2 * $Logfile: /Freespace2/code/Hud/HUDbrackets.cpp $
7 * C file that contains functions for drawing target brackets on the HUD
10 * Revision 1.2 2002/05/07 03:16:45 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 6 8/03/99 5:35p Andsager
18 * Dont draw target dot for instructor in training mission
20 * 5 6/07/99 4:20p Andsager
21 * Add HUD color for tagged object. Apply to target and radar.
23 * 4 12/28/98 3:17p Dave
24 * Support for multiple hud bitmap filenames for hi-res mode.
26 * 3 12/21/98 5:02p Dave
27 * Modified all hud elements to be multi-resolution friendly.
29 * 2 10/07/98 10:53a Dave
32 * 1 10/07/98 10:49a Dave
34 * 54 8/25/98 1:48p Dave
35 * First rev of EMP effect. Player side stuff basically done. Next comes
38 * 53 6/01/98 11:43a John
39 * JAS & MK: Classified all strings for localization.
41 * 52 5/27/98 1:22p Allender
42 * make targeting dots work in multiplayer -- as well as many other minor
45 * 51 5/23/98 2:26a Lawrance
48 * 50 5/14/98 11:26a Lawrance
49 * ensure fighter bays are drawn with correct bracket color
51 * 49 5/12/98 9:27a Mike
52 * num-ships-attacking: always showed an additional ship attacking
53 * asteroid or debris. Fixed.
55 * 48 5/08/98 10:16a Lawrance
56 * Add new "ship attacking count" gauge
58 * 47 5/07/98 4:07p Mike
59 * Use smaller num-ships-attacking blip.
61 * 46 5/06/98 5:30p John
62 * Removed unused cfilearchiver. Removed/replaced some unused/little used
63 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
64 * DirectX header files and libs that fixed the Direct3D alpha blending
67 * 45 5/06/98 2:46p Mike
68 * Modify num-ships-attacking system.
70 * 44 5/03/98 1:07a Mike
71 * Show + for ships attacking your target, whether hostile or friendly.
73 * 43 4/05/98 7:42p Lawrance
74 * fix inconsistent distance display on the HUD
76 * 42 4/01/98 9:21p John
77 * Made NDEBUG, optimized build with no warnings or errors.
79 * 41 3/30/98 12:20a Lawrance
80 * Draw subsystem targeting brackets gray if subsystem is destroyed.
82 * 40 3/18/98 6:04p Lawrance
83 * Improve when brackets get drawn for large objects
85 * 39 3/10/98 6:03p Lawrance
86 * Ensure proper bracket color gets drawn for traitors
88 * 38 3/06/98 5:13p Johnson
89 * Put in a check for team traitor in hud_brackets_get_iff_color()
91 * 37 3/02/98 11:32p Lawrance
92 * Allow asteroids about to impact ships to be bracketed
94 * 36 2/21/98 2:49p Lawrance
95 * Don't do facing check for subsystems when deciding whether to draw
98 * 35 2/19/98 12:48a Lawrance
99 * Ensure subsystem brackets remain between HUD and target monitor
101 * 34 2/09/98 8:05p Lawrance
102 * Add new gauges: cmeasure success, warp-out, and missiontime
104 * 33 2/07/98 5:46p Lawrance
105 * Show target distance on brackets
107 * 32 1/19/98 11:37p Lawrance
108 * Fixing Optimization build warnings
110 * 31 1/18/98 5:09p Lawrance
111 * Added support for TEAM_TRAITOR
113 * 30 1/02/98 10:01p Lawrance
114 * Ensure correct subsystem bracket color gets drawn once player goes
117 * 29 1/02/98 9:10p Lawrance
118 * Big changes to how colors get set on the HUD.
120 * 28 12/28/97 5:54p Lawrance
121 * Draw HUD brackets the correct IFF color.. taking into account that the
122 * player may be TEAM_NEUTRAL
124 * 27 12/18/97 8:46p Lawrance
125 * Move IFF_color definitions from HUD->ship, so FRED can use them.
127 * 26 12/17/97 11:14p Mike
128 * Change radar and hud color to red for all neutral.
130 * 25 11/27/97 4:24p Lawrance
131 * change appearance of subsystem targeting brackets
133 * 24 10/22/97 5:53p Lawrance
134 * change name of subsystem_in_sight() function
136 * 23 9/06/97 2:13p Mike
137 * Replace support for TEAM_NEUTRAL
139 * 22 7/24/97 10:45a Mike
140 * Fix hole in Unknown team support.
142 * 21 7/24/97 10:24a Mike
143 * Restore support for Unknown team
145 * 20 6/11/97 1:12p John
146 * Started fixing all the text colors in the game.
148 * 19 5/21/97 11:12a Mike
149 * Move more stuff out of player struct, mainly subsys stuff.
151 * 18 5/20/97 2:45p Mike
152 * Move current_target and a bunch of other stuff out of player struct.
154 * 17 4/09/97 3:30p Lawrance
155 * let target brackets grow to bracket ship entirely
157 * 16 4/08/97 1:28p Lawrance
158 * get brackets for targeting and messaging drawing right
160 * 15 4/08/97 11:44a Lawrance
161 * get selection and target brackets drawing right at close and far
164 * 14 4/08/97 10:55a Allender
165 * draw purple brackets on ship sending a message
167 * 13 4/08/97 9:58a Lawrance
168 * center bracket on target center. Give min and max dimensions to
169 * subsystem target brackets.
171 * 12 4/07/97 6:03p Lawrance
172 * draw diamond brackets instead of dashed boxes
174 * 11 4/07/97 3:50p Allender
175 * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in
176 * squadmate messaging
178 * 10 4/02/97 10:08a Lawrance
179 * fixed bracket drawing glitches
181 * 9 3/28/97 2:46p John
182 * added code to make debris chunks target properly.
184 * 8 3/27/97 5:44p Lawrance
185 * drawing dashed lines for sub-object targeting box that is not in line
188 * 7 3/27/97 3:59p Lawrance
189 * made brackets draw even if center of target is offscreen
191 * 6 3/27/97 9:29a Lawrance
192 * If reach maximum bounding box size, use radius targeting box method
194 * 5 3/25/97 3:55p Lawrance
195 * allowing debris to be targeted and shown on radar
197 * 4 3/23/97 11:55p Lawrance
198 * made max targeting bracket size of 200x200
200 * 3 3/07/97 4:37p Mike
201 * Make rockeye missile home.
202 * Remove UNKNOWN and NEUTRAL teams.
204 * 2 12/24/96 4:30p Lawrance
205 * Target bracket drawing code moved to separate files
210 #include "hudbrackets.h"
213 #include "hudtarget.h"
217 #include "freespace.h"
219 #include "linklist.h"
222 #define FADE_FACTOR 2 // how much the bounding brackets get faded
223 #define LOWEST_RED 50 // lowest r value for bounding bracket
224 #define LOWEST_GREEN 50 // lowest g value for bounding bracket
225 #define LOWEST_BLUE 50 // lowest b value for bounding bracket
227 char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
232 // resolution adjust factors for the above defines
233 int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
234 int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
235 int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
236 int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
238 void hud_init_brackets()
242 // find IFF color index for brackets based on team
243 int hud_brackets_get_iff_color(int team)
245 int color=IFF_COLOR_FRIENDLY;
253 if ( (team == Player_ship->team) && (team != TEAM_TRAITOR) ) {
254 color = IFF_COLOR_FRIENDLY;
258 color = IFF_COLOR_NEUTRAL;
261 color = IFF_COLOR_UNKNOWN;
266 color = IFF_COLOR_HOSTILE;
272 color = IFF_COLOR_SELECTION;
276 color = IFF_COLOR_MESSAGE;
280 color = IFF_COLOR_UNKNOWN;
288 // Called by draw_bounding_brackets.
289 void draw_brackets_square(int x1, int y1, int x2, int y2)
298 // make the brackets extend 25% of the way along the width or height
299 int bracket_width = width/4;
300 int bracket_height = height/4;
303 if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
304 gr_gradient(x1,y1,x1+bracket_width-1,y1); // top left
305 gr_gradient(x1,y2,x1+bracket_width-1,y2); // bottom left
308 if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
309 gr_gradient(x2, y1, x2-bracket_width+1,y1); // top right
310 gr_gradient(x2, y2, x2-bracket_width+1,y2); // bottom right
314 if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
315 gr_gradient(x1,y1,x1,y1+bracket_height-1); // top left
316 gr_gradient(x2,y1,x2,y1+bracket_height-1); // top right
319 if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
320 gr_gradient(x1,y2,x1,y2-bracket_height+1); // bottom left
321 gr_gradient(x2,y2,x2,y2-bracket_height+1); // bottom right
325 void draw_brackets_square_quick(int x1, int y1, int x2, int y2, int thick)
332 // make the brackets extend 25% of the way along the width or height
333 int bracket_width = width/4;
334 int bracket_height = height/4;
337 gr_line(x1,y1,x1+bracket_width,y1);
338 gr_line(x2,y1,x2-bracket_width,y1);
340 gr_line(x1,y1+1,x1+bracket_width,y1+1);
341 gr_line(x2,y1+1,x2-bracket_width,y1+1);
345 gr_line(x1,y2,x1+bracket_width,y2);
346 gr_line(x2,y2,x2-bracket_width,y2);
348 gr_line(x1,y2-1,x1+bracket_width,y2-1);
349 gr_line(x2,y2-1,x2-bracket_width,y2-1);
354 gr_line(x1,y1+2,x1,y1+bracket_height);
355 gr_line(x1,y2-2,x1,y2-bracket_height);
356 gr_line(x1+1,y1+2,x1+1,y1+bracket_height);
357 gr_line(x1+1,y2-2,x1+1,y2-bracket_height);
359 gr_line(x1,y1+1,x1,y1+bracket_height);
360 gr_line(x1,y2-1,x1,y2-bracket_height);
365 gr_line(x2,y1+2,x2,y1+bracket_height);
366 gr_line(x2,y2-2,x2,y2-bracket_height);
367 gr_line(x2-1,y1+2,x2-1,y1+bracket_height);
368 gr_line(x2-1,y2-2,x2-1,y2-bracket_height);
370 gr_line(x2,y1+1,x2,y1+bracket_height);
371 gr_line(x2,y2-1,x2,y2-bracket_height);
377 void draw_brackets_dashed_square_quick(int x1, int y1, int x2, int y2)
379 int width, height, i;
384 // make the brackets extend 25% of the way along the width or height
385 float bracket_width = width/4.0f;
386 float bracket_height = height/4.0f;
389 dash_width = fl2i(bracket_width / ( NUM_DASHES*2 - 1 ) + 0.5f);
391 if ( dash_width < 1 ) {
392 draw_brackets_square_quick(x1, y1, x2, y2);
397 dash_height = fl2i(bracket_height / ( NUM_DASHES*2 - 1 ) + 0.5f);
399 if ( dash_height < 1 ) {
400 draw_brackets_square_quick(x1, y1, x2, y2);
404 int dash_x1, dash_x2, dash_y1, dash_y2;
411 for ( i = 0; i < NUM_DASHES; i++ ) {
413 gr_line(dash_x1, y1, dash_x1+(dash_width-1), y1);
414 gr_line(dash_x2, y1, dash_x2-(dash_width-1), y1);
417 gr_line(dash_x1, y2, dash_x1+(dash_width-1), y2);
418 gr_line(dash_x2, y2, dash_x2-(dash_width-1), y2);
420 dash_x1 += dash_width*2;
421 dash_x2 -= dash_width*2;
424 gr_line(x1, dash_y1, x1, dash_y1+(dash_height-1));
425 gr_line(x1, dash_y2, x1, dash_y2-(dash_height-1));
428 gr_line(x2, dash_y1, x2, dash_y1+(dash_height-1));
429 gr_line(x2, dash_y2, x2, dash_y2-(dash_height-1));
431 dash_y1 += dash_height*2;
432 dash_y2 -= dash_height*2;
439 // draw_brackets_diamond()
440 // Called by draw_bounding_brackets.
442 void draw_brackets_diamond(int x1, int y1, int x2, int y2)
444 int width, height, half_width, half_height;
445 int center_x, center_y;
446 int x_delta, y_delta;
448 float side_len, bracket_len;
453 half_width = fl2i( width/2.0f + 0.5f );
454 half_height = fl2i( height/2.0f +0.5f );
456 side_len = (float)_hypot(half_width, half_height);
457 bracket_len = side_len / 8;
459 x_delta = fl2i(bracket_len * width / side_len + 0.5f);
460 y_delta = fl2i(bracket_len * height / side_len + 0.5f);
463 center_x = x1 + half_width;
464 center_y = y1 + half_height;
467 gr_gradient(center_x - x_delta, y1 + y_delta,center_x, y1);
468 gr_gradient(x1 + x_delta, center_y - y_delta, x1, center_y);
471 gr_gradient(center_x + x_delta, y1 + y_delta,center_x, y1);
472 gr_gradient(x2 - x_delta, center_y - y_delta, x2, center_y);
475 gr_gradient(x1 + x_delta, center_y + y_delta, x1, center_y);
476 gr_gradient(center_x - x_delta, y2 - y_delta, center_x, y2);
479 gr_gradient(x2 - x_delta, center_y + y_delta, x2, center_y);
480 gr_gradient(center_x + x_delta, y2 - y_delta, center_x, y2);
483 void draw_brackets_diamond_quick(int x1, int y1, int x2, int y2, int thick)
485 int width, height, half_width, half_height;
486 int center_x, center_y;
487 int x_delta, y_delta;
489 float side_len, bracket_len;
494 half_width = fl2i( width/2.0f + 0.5f);
495 half_height = fl2i( height/2.0f + 0.5f);
497 side_len = (float)_hypot(half_width, half_height);
498 bracket_len = side_len / 8;
500 x_delta = fl2i(bracket_len * width / side_len + 0.5f);
501 y_delta = fl2i(bracket_len * height / side_len + 0.5f);
503 center_x = x1 + half_width;
504 center_y = y1 + half_height;
507 gr_line(center_x - x_delta, y1 + y_delta,center_x, y1);
508 gr_line(x1 + x_delta, center_y - y_delta, x1, center_y);
511 gr_line(center_x + x_delta, y1 + y_delta,center_x, y1);
512 gr_line(x2 - x_delta, center_y - y_delta, x2, center_y);
515 gr_line(x1 + x_delta, center_y + y_delta, x1, center_y);
516 gr_line(center_x - x_delta, y2 - y_delta, center_x, y2);
519 gr_line(x2 - x_delta, center_y + y_delta, x2, center_y);
520 gr_line(center_x + x_delta, y2 - y_delta, center_x, y2);
522 // draw an 'X' in the middle of the brackets
523 gr_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
524 gr_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
528 int subsys_is_fighterbay(ship_subsys *ss)
530 if ( !strnicmp(NOX("fighter"), ss->system_info->name, 7) ) {
537 // Draw bounding brackets for a subobject.
538 void draw_bounding_brackets_subobject()
540 if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
541 if (Player_ai->targeted_subsys != NULL) {
545 vertex subobj_vertex;
549 subsys = Player_ai->targeted_subsys;
550 target_objnum = Player_ai->target_objnum;
551 Assert(target_objnum != -1);
552 targetp = &Objects[target_objnum];
553 Assert( targetp->type == OBJ_SHIP );
555 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
557 g3_rotate_vertex(&subobj_vertex,&subobj_pos);
559 g3_project_vertex(&subobj_vertex);
560 if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
563 int subobj_x = fl2i(subobj_vertex.sx + 0.5f);
564 int subobj_y = fl2i(subobj_vertex.sy + 0.5f);
565 int hud_subtarget_w, hud_subtarget_h, bound_rc;
567 bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
571 hud_subtarget_w = x2-x1+1;
572 if ( hud_subtarget_w > gr_screen.clip_width ) {
573 hud_subtarget_w = gr_screen.clip_width;
576 hud_subtarget_h = y2-y1+1;
577 if ( hud_subtarget_h > gr_screen.clip_height ) {
578 hud_subtarget_h = gr_screen.clip_height;
581 if ( hud_subtarget_w > gr_screen.max_w ) {
582 x1 = subobj_x - (gr_screen.max_w>>1);
583 x2 = subobj_x + (gr_screen.max_w>>1);
585 if ( hud_subtarget_h > gr_screen.max_h ) {
586 y1 = subobj_y - (gr_screen.max_h>>1);
587 y2 = subobj_y + (gr_screen.max_h>>1);
590 if ( hud_subtarget_w < Min_subtarget_box_width[gr_screen.res] ) {
591 x1 = subobj_x - (Min_subtarget_box_width[gr_screen.res]>>1);
592 x2 = subobj_x + (Min_subtarget_box_width[gr_screen.res]>>1);
594 if ( hud_subtarget_h < Min_subtarget_box_height[gr_screen.res] ) {
595 y1 = subobj_y - (Min_subtarget_box_height[gr_screen.res]>>1);
596 y2 = subobj_y + (Min_subtarget_box_height[gr_screen.res]>>1);
599 // determine if subsystem is on far or near side of the ship
600 Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0);
602 // AL 29-3-98: If subsystem is destroyed, draw gray brackets
603 if ( (Player_ai->targeted_subsys->current_hits <= 0) && (!subsys_is_fighterbay(Player_ai->targeted_subsys)) ) {
604 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
606 hud_set_iff_color( targetp, 1 );
609 if ( Player->subsys_in_view ) {
610 draw_brackets_square_quick(x1, y1, x2, y2);
612 draw_brackets_diamond_quick(x1, y1, x2, y2);
614 // mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
618 extern int HUD_drew_selection_bracket_on_target;
620 // Display the current target distance, right justified at (x,y)
621 void hud_target_show_dist_on_bracket(int x, int y, float distance)
626 if ( y < 0 || y > gr_screen.clip_height ) {
630 if ( x < 0 || x > gr_screen.clip_width ) {
634 sprintf(text_dist, "%d", fl2i(distance+0.5f));
635 hud_num_make_mono(text_dist);
636 gr_get_string_size(&w,&h,text_dist);
639 if ( HUD_drew_selection_bracket_on_target ) {
643 gr_string(x - w+2, y+y_delta, text_dist);
648 // Given an object number, return the number of ships attacking it.
649 // MWA 5/26/98 -- copied from aicode num_attacking_ships()!!!
651 int hud_bracket_num_ships_attacking(int objnum)
657 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
658 objp = &Objects[so->objnum];
659 if (objp->instance != -1) {
661 aip = &Ai_info[Ships[objp->instance].ai_index];
663 // don't count instructor
664 int is_training_mission();
665 if ( is_training_mission() && stricmp(Ships[objp->instance].ship_name, "Instructor") == 0) {
669 if ( ((Game_mode & GM_MULTIPLAYER) || (aip->mode == AIM_CHASE)) && (aip->target_objnum == objnum))
670 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
679 int Ships_attacking_bitmap = -1;
681 // draw_bounding_brackets() will draw the faded brackets that surround the current target
682 void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum)
686 if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
689 if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
690 ( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
699 if ( (width>(gr_screen.max_w - 1)) && (height>(gr_screen.max_h - 1)) ) {
702 if ( width > 1200 ) {
706 if ( height > 1200) {
710 if (width < Min_target_box_width[gr_screen.res]) {
711 x1 = x1 - (Min_target_box_width[gr_screen.res]-width)/2;
712 x2 = x2 + (Min_target_box_width[gr_screen.res]-width)/2;
715 if (height < Min_target_box_height[gr_screen.res]) {
716 y1 = y1 - (Min_target_box_height[gr_screen.res]-height)/2;
717 y2 = y2 + (Min_target_box_height[gr_screen.res]-height)/2;
720 draw_brackets_square(x1-w_correction, y1-h_correction, x2+w_correction, y2+h_correction);
722 // draw distance to target in lower right corner of box
723 if ( distance > 0 ) {
724 hud_target_show_dist_on_bracket(x2+w_correction,y2+h_correction,distance);
727 // Maybe show + for each additional fighter or bomber attacking target.
728 if ( (target_objnum != -1) && hud_gauge_active(HUD_ATTACKING_TARGET_COUNT) ) {
729 int num_attacking = hud_bracket_num_ships_attacking(target_objnum);
731 if (Ships_attacking_bitmap == -1){
732 Ships_attacking_bitmap = bm_load(Ships_attack_fname[gr_screen.res]);
735 if (Ships_attacking_bitmap == -1) {
740 // If a ship not on player's team, show one fewer plus since it is targeted and attacked by player.
742 if (Objects[target_objnum].type == OBJ_SHIP) {
743 if (Ships[Objects[target_objnum].instance].team != Player_ship->team){
750 if (num_attacking > k) {
753 num_blips = num_attacking-k;
758 //int bitmap = get_blip_bitmap();
760 if (Ships_attacking_bitmap > -1) {
764 for (i=0; i<num_blips; i++) {
765 GR_AABITMAP(Ships_attacking_bitmap, x2+3, y1+i*7);