauge_flag = 0;
1299 // is gauge configured as a popup?
1300 if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
1301 if ( !hud_gauge_popup_active(HUD_DAMAGE_GAUGE) ) {
1306 if ( show_gauge_flag ) {
1307 hud_show_damage_popup();
1312 // The damage toggle button was pressed, so change state
1313 void hud_damage_popup_toggle()
1315 snd_play(&Snds[SND_SQUADMSGING_ON]);
1317 // If gague is disabled (off), make it on all the time
1318 if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
1319 hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0);
1323 // if gauge is popup, turn it off if it is current up, otherwise force it to be up
1324 if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
1325 if ( Player_obj->hull_strength == Ship_info[Player_ship->ship_info_index].initial_hull_strength ) {
1326 hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0);
1328 hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0);
1333 // gauge is on, without any popup... so force it to be off
1334 hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0);
1338 // Display the current mission time in MM:SS format
1339 void hud_show_mission_time()
1341 float mission_time, time_comp;
1345 mission_time = f2fl(Missiontime); // convert to seconds
1347 minutes=(int)(mission_time/60);
1348 seconds=(int)mission_time%60;
1350 hud_set_gauge_color(HUD_MISSION_TIME);
1352 // blit background frame
1353 if ( Mission_time_gauge.first_frame >= 0 ) {
1354 GR_AABITMAP(Mission_time_gauge.first_frame, Mission_time_coords[gr_screen.res][0], Mission_time_coords[gr_screen.res][1]);
1357 // print out mission time in MM:SS format
1358 gr_printf(Mission_time_text_coords[gr_screen.res][0], Mission_time_text_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds);
1360 // display time compression as xN
1361 time_comp = f2fl(Game_time_compression);
1362 if ( time_comp < 1 ) {
1363 gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], XSTR( "x%.1f", 215), time_comp);
1365 gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], XSTR( "x%.0f", 216), time_comp);
1369 // If a head animation is playing, then blit a border around it
1370 void hud_maybe_blit_head_border()
1372 if ( Head_frame_gauge.first_frame == -1 ){
1376 if ( message_anim_is_playing() ) {
1378 // hud_set_default_color();
1379 hud_set_gauge_color(HUD_TALKING_HEAD);
1381 GR_AABITMAP(Head_frame_gauge.first_frame, Head_frame_coords[gr_screen.res][0], Head_frame_coords[gr_screen.res][1]);
1384 gr_string(Head_message_coords[gr_screen.res][0], Head_message_coords[gr_screen.res][1], XSTR("message", 217));
1388 // Black out area behind head animation
1389 void hud_maybe_clear_head_area()
1391 if ( Head_frame_gauge.first_frame == -1 ) {
1395 if ( message_anim_is_playing() ) {
1397 if (gr_screen.res == GR_640) {
1398 HUD_set_clip(7, 45, 160, 120); // these coords are set in MissionMessage.cpp
1400 HUD_set_clip(7, 66, 160, 120);
1407 void hud_maybe_display_supernova()
1411 // if there's a supernova coming
1412 time_left = supernova_time_left();
1413 if(time_left < 0.0f){
1417 gr_set_color_fast(&Color_bright_red);
1419 gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Wybuch supernowej : %.2f s", time_left);
1422 gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Supernova Warning : %.2f s", time_left);
1426 // render multiplayer ping time to the server if appropriate
1427 void hud_render_multi_ping()
1429 // if we shouldn't be displaying a ping time, return here
1430 if(!multi_show_ingame_ping()){
1434 // if we're in multiplayer mode, display our ping time to the server
1435 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1437 memset(ping_str,0,50);
1439 // if our ping is positive, display it
1440 if((Netgame.server != NULL) && (Netgame.server->s_info.ping.ping_avg > 0)){
1442 if(Netgame.server->s_info.ping.ping_avg >= 1000){
1443 sprintf(ping_str,XSTR("> 1 sec",628));
1445 sprintf(ping_str,XSTR("%d ms",629),Netgame.server->s_info.ping.ping_avg);
1448 // blit the string out
1449 hud_set_default_color();
1450 gr_string(Ping_coords[gr_screen.res][0], Ping_coords[gr_screen.res][1], ping_str);
1455 // render all the 2D gauges on the HUD
1456 void HUD_render_2d(float frametime)
1458 int show_gauge_flag;
1463 // show some scoring debug stuff
1465 extern char Scoring_debug_text[];
1466 gr_string( 10, 40, Scoring_debug_text );
1469 if ( hud_disabled() ) {
1473 if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
1474 // display Energy Transfer System gauges
1475 if ( hud_gauge_active(HUD_ETS_GAUGE) ) {
1477 // is gauge configured as a popup?
1478 if ( hud_gauge_is_popup(HUD_ETS_GAUGE) ) {
1479 if ( !hud_gauge_popup_active(HUD_ETS_GAUGE) ) {
1484 if ( show_gauge_flag ) {
1489 // display afterburner fuel gauge
1490 if ( hud_gauge_active(HUD_AFTERBURNER_ENERGY) ) {
1491 hud_set_gauge_color(HUD_AFTERBURNER_ENERGY);
1492 hud_show_afterburner_gauge();
1496 hud_maybe_show_text_flash_icon();
1498 // maybe show the netlag icon
1499 if(Game_mode & GM_MULTIPLAYER){
1500 hud_maybe_show_netlag_icon();
1502 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1503 hud_render_observer();
1511 // why is this here twice?
1512 // display Energy Transfer System gauges
1513 if ( hud_gauge_active(HUD_ETS_GAUGE) ) {
1515 // is gauge configured as a popup?
1516 if ( hud_gauge_is_popup(HUD_ETS_GAUGE) ) {
1517 if ( !hud_gauge_popup_active(HUD_ETS_GAUGE) ) {
1522 if ( show_gauge_flag ) {
1528 // display info on the ships in the escort list
1529 if ( hud_gauge_active(HUD_ESCORT_VIEW) ) {
1531 // is gauge configured as a popup?
1532 if ( hud_gauge_is_popup(HUD_ESCORT_VIEW) ) {
1533 if ( !hud_gauge_popup_active(HUD_ESCORT_VIEW) ) {
1538 if ( show_gauge_flag ) {
1539 hud_set_gauge_color(HUD_ESCORT_VIEW);
1540 hud_display_escort();
1544 // display the current weapon info for the player ship, with ammo/energy counts
1545 if ( hud_gauge_active(HUD_WEAPONS_GAUGE) ) {
1547 // is gauge configured as a popup?
1548 if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) {
1549 if ( !hud_gauge_popup_active(HUD_WEAPONS_GAUGE) ) {
1554 if ( show_gauge_flag ) {
1559 // display player countermeasures count
1560 if ( hud_gauge_active(HUD_CMEASURE_GAUGE) ) {
1562 // is gauge configured as a popup?
1563 if ( hud_gauge_is_popup(HUD_CMEASURE_GAUGE) ) {
1564 if ( !hud_gauge_popup_active(HUD_CMEASURE_GAUGE) ) {
1569 if ( show_gauge_flag ) {
1570 hud_show_cmeasure_gague();
1574 if ( hud_gauge_active(HUD_WEAPONS_ENERGY) ) {
1575 hud_show_weapon_energy_gauge();
1578 // show the auto-target icons
1579 hud_show_auto_icons();
1581 // draw a border around a talking head if it is playing
1582 hud_maybe_blit_head_border();
1584 // draw the status of support ship servicing the player
1585 hud_support_view_blit();
1587 // draw the damage status
1588 hud_maybe_show_damage();
1590 // show mission time
1591 if ( hud_gauge_active(HUD_MISSION_TIME) ) {
1592 hud_show_mission_time();
1595 // show subspace notify gauge
1596 hud_maybe_display_subspace_notify();
1598 // show objective status gauge
1599 if ( hud_gauge_active(HUD_OBJECTIVES_NOTIFY_GAUGE) ) {
1600 hud_maybe_display_objective_message();
1603 if ( hud_gauge_active(HUD_WINGMEN_STATUS) ) {
1604 hud_wingman_status_render();
1607 if ( hud_gauge_active(HUD_KILLS_GAUGE) ) {
1609 // is gauge configured as a popup?
1610 if ( hud_gauge_is_popup(HUD_KILLS_GAUGE) ) {
1611 if ( !hud_gauge_popup_active(HUD_KILLS_GAUGE) ) {
1616 if ( show_gauge_flag ) {
1617 hud_show_kills_gauge();
1621 // show the player shields
1622 if ( hud_gauge_active(HUD_PLAYER_SHIELD_ICON) ) {
1623 hud_shield_show(Player_obj);
1626 // show the directives popup and/or training popup
1627 message_training_display();
1629 // if this is a multiplayer game, blit any icons/bitmaps indicating voice recording or playback
1630 if(Game_mode & GM_MULTIPLAYER){
1631 hud_show_voice_status();
1635 hud_show_messages();
1637 // maybe render any necessary multiplayer text messaging strings being entered
1638 hud_maybe_render_multi_text();
1640 // show red alert notify gauge when moving to red alert
1641 hud_maybe_display_red_alert();
1643 // display supernova warning
1644 hud_maybe_display_supernova();
1646 // check to see if we are in messaging mode. If so, send the key to the code
1647 // to deal with the message. hud_sqaudmsg_do_frame will return 0 if the key
1648 // wasn't used in messaging mode, otherwise 1. In the event the key was used,
1649 // return immediately out of this function.
1650 if ( Players->flags & PLAYER_FLAGS_MSG_MODE ) {
1651 if ( hud_squadmsg_do_frame() ){
1656 hud_render_multi_ping();
1660 // hud_stop_looped_engine_sounds()
1662 // This function will set the loop id's for the engine noises to -1, this will force any
1663 // looping engine sounds to stop. This should only be called when the game decides to
1664 // stop all looping sounds
1667 void hud_stop_looped_engine_sounds()
1669 if ( Player_engine_snd_loop > -1 ) {
1670 snd_stop(Player_engine_snd_loop);
1671 //snd_chg_loop_status(Player_engine_snd_loop, 0);
1672 Player_engine_snd_loop = -1;
1676 #define ZERO_PERCENT 0.01f
1677 #define ENGINE_MAX_VOL 1.0f
1678 #define ENGINE_MAX_PITCH 44100
1680 void update_throttle_sound()
1682 // determine what engine sound to play
1683 float percent_throttle;
1684 // int throttle_pitch;
1686 // if we're a multiplayer observer, stop any engine sounds from playing and return
1687 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1688 // stop engine sound if it is playing
1689 if(Player_engine_snd_loop != -1){
1690 snd_stop(Player_engine_snd_loop);
1691 Player_engine_snd_loop = -1;
1698 if ( timestamp_elapsed(throttle_sound_check_id) ) {
1700 throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
1702 if ( Ships[Player_obj->instance].current_max_speed == 0 ) {
1703 percent_throttle = Player_obj->phys_info.fspeed / Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
1705 percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed;
1708 // If the throttle has changed, modify the sound
1709 if ( percent_throttle != last_percent_throttle || Player_engine_snd_loop == -1 ) {
1711 if ( percent_throttle < ZERO_PERCENT ) {
1712 if ( Player_engine_snd_loop > -1 ) {
1713 snd_chg_loop_status(Player_engine_snd_loop, 0);
1714 Player_engine_snd_loop = -1;
1718 if ( Player_engine_snd_loop == -1 ){
1719 Player_engine_snd_loop = snd_play_looping( &Snds[SND_ENGINE], 0.0f , -1, -1, percent_throttle * ENGINE_MAX_VOL );
1721 // The sound may have been trashed at the low-level if sound channel overflow.
1722 // TODO: implement system where certain sounds cannot be interrupted (priority?)
1723 if ( snd_is_playing(Player_engine_snd_loop) ) {
1724 snd_set_volume(Player_engine_snd_loop, percent_throttle * ENGINE_MAX_VOL);
1727 Player_engine_snd_loop = -1;
1732 // throttle_pitch = snd_get_pitch(Player_engine_snd_loop);
1733 // if ( percent_throttle > 0.5 ) {
1734 // snd_set_pitch(Player_engine_snd_loop, fl2i(22050 + (percent_throttle-0.5f)*1000));
1737 } // end if (percent_throttle != last_percent_throttle)
1739 last_percent_throttle = percent_throttle;
1741 } // end if ( timestamp_elapsed(throttle_sound_check_id) )
1744 // called at the beginning of each level. Loads frame data in once, and initializes any damage
1745 // gauge specific data
1746 void hud_damage_popup_init()
1750 if ( !Damage_gauges_loaded ) {
1751 for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) {
1752 Damage_gauges[i].first_frame = bm_load_animation(Damage_gauge_fnames[gr_screen.res][i], &Damage_gauges[i].num_frames);
1753 if ( Damage_gauges[i].first_frame == -1 ) {
1754 Warning(LOCATION, "Could not load in the ani: %s\n", Damage_gauge_fnames[gr_screen.res][i]);
1758 Damage_gauges_loaded = 1;
1761 Damage_flash_bright = 0;
1762 Damage_flash_timer = 1;
1764 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
1765 Pl_hud_subsys_info[i].last_str = 1000.0f;
1766 Pl_hud_subsys_info[i].flash_duration_timestamp = 1;
1767 Pl_hud_next_flash_timestamp = 1;
1768 Pl_hud_is_bright = 0;
1772 // ---------------------------------------------------------
1773 // show player damage status via a popup window
1775 void hud_show_damage_popup()
1777 model_subsystem *psub;
1780 int sx, sy, bx, by, w, h, screen_integrity, num, best_str, best_index;
1781 float strength, shield, integrity;
1783 hud_subsys_damage hud_subsys_list[SUBSYSTEM_MAX];
1785 if ( Damage_gauges[0].first_frame == -1 ) {
1789 if ( (The_mission.game_type & MISSION_TYPE_TRAINING) && Training_msg_visible ){
1793 sip = &Ship_info[Player_ship->ship_info_index];
1794 hud_get_target_strength(Player_obj, &shield, &integrity);
1795 screen_integrity = fl2i(integrity*100);
1797 if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
1798 if ( screen_integrity >= 100 ) {
1803 if ( timestamp_elapsed(Damage_flash_timer) ) {
1804 Damage_flash_timer = timestamp(DAMAGE_FLASH_TIME);
1805 Damage_flash_bright ^= 1;
1808 hud_set_gauge_color(HUD_DAMAGE_GAUGE);
1810 // draw the top of the damage pop-up
1811 GR_AABITMAP(Damage_gauges[0].first_frame, Damage_gauge_coords[gr_screen.res][0][0], Damage_gauge_coords[gr_screen.res][0][1]);
1812 gr_string(Damage_text_coords[gr_screen.res][0], Damage_text_coords[gr_screen.res][1], XSTR( "damage", 218));
1814 // show hull integrity
1815 if ( screen_integrity < 100 ) {
1816 if ( screen_integrity == 0 ) {
1817 screen_integrity = 1;
1819 sprintf(buf, XSTR( "%d%%", 219), screen_integrity);
1820 hud_num_make_mono(buf);
1821 gr_get_string_size(&w, &h, buf);
1822 if ( screen_integrity < 30 ) {
1823 gr_set_color_fast(&Color_red);
1825 gr_string(Hull_integ_coords[gr_screen.res][0], Hull_integ_coords[gr_screen.res][1], XSTR( "Hull Integrity", 220));
1826 gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, Hull_integ_val_coords[gr_screen.res][1], buf);
1829 // show damaged subsystems
1830 sx = Damage_subsys_text_coords[gr_screen.res][0];
1831 sy = Damage_subsys_text_coords[gr_screen.res][1];
1832 bx = Damage_gauge_coords[gr_screen.res][1][0];
1833 by = Damage_gauge_coords[gr_screen.res][1][1];
1836 for ( pss = GET_FIRST(&Player_ship->subsys_list); pss !=END_OF_LIST(&Player_ship->subsys_list); pss = GET_NEXT(pss) ) {
1837 psub = pss->system_info;
1838 strength = ship_get_subsystem_strength(Player_ship, psub->type);
1839 if ( strength < 1 ) {
1840 screen_integrity = fl2i(strength*100);
1841 if ( screen_integrity == 0 ) {
1842 if ( strength > 0 ) {
1843 screen_integrity = 1;
1846 hud_subsys_list[num].name = psub->name;
1847 hud_subsys_list[num].str = screen_integrity;
1848 hud_subsys_list[num].type = psub->type;
1851 if ( strength < Pl_hud_subsys_info[psub->type].last_str ) {
1852 Pl_hud_subsys_info[psub->type].flash_duration_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_DURATION);
1854 Pl_hud_subsys_info[psub->type].last_str = strength;
1859 for ( int i = 0; i < num; i++ ) {
1862 for ( int j = 0; j < num-i; j++ ) {
1863 if ( hud_subsys_list[j].str < best_str ) {
1864 best_str = hud_subsys_list[j].str;
1869 Assert(best_index >= 0);
1870 Assert(best_str >= 0);
1872 // display strongest subsystem left in list
1874 // hud_set_default_color();
1875 hud_set_gauge_color(HUD_DAMAGE_GAUGE);
1877 GR_AABITMAP(Damage_gauges[1].first_frame, bx, by);
1878 by += Damage_gauge_line_h[gr_screen.res];
1880 type = hud_subsys_list[best_index].type;
1881 if ( !timestamp_elapsed( Pl_hud_subsys_info[type].flash_duration_timestamp ) ) {
1882 if ( timestamp_elapsed( Pl_hud_next_flash_timestamp ) ) {
1883 Pl_hud_is_bright ^= 1;
1884 Pl_hud_next_flash_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_INTERVAL);
1887 if ( Pl_hud_is_bright ) {
1889 alpha_color = min(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
1890 // gr_set_color_fast(&HUD_color_defaults[alpha_color]);
1892 hud_set_gauge_color(HUD_DAMAGE_GAUGE, alpha_color);
1894 hud_set_gauge_color(HUD_DAMAGE_GAUGE);
1899 if ( best_str < 30 ) {
1900 if ( best_str <= 0 ) {
1901 if ( Damage_flash_bright ) {
1902 gr_set_color_fast(&Color_bright_red);
1904 gr_set_color_fast(&Color_red);
1908 gr_set_color_fast(&Color_red);
1911 hud_set_gauge_color(HUD_DAMAGE_GAUGE);
1914 gr_string(sx, sy, hud_targetbox_truncate_subsys_name(hud_subsys_list[best_index].name));
1915 sprintf(buf, XSTR( "%d%%", 219), best_str);
1916 hud_num_make_mono(buf);
1917 gr_get_string_size(&w, &h, buf);
1918 gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, sy, buf);
1919 sy += Damage_gauge_line_h[gr_screen.res];
1921 // remove it from hud_subsys_list
1922 if ( best_index < (num-i-1) ) {
1923 hud_subsys_list[best_index] = hud_subsys_list[num-i-1];
1927 // draw the bottom of the gauge
1928 // hud_set_default_color();
1929 hud_set_gauge_color(HUD_DAMAGE_GAUGE);
1931 GR_AABITMAP(Damage_gauges[2].first_frame, bx, by);
1934 // init the members of the hud_anim struct to default values
1935 void hud_anim_init(hud_anim *ha, int sx, int sy, char *filename)
1937 ha->first_frame = -1;
1939 ha->total_time = 0.0f;
1940 ha->time_elapsed = 0.0f;
1943 strcpy(ha->name, filename);
1946 // call to unload the targetbox static animation
1947 void hud_anim_release(hud_anim *ha)
1950 for ( i = 0; i < ha->num_frames; i++ ) {
1951 bm_unload(ha->first_frame + i);
1956 // return 0 is successful, otherwise return -1
1957 int hud_anim_load(hud_anim *ha)
1961 ha->first_frame = bm_load_animation(ha->name, &ha->num_frames, &fps);
1962 if ( ha->first_frame == -1 ) {
1963 Int3(); // couldn't load animation file in
1967 ha->total_time = i2fl(ha->num_frames)/fps;
1971 // render out a frame of the targetbox static animation, based on how much time has
1973 // input: ha => pointer to hud anim info
1974 // frametime => seconds elapsed since last frame
1975 // draw_alpha => draw bitmap as alpha-bitmap (default 0)
1976 // loop => anim should loop (default 1)
1977 // hold_last => should last frame be held (default 0)
1978 // reverse => play animation in reverse (default 0)
1979 int hud_anim_render(hud_anim *ha, float frametime, int draw_alpha, int loop, int hold_last, int reverse)
1983 if ( ha->num_frames <= 0 ) {
1984 if ( hud_anim_load(ha) == -1 )
1988 ha->time_elapsed += frametime;
1989 if ( ha->time_elapsed > ha->total_time ) {
1991 ha->time_elapsed = 0.0f;
1999 // draw the correct frame of animation
2000 framenum = fl2i( (ha->time_elapsed * ha->num_frames) / ha->total_time );
2002 framenum = (ha->num_frames-1) - framenum;
2007 if ( framenum >= ha->num_frames )
2008 framenum = ha->num_frames-1;
2010 // Blit the bitmap for this frame
2011 if(emp_should_blit_gauge()){
2012 gr_set_bitmap(ha->first_frame + framenum);
2014 gr_aabitmap(ha->sx, ha->sy);
2016 gr_bitmap(ha->sx, ha->sy);
2023 // convert a number string to use mono-spaced 1 character
2024 void hud_num_make_mono(char *num_str)
2027 len = strlen(num_str);
2029 sc = Lcl_special_chars;
2030 for ( i = 0; i < len; i++ ) {
2031 if ( num_str[i] == '1' ) {
2032 num_str[i] = (char)(sc + 1);
2037 // flashing text gauge
2038 void hud_init_text_flash_gauge()
2042 void hud_start_text_flash(char *txt, int t)
2046 strcpy(Hud_text_flash, "");
2050 // HACK. don't override EMP if its still going :)
2051 if(!strcmp(Hud_text_flash, NOX("Emp")) && !hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE)){
2055 strncpy(Hud_text_flash, txt, 500);
2056 hud_targetbox_start_flash(TBOX_FLASH_CMEASURE, t);
2059 void hud_maybe_show_text_flash_icon()
2063 if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) {
2067 hud_targetbox_maybe_flash(TBOX_FLASH_CMEASURE);
2070 bright = hud_targetbox_is_bright(TBOX_FLASH_CMEASURE);
2073 hud_show_text_flash_icon(Hud_text_flash, Hud_text_flash_coords[gr_screen.res][1], bright);
2076 void hud_show_text_flash_icon(char *txt, int y, int bright)
2081 // different font size in hi-res
2082 if(gr_screen.res != GR_640){
2089 hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_DIM);
2091 gr_set_color_fast(&Color_black);
2095 gr_get_string_size(&w, &h, txt);
2098 gr_rect( (int)((((float)gr_screen.max_w / 2.0f) - ((float)w / 2.0f)) - 1.0f), (int)((float)y - 1.0f), w + 2, h + 1);
2101 hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_BRIGHT);
2102 gr_string(0x8000, y, txt);
2104 // go back to normal font
2108 // maybe display the kills gauge on the HUD
2109 void hud_show_kills_gauge()
2111 if ( Kills_gauge.first_frame < 0 ) {
2115 // hud_set_default_color();
2116 hud_set_gauge_color(HUD_KILLS_GAUGE);
2119 GR_AABITMAP(Kills_gauge.first_frame, Kills_gauge_coords[gr_screen.res][0], Kills_gauge_coords[gr_screen.res][1]);
2121 gr_string(Kills_text_coords[gr_screen.res][0], Kills_text_coords[gr_screen.res][1], XSTR( "kills:", 223));
2123 // display how many kills the player has so far
2124 char num_kills_string[32];
2132 sprintf(num_kills_string, "%d", Player->stats.m_kill_count_ok);
2134 gr_get_string_size(&w, &h, num_kills_string);
2136 gr_string(Kills_text_val_coords_gr[gr_screen.res][0]-w, Kills_text_val_coords_gr[gr_screen.res][1], num_kills_string);
2138 gr_string(Kills_text_val_coords[gr_screen.res][0]-w, Kills_text_val_coords[gr_screen.res][1], num_kills_string);
2142 // maybe show the netlag icon on the hud
2143 void hud_maybe_show_netlag_icon()
2147 if ( Netlag_icon.first_frame == -1 ) {
2152 lag_status = multi_query_lag_status();
2154 switch(lag_status) {
2156 // draw the net lag icon flashing
2157 hud_targetbox_start_flash(TBOX_FLASH_NETLAG);
2158 if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG)){
2159 hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT);
2161 hud_set_gauge_color(HUD_LAG_GAUGE);
2163 gr_set_bitmap(Netlag_icon.first_frame);
2166 // draw the disconnected icon flashing fast
2167 if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG,1)){
2168 hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT);
2170 hud_set_gauge_color(HUD_LAG_GAUGE);
2172 gr_set_bitmap(Netlag_icon.first_frame+1);
2179 if(emp_should_blit_gauge()){
2180 gr_aabitmap(Netlag_coords[gr_screen.res][0], Netlag_coords[gr_screen.res][1]);
2184 // load in kills gauge if required
2185 void hud_init_kills_gauge()
2187 if ( !Kills_gauge_loaded ) {
2188 Kills_gauge.first_frame = bm_load_animation(Kills_fname[gr_screen.res], &Kills_gauge.num_frames);
2189 if ( Kills_gauge.first_frame == -1 ) {
2190 Warning(LOCATION, "Could not load in the kills ani: Kills_fname[gr_screen.res]\n");
2193 Kills_gauge_loaded = 1;
2197 // load in netlag icon if required
2198 void hud_init_netlag_icon()
2200 if ( !Netlag_icon_loaded ) {
2201 Netlag_icon.first_frame = bm_load_animation(Netlag_fname[gr_screen.res], &Netlag_icon.num_frames);
2202 if ( Netlag_icon.first_frame == -1 ) {
2203 Warning(LOCATION, "Could not load in the netlag ani: Netlag_fname[gr_screen.res]\n");
2206 Netlag_icon_loaded = 1;
2210 // called at mission start to init data, and load support view bitmap if required
2211 void hud_support_view_init()
2213 Hud_support_view_fade = 1;
2214 Hud_support_obj_sig = -1;
2215 Hud_support_target_sig = -1;
2216 Hud_support_objnum = -1;
2217 Hud_support_view_active = 0;
2218 Hud_support_view_abort = 0;
2220 // ensure the talking head border is loaded
2221 if ( !Support_view_gauge_loaded ) {
2222 Support_view_gauge.first_frame = bm_load_animation(Support_fname[gr_screen.res], &Support_view_gauge.num_frames);
2223 if ( Support_view_gauge.first_frame == -1 ) {
2224 Warning(LOCATION, "Could not load in ani: Support_fname[gr_screen.res]\n");
2226 Support_view_gauge_loaded = 1;
2230 // start displaying the support view pop-up. This will remain up until hud_support_view_stop is called.
2231 // input: objnum => object number for the support ship
2232 void hud_support_view_start()
2234 Hud_support_view_active = 1;
2235 Hud_support_view_fade = 1;
2238 // stop displaying the support view pop-up
2239 void hud_support_view_stop(int stop_now)
2242 Hud_support_view_active = 0;
2243 Hud_support_view_fade = 1;
2244 Hud_support_view_abort = 0;
2246 Hud_support_view_fade = timestamp(2000);
2249 Hud_support_obj_sig = -1;
2250 Hud_support_target_sig = -1;
2251 Hud_support_objnum = -1;
2254 void hud_support_view_abort()
2256 hud_support_view_stop(0);
2257 Hud_support_view_abort = 1;
2260 // return the number of seconds until repair ship will dock with player, return -1 if error
2262 // mwa made this function more general purpose
2264 // NOTE: This function is pretty stupid now. It just assumes the player is sitting still, and
2265 // the support ship is moving directly to the player.
2266 int hud_support_get_dock_time( int objnum )
2269 object *support_objp, *other_objp;
2270 float dist, rel_speed, support_speed;
2273 support_objp = &Objects[objnum];
2274 aip = &Ai_info[Ships[support_objp->instance].ai_index];
2276 // if the ship is docked, return 0
2277 if ( aip->ai_flags & AIF_DOCKED )
2280 // get the dockee object pointer
2281 if (aip->goal_objnum == -1) {
2282 Int3(); // Shouldn't happen, but let's recover gracefully.
2286 other_objp = &Objects[aip->goal_objnum];
2288 vm_vec_sub(&rel_vel, &support_objp->phys_info.vel, &other_objp->phys_info.vel);
2289 rel_speed = vm_vec_mag_quick(&rel_vel);
2291 dist = vm_vec_dist_quick(&other_objp->pos, &support_objp->pos);
2293 support_speed = support_objp->phys_info.speed;
2295 if ( rel_speed <= support_speed/2.0f) { // This means the player is moving away fast from the support ship.
2296 return (int) (dist/support_speed);
2302 if (rel_speed < 20.0f)
2305 // When faraway, use max speed, not current speed. Might not have sped up yet.
2307 time += (d - 100.0f)/support_objp->phys_info.max_vel.xyz.z;
2310 // For mid-range, use current speed.
2312 d1 = min(d, 100.0f);
2314 time += (d1 - 60.0f)/rel_speed;
2317 // For nearby, ship will have to slow down a bit for docking maneuver.
2321 time += (d1 - 30.0f)/5.0f;
2324 // For very nearby, ship moves quite slowly.
2332 // Locate the closest support ship which is trying to dock with player, return -1 if there is no support
2333 // ship currently trying to dock with the player
2334 // MA: 4/22/98 -- pass in objp to find support ship trying to dock with objp
2335 int hud_support_find_closest( int objnum )
2342 objp = &Objects[objnum];
2344 sop = GET_FIRST(&Ship_obj_list);
2345 while(sop != END_OF_LIST(&Ship_obj_list)){
2346 if ( Ship_info[Ships[Objects[sop->objnum].instance].ship_info_index].flags & SIF_SUPPORT ) {
2347 int pship_index, sindex;
2349 // make sure support ship is not dying
2350 if ( !(Ships[Objects[sop->objnum].instance].flags & (SF_DYING|SF_EXPLODED)) ) {
2352 Assert( objp->type == OBJ_SHIP );
2353 aip = &Ai_info[Ships[Objects[sop->objnum].instance].ai_index];
2354 pship_index = objp->instance;
2356 // we must check all goals for this support ship -- not just the first one
2357 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
2359 // we can use == in the next statement (and should) since a ship will only ever be
2360 // following one order at a time.
2361 if ( aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR ) {
2362 Assert( aip->goals[i].ship_name );
2363 sindex = ship_name_lookup( aip->goals[i].ship_name );
2364 if ( sindex == pship_index )
2370 sop = GET_NEXT(sop);
2376 // dipaly the hud_support view popup
2377 void hud_support_view_blit()
2382 if ( !Hud_support_view_active ) {
2386 // don't render this gauge for multiplayer observers
2387 if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))){
2391 // If we haven't determined yet who the rearm ship is, try to!
2392 if (Hud_support_objnum == -1) {
2393 Hud_support_objnum = hud_support_find_closest( OBJ_INDEX(Player_obj) );
2394 if ( Hud_support_objnum >= 0 ) {
2395 Hud_support_obj_sig = Objects[Hud_support_objnum].signature;
2396 Hud_support_target_sig = Player_obj->signature;
2399 // check to see if support ship is still alive
2400 if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
2401 hud_support_view_stop(1);
2407 hud_set_gauge_color(HUD_SUPPORT_GAUGE);
2409 GR_AABITMAP(Support_view_gauge.first_frame, Support_view_coords[gr_screen.res][0], Support_view_coords[gr_screen.res][1]);
2411 gr_string(Support_text_coords[gr_screen.res][0], Support_text_coords[gr_screen.res][1], XSTR( "support", 224));
2413 if ( Hud_support_view_fade > 1 ) {
2414 if ( !timestamp_elapsed(Hud_support_view_fade) ) {
2415 if ( Hud_support_view_abort){
2416 gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "aborted", 225));
2418 gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "complete", 1407));
2422 Hud_support_view_abort = 0;
2423 Hud_support_view_active = 0;
2424 Hud_support_view_fade = 1;
2425 Hud_support_objnum = -1;
2431 if ( Player_ai->ai_flags & AIF_BEING_REPAIRED ) {
2432 Assert(Ship_info[Player_ship->ship_info_index].initial_hull_strength > 0);
2433 if ( (ship_get_subsystem_strength(Player_ship, SUBSYSTEM_ENGINE) < 1.0 ) ||
2434 (ship_get_subsystem_strength(Player_ship, SUBSYSTEM_SENSORS) < 1.0 ) ||
2435 (ship_get_subsystem_strength(Player_ship, SUBSYSTEM_WEAPONS) < 1.0 ) ||
2436 (ship_get_subsystem_strength(Player_ship, SUBSYSTEM_COMMUNICATION) < 1.0 ) ) {
2437 sprintf(outstr, XSTR( "repairing", 227));
2439 sprintf(outstr, XSTR( "rearming", 228));
2441 gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
2442 } else if (Player_ai->ai_flags & AIF_REPAIR_OBSTRUCTED) {
2443 sprintf(outstr, XSTR( "obstructed", 229));
2444 gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
2446 if ( Hud_support_objnum == -1 ) {
2447 sprintf(outstr, XSTR( "warping in", 230));
2448 gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
2452 // display "busy" when support ship isn't actually enroute to me
2453 aip = &Ai_info[Ships[Objects[Hud_support_objnum].instance].ai_index];
2454 if ( aip->goal_objnum != OBJ_INDEX(Player_obj) ) {
2455 sprintf(outstr, XSTR( "busy", 231));
2459 sprintf(outstr, XSTR( "dock in:", 232));
2464 gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr);
2466 gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr);
2472 int seconds, minutes;
2474 Assert( Hud_support_objnum != -1 );
2476 // ensure support ship is still alive
2477 if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
2478 hud_support_view_stop(1);
2481 seconds = hud_support_get_dock_time( Hud_support_objnum );
2484 if ( seconds >= 0 ) {
2485 minutes = seconds/60;
2486 seconds = seconds%60;
2487 if ( minutes > 99 ) {
2495 gr_printf(Support_text_dock_val_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds);
2499 // Set the current color to the default HUD color (with default alpha)
2500 void hud_set_default_color()
2502 Assert(HUD_color_alpha >= 0 && HUD_color_alpha < HUD_NUM_COLOR_LEVELS);
2503 gr_set_color_fast(&HUD_color_defaults[HUD_color_alpha]);
2506 // Set the current color to a bright HUD color (ie high alpha)
2507 void hud_set_bright_color()
2510 alpha_color = min(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
2511 gr_set_color_fast(&HUD_color_defaults[alpha_color]);
2514 // Set the current color to a dim HUD color (ie low alpha)
2515 void hud_set_dim_color()
2517 if ( HUD_color_alpha > 2 ) {
2518 gr_set_color_fast(&HUD_color_defaults[2]);
2522 // hud_set_iff_color() will set the color to the IFF color based on the team
2524 // input: team => team to base color on
2525 // is_bright => default parameter (value 0) which uses bright version of IFF color
2526 void hud_set_iff_color(object *objp, int is_bright)
2528 // AL 12-26-97: it seems IFF color needs to be set relative to the player team. If
2529 // the team in question is the same as the player, then it should be
2530 // drawn friendly. If the team is different than the players, then draw the
2533 team = obj_team(objp);
2535 if ( ship_is_tagged(objp) ) {
2536 gr_set_color_fast(&IFF_colors[IFF_COLOR_TAGGED][is_bright]);
2537 } else if ( (team == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
2538 gr_set_color_fast(&IFF_colors[IFF_COLOR_FRIENDLY][is_bright]);
2542 gr_set_color_fast(&IFF_colors[IFF_COLOR_NEUTRAL][is_bright]);
2545 gr_set_color_fast(&IFF_colors[IFF_COLOR_UNKNOWN][is_bright]);
2550 gr_set_color_fast(&IFF_colors[IFF_COLOR_HOSTILE][is_bright]);
2554 gr_set_color_fast(&IFF_colors[IFF_COLOR_UNKNOWN][is_bright]);
2560 // Determine if ship team should be ignored, based on
2562 // input: team_filter => team mask used to select friendly or hostile ships
2563 // ship_team => team of the ship in question
2564 // exit: 1 => ship_team matches filter from player perspective
2565 // 0 => ship_team does match team filter
2566 int hud_team_matches_filter(int team_filter, int ship_team)
2568 return team_filter & ship_team;
2572 // reset gauge flashing data
2573 void hud_gauge_flash_init()
2576 for ( i=0; i<NUM_HUD_GAUGES; i++ ) {
2577 HUD_gauge_flash_duration[i]=timestamp(0);
2578 HUD_gauge_flash_next[i]=timestamp(0);
2583 #define NUM_VM_OTHER_SHIP_GAUGES 5
2584 static int Vm_other_ship_gauges[NUM_VM_OTHER_SHIP_GAUGES] =
2588 HUD_TARGET_MONITOR_EXTRA_DATA,
2593 // determine if the specified HUD gauge should be displayed
2594 int hud_gauge_active(int gauge_index)
2596 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2598 // AL: Special code: Only show two gauges when not viewing from own ship
2599 if ( Viewer_mode & VM_OTHER_SHIP ) {
2600 for ( int i = 0; i < NUM_VM_OTHER_SHIP_GAUGES; i++ ) {
2601 if ( gauge_index == Vm_other_ship_gauges[i] ) {
2608 return hud_config_show_flag_is_set(gauge_index);
2611 // determine if gauge is in pop-up mode or not
2612 int hud_gauge_is_popup(int gauge_index)
2614 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2615 return hud_config_popup_flag_is_set(gauge_index);
2618 // determine if a popup gauge should be drawn
2619 int hud_gauge_popup_active(int gauge_index)
2621 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2622 if ( !hud_gauge_is_popup(gauge_index) ) {
2626 if ( !timestamp_elapsed(HUD_popup_timers[gauge_index]) ) {
2633 // start a gauge to popup
2634 void hud_gauge_popup_start(int gauge_index, int time)
2636 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2637 if ( !hud_gauge_is_popup(gauge_index) ) {
2641 HUD_popup_timers[gauge_index] = timestamp(time);
2645 // call HUD function to flash gauge
2646 void hud_gauge_start_flash(int gauge_index)
2648 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2649 HUD_gauge_flash_duration[gauge_index] = timestamp(HUD_GAUGE_FLASH_DURATION);
2650 HUD_gauge_flash_next[gauge_index] = 1;
2653 // Set the HUD color for the gauge, based on whether it is flashing or not
2654 void hud_set_gauge_color(int gauge_index, int bright_index)
2657 int flash_status = hud_gauge_maybe_flash(gauge_index);
2658 use_color = HUD_config.clr[gauge_index];
2661 // if we're drawing it as bright
2662 if(bright_index != HUD_C_NONE){
2663 switch(bright_index){
2665 alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
2666 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2670 alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
2671 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2675 alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
2676 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2681 Assert((bright_index >= 0) && (bright_index < HUD_NUM_COLOR_LEVELS));
2682 if(bright_index < 0){
2685 if(bright_index >= HUD_NUM_COLOR_LEVELS){
2686 bright_index = HUD_NUM_COLOR_LEVELS - 1;
2689 // alpha = 255 - (255 / (bright_index + 1));
2690 // alpha = (int)((float)alpha * 1.5f);
2691 int level = 255 / (HUD_NUM_COLOR_LEVELS);
2692 alpha = level * bright_index;
2699 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2703 switch(flash_status) {
2705 alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
2706 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2709 alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
2710 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2713 alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
2714 gr_init_alphacolor(&use_color, use_color.red, use_color.green, use_color.blue, alpha);
2719 gr_set_color_fast(&use_color);
2722 // set the color for a gauge that may be flashing
2723 // exit: -1 => gauge is not flashing
2724 // 0 => gauge is flashing, draw dim
2725 // 1 => gauge is flashing, draw bright
2726 int hud_gauge_maybe_flash(int gauge_index)
2728 Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
2729 int flash_status=-1;
2730 if ( !timestamp_elapsed(HUD_gauge_flash_duration[gauge_index]) ) {
2731 if ( timestamp_elapsed(HUD_gauge_flash_next[gauge_index]) ) {
2732 HUD_gauge_flash_next[gauge_index] = timestamp(HUD_GAUGE_FLASH_INTERVAL);
2733 HUD_gauge_bright ^= (1<<gauge_index); // toggle between default and bright frames
2736 if ( HUD_gauge_bright & (1<<gauge_index) ) {
2742 return flash_status;
2745 // Init the objective message display data
2746 void hud_objective_message_init()
2748 // ensure the talking head border is loaded
2749 if ( !Objective_display_gauge_inited ) {
2750 Objective_display_gauge.first_frame = bm_load_animation(Objective_fname[gr_screen.res], &Objective_display_gauge.num_frames);
2751 if ( Objective_display_gauge.first_frame == -1 ) {
2752 Warning(LOCATION, "Could not load in ani: Objective_fname[gr_screen.res]\n");
2754 Objective_display_gauge_inited = 1;
2757 Objective_display.display_timer=timestamp(0);
2760 // Display objective status on the HUD
2761 // input: type => type of goal, one of: PRIMARY_GOAL
2765 // status => status of goal, one of: GOAL_FAILED
2769 void hud_add_objective_messsage(int type, int status)
2771 Objective_display.display_timer=timestamp(7000);
2772 Objective_display.goal_type=type;
2773 Objective_display.goal_status=status;
2775 // if this is a multiplayer tvt game
2776 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
2777 mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal, Net_player->p_info.team);
2779 mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal);
2782 // TODO: play a sound?
2785 // maybe display the 'subspace drive engaged' message
2786 void hud_maybe_display_subspace_notify()
2788 int warp_aborted = 0;
2789 // maybe make gauge active
2790 if ( (Player->control_mode == PCM_WARPOUT_STAGE1) || (Player->control_mode == PCM_WARPOUT_STAGE2) || (Player->control_mode == PCM_WARPOUT_STAGE3) ) {
2791 if (!hud_subspace_notify_active()) {
2792 // keep sound from being played 1e06 times
2793 hud_start_subspace_notify();
2796 if ( !timestamp_elapsed(HUD_abort_subspace_timer) ) {
2799 hud_stop_subspace_notify();
2803 if ( !hud_subspace_notify_active() ) {
2807 if ( Objective_display_gauge.first_frame < 0 ) {
2811 // blit the background
2812 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
2813 GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
2815 hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
2816 if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){
2817 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT);
2819 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
2823 gr_string(0x8000, Subspace_text_coords[gr_screen.res][1],XSTR( "subspace drive", 233));
2824 if ( warp_aborted ) {
2825 gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "aborted", 225));
2827 gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "engaged", 234));
2831 // maybe display the 'Downloading new orders' message
2832 void hud_maybe_display_red_alert()
2834 if ( !red_alert_check_status() ) {
2838 if ( Objective_display_gauge.first_frame < 0 ) {
2842 if ( hud_subspace_notify_active() ) {
2846 if ( hud_objective_notify_active() ) {
2850 // blit the background
2851 gr_set_color_fast(&Color_red); // color box red, cuz its an emergency for cryin out loud
2853 GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
2855 hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
2856 if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)) {
2857 gr_set_color_fast(&Color_red);
2859 gr_set_color_fast(&Color_bright_red);
2862 gr_string(0x8000, Red_text_coords[gr_screen.res][1], XSTR( "downloading new", 235));
2863 gr_string(0x8000, Red_text_val_coords[gr_screen.res][1], XSTR( "orders...", 236));
2865 // TODO: play a sound?
2868 // Maybe show an objective status update on the HUD
2869 void hud_maybe_display_objective_message()
2873 if ( timestamp_elapsed(Objective_display.display_timer) ) {
2874 hud_stop_objective_notify();
2878 if ( Objective_display_gauge.first_frame < 0 ) {
2882 if ( hud_subspace_notify_active() ) {
2886 if (!hud_objective_notify_active()) {
2887 hud_start_objective_notify();
2890 // blit the background
2891 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
2892 GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
2894 hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
2895 if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){
2896 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT);
2898 hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
2901 // draw the correct goal type
2902 switch(Objective_display.goal_type) {
2904 gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "primary objective", 237));
2906 case SECONDARY_GOAL:
2907 gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "secondary objective", 238));
2910 gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "bonus objective", 239));
2915 switch(Objective_display.goal_type) {
2917 case SECONDARY_GOAL:
2918 switch(Objective_display.goal_status) {
2920 sprintf(buf, XSTR( "failed (%d/%d)", 240), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
2921 gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf);
2924 sprintf(buf, XSTR( "complete (%d/%d)", 241), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
2925 gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf);
2930 switch(Objective_display.goal_status) {
2932 gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "failed", 242));
2935 gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "complete", 226));
2942 // return wing slot (0->3) based on name of ship. Assumes ship is from Alpha,Beta, or
2944 int hud_wing_slot_from_name(char *name)
2949 num[0]=name[strlen(name)-1];
2952 rval = num[0] - '1';
2953 Assert(rval >= 0 && rval < 4);
2957 // return index in starting wings (0->11) for specified ship.
2958 int hud_wing_index_from_ship(int shipnum)
2963 shipp = &Ships[shipnum];
2965 int wing_num=0, wing_slot=0;
2967 for (i=0; i<3; i++) {
2968 if ( Starting_wings[i] < 0 ) {
2972 if (shipp->wingnum == Starting_wings[i]) {
2982 wing_slot = hud_wing_slot_from_name(shipp->ship_name);
2983 return (i*4+wing_slot);
2986 void hud_show_voice_status()
2988 char play_callsign[CALLSIGN_LEN+5];
2990 // if we are currently playing a rtvoice sound stream from another player back
2991 memset(play_callsign,0,CALLSIGN_LEN+5);
2992 switch(multi_voice_status()){
2993 // the player has been denied the voice token
2994 case MULTI_VOICE_STATUS_DENIED:
2995 // show a red indicator or something
2996 gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[voice denied]", 243));
2999 // the player is currently recording
3000 case MULTI_VOICE_STATUS_RECORDING:
3001 gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[recording voice]", 244));
3004 // the player is current playing back voice from someone
3005 case MULTI_VOICE_STATUS_PLAYING:
3006 gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[playing voice]", 245));
3009 // nothing voice related is happening on my machine
3010 case MULTI_VOICE_STATUS_IDLE:
3011 // probably shouldn't be displaying anything
3016 void hud_subspace_notify_abort()
3018 HUD_abort_subspace_timer = timestamp(1500);
3021 void hud_stop_subspace_notify()
3023 Subspace_notify_active=0;
3026 void hud_start_subspace_notify()
3029 Subspace_notify_active=1;
3032 int hud_subspace_notify_active()
3034 return Subspace_notify_active;
3037 void hud_stop_objective_notify()
3039 Objective_notify_active = 0;
3042 void hud_start_objective_notify()
3044 snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
3045 Objective_notify_active = 1;
3048 int hud_objective_notify_active()
3050 return Objective_notify_active;
3053 // render multiplayer text message currently being entered if any
3054 void hud_maybe_render_multi_text()
3056 char txt[MULTI_MSG_MAX_TEXT_LEN+20];
3059 memset(txt,0,MULTI_MSG_MAX_TEXT_LEN+1);
3061 // if there is valid multiplayer message text to be displayed
3062 if(multi_msg_message_text(txt)){
3063 gr_set_color_fast(&Color_normal);
3064 gr_string(Multi_msg_coords[gr_screen.res][0], Multi_msg_coords[gr_screen.res][1], txt);
3068 // cut any text off after (and including) '#' char
3069 void hud_end_string_at_first_hash_symbol(char *src)
3071 char *pointer_to_last_char;
3073 pointer_to_last_char = strstr(src, NOX("#"));
3075 if ( pointer_to_last_char ) {
3076 *pointer_to_last_char = 0;
3080 // set the offset values for this render frame
3081 void HUD_set_offsets(object *viewer_obj, int wiggedy_wack)
3083 if ( (viewer_obj == Player_obj) && wiggedy_wack ){
3088 HUD_offset_x = 0.0f;
3089 HUD_offset_y = 0.0f;
3091 vm_vec_scale_add( &tmp, &Viewer_obj->pos, &Viewer_obj->orient.v.fvec, 100.0f );
3093 flags = g3_rotate_vertex(&pt,&tmp);
3097 g3_project_vertex(&pt);
3099 if (!(pt.flags & PF_OVERFLOW)) {
3100 HUD_offset_x -= 0.45f * (i2fl(gr_screen.clip_width)*0.5f - pt.sx);
3101 HUD_offset_y -= 0.45f * (i2fl(gr_screen.clip_height)*0.5f - pt.sy);
3105 if ( HUD_offset_x > 100.0f ) {
3106 HUD_offset_x = 100.0f;
3107 } else if ( HUD_offset_x < -100.0f ) {
3108 HUD_offset_x += 100.0f;
3111 if ( HUD_offset_y > 100.0f ) {
3112 HUD_offset_y = 100.0f;
3113 } else if ( HUD_offset_y < -100.0f ) {
3114 HUD_offset_y += 100.0f;
3118 HUD_offset_x = 0.0f;
3119 HUD_offset_y = 0.0f;
3123 // Basically like gr_reset_clip only it accounts for hud jittering
3124 void HUD_reset_clip()
3126 int hx = fl2i(HUD_offset_x);
3127 int hy = fl2i(HUD_offset_y);
3129 gr_set_clip(hx, hy, gr_screen.max_w, gr_screen.max_h );
3132 // Basically like gr_set_clip only it accounts for hud jittering
3133 void HUD_set_clip(int x, int y, int w, int h)
3135 int hx = fl2i(HUD_offset_x);
3136 int hy = fl2i(HUD_offset_y);
3138 gr_set_clip(hx+x, hy+y, w, h );
3141 void hud_toggle_contrast()
3143 HUD_contrast = !HUD_contrast;
3146 void hud_set_contrast(int high)
3148 HUD_contrast = high;
3151 // Paging functions for the rest of the hud code
3152 extern void hudwingmanstatus_page_in();
3153 extern void hudescort_page_in();
3154 extern void hudets_page_in();
3155 extern void hudlock_page_in();
3156 extern void hudreticle_page_in();
3157 extern void hudshield_page_in();
3158 extern void hudsquadmsg_page_in();
3159 extern void hudtarget_page_in();
3160 extern void hudtargetbox_page_in();
3162 // Page in all hud bitmaps
3167 bm_page_in_aabitmap( Kills_gauge.first_frame, Kills_gauge.num_frames );
3168 bm_page_in_aabitmap( Head_frame_gauge.first_frame, Head_frame_gauge.num_frames );
3169 bm_page_in_aabitmap( Mission_time_gauge.first_frame, Mission_time_gauge.num_frames );
3170 for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) {
3171 bm_page_in_aabitmap( Damage_gauges[i].first_frame, Damage_gauges[i].num_frames);
3174 bm_page_in_aabitmap( Netlag_icon.first_frame, Netlag_icon.num_frames);
3175 bm_page_in_aabitmap( Support_view_gauge.first_frame, Support_view_gauge.num_frames);
3176 bm_page_in_aabitmap( Objective_display_gauge.first_frame, Objective_display_gauge.num_frames);
3178 // Paging functions for the rest of the hud code
3179 hudwingmanstatus_page_in();
3180 hudescort_page_in();
3183 hudreticle_page_in();
3184 hudshield_page_in();
3185 hudsquadmsg_page_in();
3186 hudtarget_page_in();
3187 hudtargetbox_page_in();