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/HUDtarget.cpp $
15 * C module to provide HUD targeting functions
18 * Revision 1.5 2003/05/25 02:30:42 taylor
21 * Revision 1.4 2002/06/17 06:33:09 relnev
22 * ryan's struct patch for gcc 2.95
24 * Revision 1.3 2002/06/09 04:41:21 relnev
25 * added copyright header
27 * Revision 1.2 2002/05/07 03:16:45 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:09 root
34 * 43 11/01/99 11:22a Jefff
35 * some weapon name translations
37 * 42 9/15/99 1:59p Mikek
38 * Fix bug in targeting due to Alt-Y (target last ship sending
39 * transmission). Was just bogus code in the call to
40 * hud_restore_subsystem_target().pm.
42 * 41 9/08/99 11:42p Andsager
43 * Remove maximum target distance check when finding enemy target
45 * 40 9/07/99 11:26p Andsager
46 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
47 * hud_target_live_turret() consider if turret is targeting player
49 * 39 9/01/99 12:58a Andsager
50 * Make all targeting keys able to choose turret on BIG|HUGE ships
52 * 38 8/24/99 2:55p Andsager
53 * Add new prioritized turret selection code.
55 * 37 8/18/99 10:59p Andsager
56 * Enable "b" key to target bombers.
58 * 36 8/17/99 8:32p Jefff
59 * fixes to auto-speed/target so it looks much better in the nebula
61 * 35 8/17/99 7:15p Jefff
62 * auto-target & auto-speed text drawn in code
64 * 34 8/04/99 9:54a Andsager
65 * Auto target turrets on big ships.
67 * 33 8/02/99 4:03p Andsager
68 * target closest favors beams and flak
70 * 32 8/01/99 12:39p Dave
71 * Added HUD contrast control key (for nebula).
73 * 31 7/30/99 11:10a Andsager
74 * Modify hud_target_closest() to consider turrets against all ships, not
77 * 30 7/15/99 5:41p Andsager
80 * 29 7/15/99 9:20a Andsager
81 * FS2_DEMO initial checkin
83 * 28 7/09/99 12:00a Andsager
84 * Added target box with distance for remote detonate weapons
86 * 27 7/07/99 4:31p Andsager
87 * Make closest_attacking_hostile guage respect stealth. Kill a bunch of
90 * 26 7/01/99 11:44a Dave
91 * Updated object sound system to allow multiple obj sounds per ship.
92 * Added hit-by-beam sound. Added killed by beam sound.
94 * 25 6/17/99 9:04a Andsager
97 * 24 6/16/99 5:32p Andsager
100 * 23 6/15/99 9:24a Andsager
101 * Make hotkeys work with stealth
103 * 22 6/10/99 3:43p Dave
104 * Do a better job of syncing text colors to HUD gauges.
106 * 21 6/09/99 2:55p Andsager
107 * Allow multiple asteroid subtypes (of large, medium, small) and follow
110 * 20 6/08/99 8:35a Jasenw
111 * new coords for new lead indicator
113 * 19 6/07/99 4:20p Andsager
114 * Add HUD color for tagged object. Apply to target and radar.
116 * 18 6/02/99 3:23p Andsager
117 * Make AI aware of team visibility. Allow player targeting with team
118 * visibility info. Make stealth ships not targetable by AI in nebula
121 * 17 5/24/99 9:00a Andsager
122 * modify target next/prev live turret only when turret has a weapon
124 * 16 4/20/99 6:39p Dave
125 * Almost done with artillery targeting. Added support for downloading
126 * images on the PXO screen.
128 * 15 2/25/99 4:19p Dave
129 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
130 * release build warnings. Added more data to the squad war request and
133 * 14 1/27/99 3:02p Anoop
134 * Fixed 640 HUD afterburner and weapon energy gauge.
136 * 13 1/25/99 5:03a Dave
137 * First run of stealth, AWACS and TAG missile support. New mission type
140 * 12 1/07/99 10:07a Jasen
143 * 11 1/07/99 9:06a Jasen
146 * 10 1/06/99 2:24p Dave
147 * Stubs and release build fixes.
149 * 9 12/29/98 7:21p Dave
150 * Put in a bunch of missing hi-res coord globalizations.
152 * 8 12/29/98 2:29p Jasen
153 * added new coords for some 1024 HUD stuff.
155 * 7 12/28/98 3:17p Dave
156 * Support for multiple hud bitmap filenames for hi-res mode.
158 * 5 12/21/98 5:03p Dave
159 * Modified all hud elements to be multi-resolution friendly.
161 * 4 11/05/98 4:18p Dave
162 * First run nebula support. Beefed up localization a bit. Removed all
163 * conditional compiles for foreign versions. Modified mission file
166 * 3 10/13/98 9:28a Dave
167 * Started neatening up freespace.h. Many variables renamed and
168 * reorganized. Added AlphaColors.[h,cpp]
170 * 2 10/07/98 10:53a Dave
173 * 1 10/07/98 10:49a Dave
175 * 407 9/21/98 9:27a Dave
176 * Special case code to draw Cluster Bomb as Cluster on the HUD.
178 * 406 8/28/98 3:28p Dave
179 * EMP effect done. AI effects may need some tweaking as required.
181 * 405 8/25/98 1:48p Dave
182 * First rev of EMP effect. Player side stuff basically done. Next comes
185 * 404 6/12/98 4:52p Hoffoss
186 * Added support for special characters in in forgeign languages.
188 * 403 6/09/98 5:17p Lawrance
189 * French/German localization
191 * 402 6/09/98 10:31a Hoffoss
192 * Created index numbers for all xstr() references. Any new xstr() stuff
193 * added from here on out should be added to the end if the list. The
194 * current list count can be found in FreeSpace.cpp (search for
197 * 401 5/27/98 1:24p Allender
198 * make targeting dots work (as well as other targeting features) properly
199 * in multiplayer. Don't query for CD when entering debrief in
202 * 400 5/27/98 1:20p Mike
203 * Fix bug in target nearest ship attacking target.
209 #include "hudtarget.h"
210 #include "hudreticle.h"
215 #include "3dinternal.h"
217 #include "linklist.h"
222 #include "freespace.h" // for flFrametime
226 #include "missionparse.h"
227 #include "player.h" // for MAX_PLAYERS
229 #include "hudbrackets.h"
231 #include "eventmusic.h"
233 #include "missionmessage.h"
236 #include "hudtargetbox.h"
238 #include "subsysdamage.h"
239 #include "hudshield.h"
240 #include "missionhotkey.h"
241 #include "asteroid.h"
242 #include "jumpnode.h"
245 #include "alphacolors.h"
246 #include "localize.h"
248 #include "hudartillery.h"
250 // If any of these bits in the ship->flags are set, ignore this ship when targetting
251 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
253 // Global values for the target bracket width and height, used for debugging
254 int Hud_target_w, Hud_target_h;
256 // offscreen triangle that point the the off-screen target
257 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
261 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
265 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
269 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
274 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
275 // This means the variables are not player-specific
276 static int Target_in_reticle = 0;
278 extern object obj_used_list; // dummy node in linked list of active objects
279 extern char *Cargo_names[];
281 // shader is used to shade the target box
282 shader Training_msg_glass;
284 // the target triangle (that orbits the reticle) dimensions
285 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
289 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
294 // stuff for hotkey targeting lists
295 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
296 htarget_list htarget_free_list;
298 // coordinates and widths used to render the HUD afterburner energy gauge
299 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
308 // coordinates and widths used to render the HUD weapons energy gauge
309 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
318 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
320 //////////////////////////////////////////////////////////////////////////
321 // lists for target in reticle cycling
322 //////////////////////////////////////////////////////////////////////////
323 #define RL_USED (1<<0)
324 #define RL_USE_DOT (1<<1) // use dot product result, not distance
326 typedef struct _reticle_list {
327 _reticle_list *next, *prev;
333 #define RESET_TARGET_IN_RETICLE 750
334 int Reticle_save_timestamp;
335 reticle_list Reticle_cur_list;
336 reticle_list Reticle_save_list;
337 #define MAX_RETICLE_TARGETS 50
338 reticle_list Reticle_list[MAX_RETICLE_TARGETS];
340 //////////////////////////////////////////////////////////////////////////
341 // used for closest target cycling
342 //////////////////////////////////////////////////////////////////////////
343 #define TL_RESET 1500
344 #define TURRET_RESET 1000
345 static int Tl_hostile_reset_timestamp;
346 static int Tl_friendly_reset_timestamp;
347 static int Target_next_uninspected_object_timestamp;
348 static int Target_newest_ship_timestamp;
349 static int Target_next_turret_timestamp;
351 // animation frames for the hud targeting gauges
352 // frames: 0 => out of range lead
353 // 1 => in range lead
354 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
364 hud_frames Lead_indicator_gauge;
365 int Lead_indicator_gauge_loaded = 0;
366 char Lead_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
371 // animation frames for the afterburner gauge and the weapon energy gauge
372 // frames: 0 => afterburner dark
373 // 1 => afterburner light
374 // 2 => gun energy dark
375 // 3 => gun energy light
376 hud_frames Energy_bar_gauges;
377 int Energy_bar_gauges_loaded = 0;
378 char Energy_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
382 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
391 // animation frames for the countermeasures gauge
392 // frames: 0 => background
393 hud_frames Cmeasure_gauge;
394 int Cmeasure_gauge_loaded = 0;
395 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
403 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
411 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
419 char Cm_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
424 // animation frames for the auto-target and auto-match_speed icons
425 // frames: 0 => auto-target off
426 // 1 => auto-target on
427 // 2 => auto-match-speed on
428 // 3 => auto-match-speed off
429 hud_frames Toggle_gauge;
430 int Toggle_gauge_loaded = 0;
431 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
439 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
447 char Toggle_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
452 #define TOGGLE_TEXT_AUTOT 0
453 #define TOGGLE_TEXT_TARGET 1
454 #define TOGGLE_TEXT_AUTOS 2
455 #define TOGGLE_TEXT_SPEED 3
457 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
473 static int Toggle_text_alpha = 255;
476 // animation files for the weapons gauge
477 #define NUM_WEAPON_GAUGES 5
478 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
479 int Weapon_gauges_loaded = 0;
481 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
483 // based on the # of primaries
484 {509, 273}, // top of weapon gauge, first frame, always
485 {497, 293}, // for the first primary
486 {497, 305} // for the second primary
489 // based on the # of primaries
490 {892, 525}, // top of weapon gauge, first frame, always
491 {880, 545}, // for the first primary
492 {880, 557} // for the second primary
495 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
497 // based on the # of secondaries
498 {497, 318}, // bottom of gauge, 0 secondaries
499 {497, 318}, // bottom of gauge, 1 secondaries
500 {497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
501 {497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
502 {497, 335} // bottom of gauge, 3 secondaries
505 // based on the # of secondaries
506 {880, 570}, // bottom of gauge, 0 secondaries
507 {880, 570}, // bottom of gauge, 1 secondaries
508 {880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
509 {880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
510 {880, 587} // bottom of gauge, 3 secondaries
513 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
521 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
523 {530, 285}, // fire-linked thingie, for the first primary
524 {530, 295} // fire-linked thingie, for the second primary
527 {913, 537}, // fire-linked thingie, for the first primary
528 {913, 547} // fire-linked thingie, for the second primary
531 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
533 {536, 285}, // weapon name, first primary
534 {536, 295} // weapon name, second primary
537 {919, 537}, // weapon name, first primary
538 {919, 547} // weapon name, second primary
541 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
542 525, // where to draw the second thingie if this weapon is fire-linked
545 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
546 530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
549 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
551 309, // y location of where to draw text for the first secondary
552 318, // y location of where to draw text for the second secondary
553 327 // y location of where to draw text for the third secondary
556 561, // y location of where to draw text for the third secondary
557 570, // y location of where to draw text for the third secondary
558 579 // y location of where to draw text for the third secondary
561 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
562 536, // x location of where to draw weapon name
565 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
566 525, // x location of where to draw weapon ammo count
569 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
570 615, // x location of where to draw the weapon reload time
573 char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
593 // Flash the line for a weapon. This normally occurs when the player tries to fire that
594 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
595 #define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
596 typedef struct weapon_flash
598 int flash_duration[MAX_WEAPON_FLASH_LINES];
599 int flash_next[MAX_WEAPON_FLASH_LINES];
602 weapon_flash Weapon_flash_info;
604 // Data used for the proximity warning
605 typedef struct homing_beep_info
607 int snd_handle; // sound handle for last played beep
608 fix last_time_played; // time beep was last played
609 int min_cycle_time; // time (in ms) for fastest cycling of the sound
610 int max_cycle_time; // time (in ms) for slowest cycling of the sound
611 float min_cycle_dist; // distance at which fastest cycling occurs
612 float max_cycle_dist; // distance at which slowest cycling occurs
613 float precalced_interp; // a precalculated value used in a linear interpretation
616 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f };
618 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
619 float Min_warning_missile_dist;
620 float Max_warning_missile_dist;
622 void hud_maybe_flash_weapon(int index);
624 // if a given object should be ignored because of AWACS effects
625 int hud_target_invalid_awacs(object *objp)
627 // if objp is ship object, first check if can be targeted with team info
628 if (objp->type == OBJ_SHIP) {
629 if (Player_ship != NULL) {
630 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
636 // check for invalid status
637 if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
645 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
648 return GET_NEXT(cur);
650 return GET_LAST(cur);
654 // select a sorted turret subsystem on a ship if no other subsys has been selected
655 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
657 Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
658 if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
661 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
662 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
666 if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
667 if (shipp->last_targeted_subobject[Player_num] == NULL) {
668 hud_target_live_turret(1, 1);
674 // -----------------------------------------------------------------------
675 // clear out the linked list of targets in the reticle
676 void hud_reticle_clear_list(reticle_list *rlist)
679 for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
685 // --------------------------------------------------------------------------------------
686 // hud_reticle_list_init()
687 void hud_reticle_list_init()
691 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
692 Reticle_list[i].flags = 0;
695 Reticle_save_timestamp = 1;
696 list_init(&Reticle_save_list);
697 list_init(&Reticle_cur_list);
700 // --------------------------------------------------------------------------------------
701 // hud_check_reticle_list()
704 void hud_check_reticle_list()
706 reticle_list *rl, *temp;
708 // cull dying objects from reticle list
709 rl = GET_FIRST(&Reticle_cur_list);
710 while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
712 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
713 list_remove( &Reticle_cur_list, rl );
719 if ( timestamp_elapsed(Reticle_save_timestamp) ) {
720 hud_reticle_clear_list(&Reticle_save_list);
721 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
725 // --------------------------------------------------------------------------------------
726 // hud_reticle_list_find_free()
729 int hud_reticle_list_find_free()
733 // find a free reticle_list element
734 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
735 if ( !(Reticle_list[i].flags & RL_USED) ) {
740 if ( i == MAX_RETICLE_TARGETS ) {
741 // nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
748 // --------------------------------------------------------------------------------------
749 // hud_stuff_reticle_list()
752 #define RETICLE_DEFAULT_DIST 100000.0f
753 #define RETICLE_DEFAULT_DOT 1.0f
754 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
758 rl->dist = RETICLE_DEFAULT_DIST;
759 rl->flags |= RL_USE_DOT;
763 rl->dot = RETICLE_DEFAULT_DOT;
768 // --------------------------------------------------------------------------------------
769 // hud_reticle_list_update()
771 // Update Reticle_cur_list with an object that lies in the reticle
773 // parmeters: objp => object pointer to target
774 // measure => distance or dot product, depending on dot_flag
775 // dot_flag => if 0, measure is distance, if 1 measure is dot
777 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
779 reticle_list *rl, *new_rl;
782 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
783 if ( rl->objp == objp )
787 i = hud_reticle_list_find_free();
791 new_rl = &Reticle_list[i];
792 new_rl->flags |= RL_USED;
793 hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
795 int was_inserted = 0;
797 if ( EMPTY(&Reticle_cur_list) ) {
798 list_insert(&Reticle_cur_list, new_rl);
802 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
804 // compare based on distance
805 if ( measure < rl->dist ) {
806 list_insert_before(rl, new_rl);
812 // compare based on dot
813 if ( measure > rl->dot ) {
814 list_insert_before(rl, new_rl);
822 if ( !was_inserted ) {
823 list_append(&Reticle_cur_list, new_rl);
827 // --------------------------------------------------------------------------------------
828 // hud_reticle_pick_target()
830 // Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
833 object *hud_reticle_pick_target()
835 reticle_list *cur_rl, *save_rl, *new_rl;
841 // As a first step, see if both ships and debris are in the list. If so, cull the debris.
842 int debris_in_list = 0;
843 int ship_in_list = 0;
844 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
845 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
850 if ( cur_rl->objp->type == OBJ_WEAPON ) {
851 if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
857 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
863 if ( ship_in_list && debris_in_list ) {
865 reticle_list *rl, *next;
867 rl = GET_FIRST(&Reticle_cur_list);
868 while ( rl != &Reticle_cur_list ) {
870 if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
871 list_remove(&Reticle_cur_list,rl);
878 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
880 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
881 if ( cur_rl->objp == save_rl->objp ) {
887 if ( !in_save_list ) {
888 return_objp = cur_rl->objp;
889 i = hud_reticle_list_find_free();
893 new_rl = &Reticle_list[i];
894 new_rl->flags |= RL_USED;
895 if ( cur_rl->flags & RL_USE_DOT ) {
896 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
899 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
902 list_append(&Reticle_save_list, new_rl);
907 if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
908 i = hud_reticle_list_find_free();
911 new_rl = &Reticle_list[i];
912 cur_rl = GET_FIRST(&Reticle_cur_list);
914 return_objp = cur_rl->objp;
915 hud_reticle_clear_list(&Reticle_save_list);
916 list_append(&Reticle_save_list, new_rl);
922 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
923 // target from. This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
924 // the current target in and out of the selection set.
925 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
927 htarget_list *hitem, *plist;
929 // don't do anything if a standalone multiplayer server
930 if ( MULTIPLAYER_STANDALONE )
933 if ( k < 0 || k > 7 ) {
934 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
938 plist = &(Players[Player_num].keyed_targets[k]);
940 // we must operate only on ships
941 if ( ctarget->type != OBJ_SHIP )
944 // don't allow player into hotkey set
945 if ( ctarget == Player_obj )
948 // don't put dying or departing
949 if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
952 // don't add mission file added hotkey assignments if there are player added assignments
953 // already in the list
954 if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
955 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
956 if ( hitem->how_added == HOTKEY_USER_ADDED )
961 // determine if the current target is currently in the set or not
962 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
963 if ( hitem->objp == ctarget )
967 // if hitem == end of the list, then the target should be added, else it should be removed
968 if ( hitem == END_OF_LIST(plist) ) {
969 if ( EMPTY(&htarget_free_list) ) {
970 Int3(); // get Allender -- no more free hotkey target items
974 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
975 hitem = GET_FIRST( &htarget_free_list );
976 list_remove( &htarget_free_list, hitem );
977 list_append( plist, hitem );
978 hitem->objp = ctarget;
979 hitem->how_added = how_to_add;
981 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
982 list_remove( plist, hitem );
983 list_append( &htarget_free_list, hitem );
984 hitem->objp = NULL; // for safety
988 // the following function clears the hotkey set given by parameter passed in
989 void hud_target_hotkey_clear( int k )
991 htarget_list *hitem, *plist, *temp;
993 plist = &(Players[Player_num].keyed_targets[k]);
994 hitem = GET_FIRST(plist);
995 while ( hitem != END_OF_LIST(plist) ) {
996 temp = GET_NEXT(hitem);
997 list_remove( plist, hitem );
998 list_append( &htarget_free_list, hitem );
1002 if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
1003 Players[Player_num].current_hotkey_set = -1;
1006 // the next function sets the current selected set to be N. If there is just one ship in the selection
1007 // set, this ship will become the new target. If there is more than one ship in the selection set,
1008 // then the current_target will remain what it was.
1009 void hud_target_hotkey_select( int k )
1011 int visible_count = 0;
1012 htarget_list *hitem, *plist, *target, *next_target, *first_target;
1015 plist = &(Players[Player_num].keyed_targets[k]);
1017 if ( EMPTY( plist ) ) // no items in list, then do nothing
1020 // a simple walk of the list to get the count
1021 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1022 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1027 // no visible ships in list
1028 if (visible_count == 0) {
1032 // set the current target to be the "next" ship in the list. Scan the list to see if our
1033 // current target is in the set. If so, target the next ship in the list, otherwise target
1035 // set first_target - first visible item in list
1036 // target - item in list that is the player's currently selected target
1037 // next_target - next visible item in list following target
1038 target_objnum = Player_ai->target_objnum;
1041 first_target = NULL;
1042 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1044 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1045 // get the first valid target
1046 if (first_target == NULL) {
1047 first_target = hitem;
1050 // get the next target in the list following the player currently selected target
1051 if (target != NULL) {
1052 next_target = hitem;
1057 // mark the player currently selected target
1058 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1063 // if current target is not in list, then target and next_target will be NULL
1064 // so we use the first found target
1065 if (target == NULL) {
1066 Assert(first_target != NULL);
1067 if (first_target != NULL) {
1068 target = first_target;
1069 next_target = first_target;
1071 // this should not happen
1076 // update target if more than 1 is visible
1077 if (visible_count > 1) {
1078 // next already found (after current target in list)
1079 if (next_target != NULL) {
1080 target = next_target;
1083 // next is before current target, so search from start of list
1084 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1085 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1093 Assert( target != END_OF_LIST(plist) );
1095 if ( Player_obj != target->objp ){
1096 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1099 Players[Player_num].current_hotkey_set = k;
1102 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1106 color HUD_color_homing_indicator;
1108 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1112 // The m matrix converts all colors to shades of green
1113 float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1118 cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1120 gr_create_shader( sh, rf, gf, bf, cf );
1123 void hud_init_targeting_colors()
1125 gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
1127 hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1129 hud_init_brackets();
1132 void hud_keyed_targets_clear()
1136 // clear out the keyed target list
1137 for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1138 list_init( &(Players[Player_num].keyed_targets[i]) );
1139 Players[Player_num].current_hotkey_set = -1;
1141 // place all of the hoykey target items back onto the free list
1142 list_init( &htarget_free_list );
1143 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1144 list_append( &htarget_free_list, &htarget_items[i] );
1147 // Init data used for the weapons display on the HUD
1148 void hud_weapons_init()
1152 Weapon_flash_info.is_bright = 0;
1153 for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1154 Weapon_flash_info.flash_duration[i] = 1;
1155 Weapon_flash_info.flash_next[i] = 1;
1158 if ( !Weapon_gauges_loaded ) {
1159 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1160 Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1161 if ( Weapon_gauges[i].first_frame < 0 ) {
1162 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1165 Weapon_gauges_loaded = 1;
1169 // init data used to play the homing "proximity warning" sound
1170 void hud_init_homing_beep()
1172 Homing_beep.snd_handle = -1;
1173 Homing_beep.last_time_played = 0;
1174 Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1177 // hud_init_targeting() will set the current target to point to the dummy node
1178 // in the object used list
1180 void hud_init_targeting()
1182 Assert(Player_ai != NULL);
1184 // make sure there is no current target
1185 set_target_objnum( Player_ai, -1 );
1186 Player_ai->last_target = -1;
1187 Player_ai->last_subsys_target = NULL;
1188 Player_ai->last_dist = 0.0f;
1189 Player_ai->last_speed = 0.0f;
1191 hud_keyed_targets_clear();
1192 hud_init_missile_lock();
1193 hud_init_artillery();
1195 // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1196 hud_reticle_list_init();
1197 hud_init_homing_beep();
1199 // Load in the frames need for the lead indicator
1200 if (!Lead_indicator_gauge_loaded) {
1201 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1202 if ( Lead_indicator_gauge.first_frame < 0 ) {
1203 Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1205 Lead_indicator_gauge_loaded = 1;
1208 if (!Energy_bar_gauges_loaded) {
1209 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1210 if ( Energy_bar_gauges.first_frame < 0 ) {
1211 Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1213 Energy_bar_gauges_loaded = 1;
1216 if (!Toggle_gauge_loaded) {
1217 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1218 if ( Toggle_gauge.first_frame < 0 ) {
1219 Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1221 Toggle_gauge_loaded = 1;
1224 if (!Cmeasure_gauge_loaded) {
1225 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1226 if ( Cmeasure_gauge.first_frame < 0 ) {
1227 Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1229 Cmeasure_gauge_loaded = 1;
1235 Min_warning_missile_dist = 2.5f*Player_obj->radius;
1236 Max_warning_missile_dist = 1500.0f;
1238 Tl_hostile_reset_timestamp = timestamp(0);
1239 Tl_friendly_reset_timestamp = timestamp(0);
1240 Target_next_uninspected_object_timestamp = timestamp(0);
1241 Target_newest_ship_timestamp = timestamp(0);
1242 Target_next_turret_timestamp = timestamp(0);
1244 if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1245 Toggle_text_alpha = 127;
1247 Toggle_text_alpha = 160;
1253 // Target the next or previous subobject on the currently selected ship, based on next_flag.
1254 void hud_target_subobject_common(int next_flag)
1256 if (Player_ai->target_objnum == -1) {
1257 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1258 snd_play( &Snds[SND_TARGET_FAIL] );
1262 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1263 snd_play( &Snds[SND_TARGET_FAIL]);
1267 ship_subsys *start, *start2, *A;
1268 ship_subsys *subsys_to_target=NULL;
1271 target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1273 if (!Player_ai->targeted_subsys) {
1274 start = GET_FIRST(&target_shipp->subsys_list);
1276 start = Player_ai->targeted_subsys;
1279 start2 = advance_subsys(start, next_flag);
1281 for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1283 if ( A == &target_shipp->subsys_list ) {
1288 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1292 subsys_to_target = A;
1297 if ( subsys_to_target == NULL ) {
1298 snd_play( &Snds[SND_TARGET_FAIL]);
1300 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1301 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1305 object *advance_fb(object *objp, int next_flag)
1308 return GET_NEXT(objp);
1310 return GET_LAST(objp);
1313 // Target the previous subobject on the currently selected ship.
1316 void hud_target_prev_subobject()
1318 hud_target_subobject_common(0);
1321 void hud_target_next_subobject()
1323 hud_target_subobject_common(1);
1326 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1327 // used list whose team matches the team parameter. The player is NOT included in the target list.
1329 // parameters: team => team of ship to target next. Default value is -1, if team doesn't matter.
1332 void hud_target_common(int team, int next_flag)
1334 object *A, *start, *start2;
1336 int is_ship, target_found = FALSE;
1338 if (Player_ai->target_objnum == -1)
1339 start = &obj_used_list;
1341 start = &Objects[Player_ai->target_objnum];
1343 start2 = advance_fb(start, next_flag);
1345 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1348 if ( A == &obj_used_list ) {
1352 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1356 if(hud_target_invalid_awacs(A)){
1360 if ( A->type == OBJ_WEAPON ) {
1361 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1366 if ( A->type == OBJ_SHIP ) {
1367 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1373 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1378 shipp = &Ships[A->instance]; // get a pointer to the ship information
1380 if ( !hud_team_matches_filter(team, shipp->team) ) {
1381 // if we're in multiplayer dogfight, ignore this
1382 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1387 if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1391 // if we've reached here, it is a valid next target
1392 if ( Player_ai->target_objnum != A-Objects ) {
1393 target_found = TRUE;
1394 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1395 // if ship is BIG|HUGE and last subsys is NULL, get turret
1396 hud_maybe_set_sorted_turret_subsys(shipp);
1397 hud_restore_subsystem_target(shipp);
1400 target_found = TRUE;
1401 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1407 if ( target_found == FALSE ) {
1408 snd_play( &Snds[SND_TARGET_FAIL] );
1412 void hud_target_next(int team)
1414 hud_target_common(team, 1);
1417 void hud_target_prev(int team)
1419 hud_target_common(team, 0);
1422 // -------------------------------------------------------------------
1423 // advance_missile_obj()
1425 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1428 return GET_NEXT(mo);
1431 return GET_LAST(mo);
1434 ship_obj *advance_ship(ship_obj *so, int next_flag)
1437 return GET_NEXT(so);
1440 return GET_LAST(so);
1443 ship_obj *get_ship_obj_ptr_from_index(int index);
1444 // -------------------------------------------------------------------
1445 // hud_target_missile()
1447 // Target the closest locked missile that is locked on locked_obj
1449 // input: source_obj => pointer to object that fired weapon
1450 // next_flag => 0 -> previous 1 -> next
1452 // NOTE: this function is only allows targeting bombs
1453 void hud_target_missile(object *source_obj, int next_flag)
1455 missile_obj *end, *start, *mo;
1456 object *A, *target_objp;
1460 int target_found = 0;
1462 if ( source_obj->type != OBJ_SHIP )
1465 Assert( Ships[source_obj->instance].ai_index != -1 );
1466 aip = &Ai_info[Ships[source_obj->instance].ai_index];
1468 end = &Missile_obj_list;
1469 if (aip->target_objnum != -1) {
1470 target_objp = &Objects[aip->target_objnum];
1471 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
1472 end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1476 start = advance_missile_obj(end, next_flag);
1478 for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1479 if ( mo == &Missile_obj_list ){
1483 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1484 A = &Objects[mo->objnum];
1486 Assert(A->type == OBJ_WEAPON);
1487 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1488 wp = &Weapons[A->instance];
1489 wip = &Weapon_info[wp->weapon_info_index];
1491 // only allow targeting of bombs
1492 if ( !(wip->wi_flags & WIF_BOMB) ) {
1496 // only allow targeting of hostile bombs
1497 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1501 if(hud_target_invalid_awacs(A)){
1505 // if we've reached here, got a new target
1506 target_found = TRUE;
1507 set_target_objnum( aip, OBJ_INDEX(A) );
1511 if ( !target_found ) {
1512 // if no bomb is found, search for bombers
1513 ship_obj *start, *so;
1515 //extern ship_obj *Ship_objs;
1516 if ( (aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & SIF_BOMBER) ) {
1517 int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1518 start = get_ship_obj_ptr_from_index(index);
1520 start = GET_FIRST(&Ship_obj_list);
1523 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1524 object *ship_obj = &Objects[so->objnum];
1526 // don't look at header
1527 if (so == &Ship_obj_list) {
1531 // only allow targeting of hostile bombs
1532 if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1536 if(hud_target_invalid_awacs(ship_obj)){
1540 // check if ship type is bomber
1541 if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1546 if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1551 target_found = TRUE;
1552 set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1557 if ( !target_found ) {
1558 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1562 // Return !0 if shipp can be scanned, otherwise return 0
1563 int hud_target_ship_can_be_scanned(ship *shipp)
1567 sip = &Ship_info[shipp->ship_info_index];
1569 // ignore cargo that has already been scanned
1570 if ( shipp->flags & SF_CARGO_REVEALED ) {
1574 // allow ships with scannable flag set
1575 if ( shipp->flags & SF_SCANNABLE ) {
1579 // ignore ships that don't carry cargo
1580 if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1587 // target the next/prev uninspected cargo container
1588 void hud_target_uninspected_cargo(int next_flag)
1590 object *A, *start, *start2;
1592 int target_found = 0;
1594 if (Player_ai->target_objnum == -1) {
1595 start = &obj_used_list;
1597 start = &Objects[Player_ai->target_objnum];
1600 start2 = advance_fb(start, next_flag);
1602 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1603 if ( A == &obj_used_list ) {
1607 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1611 shipp = &Ships[A->instance]; // get a pointer to the ship information
1613 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1617 // ignore all non-cargo carrying craft
1618 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1622 if(hud_target_invalid_awacs(A)){
1626 // if we've reached here, it is a valid next target
1627 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1628 target_found = TRUE;
1629 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1633 if ( target_found == FALSE ) {
1634 snd_play( &Snds[SND_TARGET_FAIL]);
1638 // target the newest ship in the area
1639 void hud_target_newest_ship()
1641 object *A, *player_target_objp;
1642 object *newest_obj=NULL;
1645 uint current_target_arrived_time = 0xffffffff, newest_time = 0;
1647 if ( Player_ai->target_objnum >= 0 ) {
1648 player_target_objp = &Objects[Player_ai->target_objnum];
1649 if ( player_target_objp->type == OBJ_SHIP ) {
1650 current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1653 player_target_objp = NULL;
1656 // If no target is selected, then simply target the closest uninspected cargo
1657 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1658 current_target_arrived_time = 0xffffffff;
1661 Target_newest_ship_timestamp = timestamp(TL_RESET);
1663 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1664 A = &Objects[so->objnum];
1665 shipp = &Ships[A->instance]; // get a pointer to the ship information
1667 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1671 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1675 if ( A == player_target_objp ) {
1679 if(hud_target_invalid_awacs(A)){
1683 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1684 newest_time = shipp->create_time;
1690 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1691 // if BIG|HUGE and no selected subsystem, get sorted turret
1692 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1693 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1696 snd_play( &Snds[SND_TARGET_FAIL]);
1701 #define TYPE_FACING_BEAM 1
1702 #define TYPE_FACING_FLAK 2
1703 #define TYPE_FACING_MISSILE 3
1704 #define TYPE_FACING_LASER 4
1705 #define TYPE_NONFACING_BEAM 5
1706 #define TYPE_NONFACING_FLAK 6
1707 #define TYPE_NONFACING_MISSILE 7
1708 #define TYPE_NONFACING_LASER 8
1709 #define TYPE_NONFACING_INC 4
1711 typedef struct eval_next_turret {
1717 int sort_turret_func(const void *e1, const void *e2)
1719 eval_next_turret *p1 = (eval_next_turret*)e1;
1720 eval_next_turret *p2 = (eval_next_turret*)e2;
1722 Assert(p1->type != TYPE_NONE);
1723 Assert(p2->type != TYPE_NONE);
1725 if (p1->type != p2->type) {
1726 return (p1->type - p2->type);
1728 float delta_dist = p1->dist - p2->dist;
1729 if (delta_dist < 0) {
1731 } else if (delta_dist > 0) {
1739 // target the next/prev live turret on the current target
1740 // auto_advance from hud_update_closest_turret
1741 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1744 ship_subsys *live_turret=NULL;
1747 eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1748 int num_live_turrets = 0;
1750 // make sure we're targeting a ship
1751 if (Player_ai->target_objnum == -1 && !auto_advance) {
1752 snd_play(&Snds[SND_TARGET_FAIL]);
1756 // only targeting subsystems on ship
1757 if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1758 snd_play( &Snds[SND_TARGET_FAIL]);
1762 // set some pointers
1763 objp = &Objects[Player_ai->target_objnum];
1764 target_shipp = &Ships[objp->instance];
1767 int timestamp_val = 0;
1768 if (!auto_advance) {
1769 timestamp_val = Target_next_turret_timestamp;
1770 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1773 // If no target is selected, then simply target the closest (or facing) turret
1774 int last_subsys_turret = FALSE;
1775 if (Player_ai->targeted_subsys != NULL) {
1776 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1777 if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1778 last_subsys_turret = TRUE;
1783 // do we want the closest turret (or the one our ship is pointing at)
1784 int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1786 // initialize eval struct
1787 memset(ent,0, sizeof(ent));
1788 int use_straigh_ahead_turret = FALSE;
1790 // go through list of turrets
1791 for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
1793 if (A->system_info->type == SUBSYSTEM_TURRET) {
1794 // check turret has hit points and has a weapon
1795 if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1796 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1797 vector gsubpos, vec_to_subsys;
1798 float distance, dot;
1799 // get world pos of subsystem and its distance
1800 get_subsystem_world_pos(objp, A, &gsubpos);
1801 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1803 // check if facing and in view
1804 int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1806 if (!auto_advance && get_closest_turret && !only_player_target) {
1807 // if within 3 degrees and not previous subsys, use subsys in front
1808 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.v.fvec);
1809 if ((dot > 0.9986) && facing) {
1810 use_straigh_ahead_turret = TRUE;
1815 // set weapon_type to allow sort of ent on type
1816 if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1817 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1818 } else if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1819 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1821 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1822 ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1823 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1824 ent[num_live_turrets].type = TYPE_FACING_LASER;
1827 ent[num_live_turrets].type = TYPE_FACING_LASER;
1831 // fill out ent struct
1832 ent[num_live_turrets].ss = A;
1833 ent[num_live_turrets].dist = distance;
1835 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1843 // sort the list if we're not using turret straigh ahead of us
1844 if (!use_straigh_ahead_turret) {
1845 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1848 if (use_straigh_ahead_turret) {
1849 // use the straight ahead turret
1852 // check if we have a currently targeted turret and find its position after the sort
1853 int i, start_index, next_index;
1854 if (get_closest_turret) {
1858 for (i=0; i<num_live_turrets; i++) {
1859 if (ent[i].ss == Player_ai->targeted_subsys) {
1864 // check that we started with a turret
1865 if (start_index == -1) {
1870 // set next live turret
1871 if (num_live_turrets == 0) {
1874 } else if (num_live_turrets == 1 || get_closest_turret) {
1875 // only 1 live turret, so set it
1876 live_turret = ent[0].ss;
1879 // advance to next closest turret
1880 next_index = start_index + 1;
1881 if (next_index == num_live_turrets) {
1885 // go to next farther turret
1886 next_index = start_index - 1;
1887 if (next_index == -1) {
1888 next_index = num_live_turrets - 1;
1892 // set the next turret to be targeted based on next_index
1893 live_turret = ent[next_index].ss;
1896 //if (live_turret) {
1898 // mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1902 if ( live_turret != NULL ) {
1903 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1904 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1906 if (!auto_advance) {
1907 snd_play( &Snds[SND_TARGET_FAIL]);
1913 // -------------------------------------------------------------------
1914 // hud_target_closest_locked_missile()
1916 // Target the closest locked missile that is locked on locked_obj
1918 // input: locked_obj => pointer to object that you want to find
1919 // closest missile to
1921 void hud_target_closest_locked_missile(object *locked_obj)
1923 object *A, *nearest_obj=NULL;
1926 float nearest_dist, dist;
1927 int target_found = FALSE;
1930 nearest_dist = 10000.0f;
1932 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1933 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1934 A = &Objects[mo->objnum];
1936 if (A->type != OBJ_WEAPON){
1940 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1941 wp = &Weapons[A->instance];
1942 wip = &Weapon_info[wp->weapon_info_index];
1944 if ( wip->subtype != WP_MISSILE ){
1948 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1952 if(hud_target_invalid_awacs(A)){
1956 if (wp->homing_object == locked_obj) {
1957 dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos); // Find distance!
1959 if (dist < nearest_dist) {
1961 nearest_dist = dist;
1966 if (nearest_dist < 10000.0f) {
1967 Assert(nearest_obj);
1968 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1969 target_found = TRUE;
1972 if ( !target_found ){
1973 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1977 // Return bitmask of all opponents.
1978 int opposing_team_mask(int team_mask)
1980 return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1983 // select a new target, by auto-targeting
1984 void hud_target_auto_target_next()
1986 if ( Framecount < 2 ) {
1990 // No auto-targeting after dead.
1991 if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1996 valid_team = opposing_team_mask(Player_ship->team);
1998 // try target closest ship attacking player
1999 hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
2001 // if none, try targeting closest hostile fighter/bomber
2002 if ( Player_ai->target_objnum == -1 ){
2003 hud_target_closest(valid_team, -1, FALSE, TRUE);
2006 // No fighter/bombers exists, so go ahead an target the closest hostile
2007 if ( Player_ai->target_objnum == -1 ){
2008 hud_target_closest(valid_team, -1, FALSE);
2011 // um, ok. Try targeting asteroids that are on a collision course for an escort ship
2012 if ( Player_ai->target_objnum == -1 ) {
2013 asteroid_target_closest_danger();
2018 // Given that object 'targeter' is targetting object 'targetee',
2019 // how far are they? This uses the point closest to the targeter
2020 // object on the targetee's bounding box. So if targeter is inside
2021 // targtee's bounding box, the distance is 0.
2022 float hud_find_target_distance( object *targetee, object *targeter )
2028 // Which model is it?
2029 switch( targetee->type ) {
2031 model_num = Ships[targetee->instance].modelnum;
2034 // model_num = Debris[targetee->instance].model_num;
2037 // Don't find model_num since circles would work better
2038 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2041 // Don't find model_num since circles would work better
2042 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2045 // Don't find model_num since circles would work better
2046 //model_num = Jump_nodes[targetee->instance].modelnum;
2052 // New way, that uses bounding box.
2053 if ( model_num > -1 ) {
2054 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2056 // Old way, that uses radius.
2057 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2058 if ( dist < 0.0f ) {
2065 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2066 // ship to the player that matches the team passed as a paramater
2068 // The current algorithm is to simply iterate through the objects and calculate the
2069 // magnitude of the vector that connects the player to the target. The smallest magnitude
2070 // is tracked, and then used to locate the closest hostile ship. Note only the square of the
2071 // magnitude is required, since we are only comparing magnitudes
2073 // parameters: team => team of closest ship that should be targeted.
2074 // Default value is -1, if team doesn't matter.
2076 // attacked_objnum => object number of ship that is being attacked
2077 // play_fail_snd => boolean, whether to play SND_TARGET_FAIL
2078 // (needed, since function called repeatedly when auto-targeting is
2079 // enabled, and we don't want a string of fail sounds playing).
2080 // This is a default parameter with a value of TRUE
2081 // filter => OPTIONAL parameter (default value 0): when set to TRUE, only
2082 // fighters and bombers are considered for new targets
2084 // returns: TRUE ==> a target was acquired
2085 // FALSE ==> no target was acquired
2087 // eval target as closest struct
2094 int check_nearest_turret;
2095 int attacked_objnum;
2096 int check_all_turrets;
2097 int turret_attacking_target; // check that turret is actually attacking the attacked_objnum
2100 // evaluate a ship (and maybe turrets) as a potential target
2101 // check if shipp (or its turrets) is attacking attacked_objnum
2102 // special case for player trying to select target (don't check if turrets are aimed at player)
2103 void evaluate_ship_as_closest_target(esct *esct)
2105 int targeting_player, turret_is_attacking;
2110 esct->min_distance = FLT_MAX;
2111 esct->check_nearest_turret = FALSE;
2112 turret_is_attacking = FALSE;
2115 object *objp = &Objects[esct->shipp->objnum];
2116 Assert(objp->type == OBJ_SHIP);
2117 if (objp->type != OBJ_SHIP) {
2121 // player being targeted, so we will want closest distance from player
2122 targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2124 // filter on team, except in multiplayer
2125 if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2126 // if we're in multiplayer dogfight, ignore this
2127 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2132 // check if player or ignore ship
2133 if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2138 if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2142 // only look at targets that are AWACS valid
2143 if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2147 // If filter is set, only target fighters and bombers
2148 if ( esct->filter ) {
2149 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2154 // find closest turret to player if BIG or HUGE ship
2155 if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2156 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2157 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2159 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2160 turret_is_attacking = 1;
2161 esct->check_nearest_turret = TRUE;
2163 if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2165 // get world pos of subsystem
2166 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2167 vm_vec_add2(&gsubpos, &objp->pos);
2168 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2171 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2172 int turret_type = ss->system_info->turret_weapon_type;
2173 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2174 new_distance *= 0.3f;
2175 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2176 new_distance *= 0.6f;
2179 // get the closest distance
2180 if (new_distance <= esct->min_distance) {
2181 esct->min_distance = new_distance;
2189 // If no turret is attacking, check if objp is actually targetting attacked_objnum
2190 // dont bail if targeting is for player
2191 if ( !targeting_player && !turret_is_attacking ) {
2192 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2194 if (aip->target_objnum != esct->attacked_objnum) {
2198 if ( (Game_mode & GM_NORMAL) && ( aip->mode != AIM_CHASE ) && (aip->mode != AIM_STRAFE) && (aip->mode != AIM_EVADE) && (aip->mode != AIM_EVADE_WEAPON) && (aip->mode != AIM_AVOID)) {
2203 // consider the ship alone if there are no attacking turrets
2204 if ( !turret_is_attacking ) {
2205 //new_distance = hud_find_target_distance(objp, Player_obj);
2206 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2208 if (new_distance <= esct->min_distance) {
2209 esct->min_distance = new_distance;
2210 esct->check_nearest_turret = FALSE;
2215 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2218 object *nearest_obj = &obj_used_list;
2221 int check_nearest_turret = FALSE;
2223 // evaluate ship closest target struct
2226 float min_distance = FLT_MAX;
2227 int target_found = FALSE;
2229 int player_obj_index = OBJ_INDEX(Player_obj);
2230 ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2232 if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2233 // bail if player does not have target
2234 if ( Player_ai->target_objnum == -1) {
2235 if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2236 goto Target_closest_done;
2239 // bail if ship is to be ignored
2240 if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2241 goto Target_closest_done;
2246 if (attacked_objnum == -1) {
2247 attacked_objnum = player_obj_index;
2250 // check all turrets if for player.
2251 esct.check_all_turrets = (attacked_objnum == player_obj_index);
2252 esct.filter = filter;
2254 esct.attacked_objnum = attacked_objnum;
2255 esct.turret_attacking_target = get_closest_turret_attacking_player;
2257 for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2259 A = &Objects[so->objnum];
2260 shipp = &Ships[A->instance]; // get a pointer to the ship information
2262 // fill in rest of esct
2265 // check each shipp on list and update nearest obj and subsys
2266 evaluate_ship_as_closest_target(&esct);
2267 if (esct.min_distance < min_distance) {
2268 target_found = TRUE;
2269 min_distance = esct.min_distance;
2271 check_nearest_turret = esct.check_nearest_turret;
2275 Target_closest_done:
2277 // maybe ignore target if too far away
2278 // DKA 9/8/99 Remove distance check
2281 // get distance to nearest attacker
2282 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2284 // no distance limit for player obj
2285 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2286 target_found = FALSE;
2291 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2292 if ( check_nearest_turret ) {
2294 // if former subobject was not a turret do, not change subsystem
2295 ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2296 if (ss == NULL || get_closest_turret_attacking_player) {
2297 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2298 // update nearest turret with later func
2299 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2300 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2303 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2306 // no target found, maybe play fail sound
2307 if (play_fail_snd == TRUE) {
2308 snd_play(&Snds[SND_TARGET_FAIL]);
2312 return target_found;
2315 // auto update closest turret to attack on big or huge ships
2316 void hud_update_closest_turret()
2318 hud_target_live_turret(1, 1);
2321 float nearest_distance, new_distance;
2322 ship_subsys *ss, *closest_subsys;
2326 nearest_distance = FLT_MAX;
2327 objp = &Objects[Player_ai->target_objnum];
2328 shipp = &Ships[objp->instance];
2329 closest_subsys = NULL;
2332 Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2334 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2335 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2336 // make sure turret is not "unused"
2337 if (ss->system_info->turret_weapon_type >= 0) {
2339 // get world pos of subsystem
2340 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2341 vm_vec_add2(&gsubpos, &objp->pos);
2342 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2344 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2345 int turret_type = ss->system_info->turret_weapon_type;
2346 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2347 new_distance *= 0.3f;
2348 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2349 new_distance *= 0.6f;
2352 // check if facing and in view
2353 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2356 new_distance *= 0.5f;
2359 // get the closest distance
2360 if (new_distance <= nearest_distance) {
2361 nearest_distance = new_distance;
2362 closest_subsys = ss;
2368 // check if new subsys to target
2369 if (Player_ai->targeted_subsys != NULL) {
2370 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
2371 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2377 // --------------------------------------------------------------------
2378 // hud_target_targets_target()
2380 // Target your target's target. Your target is specified by objnum passed
2383 void hud_target_targets_target()
2388 if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2392 objp = &Objects[Player_ai->target_objnum];
2393 if ( objp->type != OBJ_SHIP ) {
2397 if (hud_target_invalid_awacs(objp)) {
2401 if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2405 tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2406 if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2410 if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2414 // if we've reached here, found player target's target
2415 set_target_objnum( Player_ai, tt_objnum );
2416 if (Objects[tt_objnum].type == OBJ_SHIP) {
2417 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2419 hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2423 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2426 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2427 int object_targetable_in_reticle(object *target_objp)
2430 if (target_objp == Player_obj ) {
2434 obj_type = target_objp->type;
2436 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2444 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is
2445 // intersected by a ray passed from the center of the reticle out along the forward vector of the
2448 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2450 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2451 // the ray intersects. We take the ship closest to us that intersects an object.
2453 // Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2454 // is called if no intersections are found.
2457 #define TARGET_IN_RETICLE_DISTANCE 10000.0f
2459 void hud_target_in_reticle_new()
2466 hud_reticle_clear_list(&Reticle_cur_list);
2467 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2469 // Get 3d vector through center of reticle
2470 vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.v.fvec, TARGET_IN_RETICLE_DISTANCE);
2473 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2475 if ( !object_targetable_in_reticle(A) ) {
2479 if ( A->type == OBJ_WEAPON ) {
2480 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2485 if ( A->type == OBJ_SHIP ) {
2486 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2491 if(hud_target_invalid_awacs(A)){
2497 mc.model_num = Ships[A->instance].modelnum;
2500 mc.model_num = Debris[A->instance].model_num;
2503 mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2507 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2509 subtype = Asteroids[A->instance].asteroid_subtype;
2510 mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2515 mc.model_num = Jump_nodes[A->instance].modelnum;
2518 Int3(); // Illegal object type.
2521 model_clear_instance( mc.model_num );
2522 mc.orient = &A->orient; // The object's orient
2523 mc.pos = &A->pos; // The object's position
2524 mc.p0 = &Eye_position; // Point 1 of ray to check
2525 mc.p1 = &terminus; // Point 2 of ray to check
2526 mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
2529 if ( mc.num_hits ) {
2530 dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2531 hud_reticle_list_update(A, dist, 0);
2533 } // end for (go to next object)
2535 hud_target_in_reticle_old(); // try the old method (works well with ships far away)
2538 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
2541 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2544 // Method: take the dot product of the foward vector and the vector to target. Take
2545 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2547 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2548 // is only valid for the HUD reticle in use at that time.
2550 #define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
2552 void hud_target_in_reticle_old()
2554 object *A, *target_obj;
2556 vector vec_to_target;
2558 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2560 if ( !object_targetable_in_reticle(A) ) {
2564 if ( A->type == OBJ_WEAPON ) {
2565 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2570 if ( A->type == OBJ_SHIP ) {
2571 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2576 if(hud_target_invalid_awacs(A)){
2580 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2584 dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2585 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2587 if ( dot > MIN_DOT_FOR_TARGET ) {
2588 hud_reticle_list_update(A, dot, 1);
2592 target_obj = hud_reticle_pick_target();
2593 if ( target_obj != NULL ) {
2594 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2595 if ( target_obj->type == OBJ_SHIP ) {
2596 // if BIG|HUGE, maybe set subsys to turret
2597 hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2598 hud_restore_subsystem_target(&Ships[target_obj->instance]);
2602 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2606 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
2607 // is closest to the reticle center. The current target is the only object that is searched for
2610 // Method: take the dot product of the foward vector and the vector to target. Take
2611 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2613 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2614 // is only valid for the HUD reticle in use at that time.
2617 void hud_target_subsystem_in_reticle()
2620 ship_subsys *subsys;
2621 ship_subsys *nearest_subsys = NULL;
2624 float dist, dot, best_dot;
2625 vector vec_to_target;
2628 if ( Player_ai->target_objnum == -1){
2629 hud_target_in_reticle_old();
2632 if ( Player_ai->target_objnum == -1) {
2633 snd_play( &Snds[SND_TARGET_FAIL]);
2637 targetp = &Objects[Player_ai->target_objnum];
2639 if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
2643 int shipnum = targetp->instance;
2645 for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
2646 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2648 dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2649 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2651 if ( dot > best_dot ) {
2653 if ( best_dot > MIN_DOT_FOR_TARGET )
2654 nearest_subsys = subsys;
2657 Assert(best_dot <= 1.0f);
2660 if ( nearest_subsys != NULL ) {
2661 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2662 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2663 Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2666 snd_play( &Snds[SND_TARGET_FAIL]);
2671 #define T_OFFSET_FROM_CIRCLE -13
2672 #define T_BASE_LENGTH 4
2676 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2679 vector target_to_obj;
2680 float x1,y1,x2,y2,x3,y3,x4,y4;
2682 vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2684 vm_vec_normalize(&target_to_obj);
2686 // calculate the dot product between the target_to_player vector and the targets forward vector
2688 // 0 - vectors are perpendicular
2689 // 1 - vectors are collinear and in the same direction (target is facing player)
2690 // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2691 dot_product = vm_vec_dotprod(&from_orientp->v.fvec, &target_to_obj);
2693 if (vm_vec_dotprod(&from_orientp->v.rvec, &target_to_obj) >= 0) {
2694 if (dot_product >= 0){
2695 dot_product = -PI/2*dot_product + PI;
2697 dot_product = -PI/2*dot_product - PI;
2701 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2704 y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2705 x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2707 y1 += Hud_reticle_center[gr_screen.res][1];
2708 x1 += Hud_reticle_center[gr_screen.res][0];
2713 y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2714 x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2716 y2 += Hud_reticle_center[gr_screen.res][1];
2717 x2 += Hud_reticle_center[gr_screen.res][0];
2722 x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2723 y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2724 x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2725 y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2727 // HACK! Should be antialiased!
2728 gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
2729 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
2733 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2737 // Make the triangle always be the correct handiness so
2738 // the tmapper won't think its back-facing and throw it out.
2739 float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2740 if ( det >= 0.0f ) {
2754 vertex * vertlist[3];
2757 for (i=0; i<3; i++ )
2758 vertlist[i] = &verts[i];
2760 verts[0].sx = x1; verts[0].sy = y1;
2761 verts[1].sx = x2; verts[1].sy = y2;
2762 verts[2].sx = x3; verts[2].sy = y3;
2764 uint saved_mode = gr_zbuffer_get();
2766 gr_zbuffer_set( GR_ZBUFF_NONE );
2768 gr_tmapper( 3, vertlist, 0 );
2770 gr_zbuffer_set( saved_mode );
2774 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2776 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2777 gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2778 gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2782 // Render a missile warning triangle that has a tail on it to indicate distance
2783 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2792 float sin_ang, cos_ang, tail_len;
2794 float max_tail_len=20.0f;
2796 sin_ang=(float)sin(ang);
2797 cos_ang=(float)cos(ang);
2799 if ( cur_dist < Min_warning_missile_dist ) {
2801 } else if ( cur_dist > Max_warning_missile_dist ) {
2802 tail_len = max_tail_len;
2804 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2807 if ( draw_inside ) {
2808 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2809 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2810 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2811 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2813 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2814 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2816 if ( tail_len > 0 ) {
2817 xtail = xpos - tail_len * cos_ang;
2818 ytail = ypos + tail_len * sin_ang;
2822 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2823 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2824 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2825 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2827 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2828 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2830 if ( tail_len > 0 ) {
2831 xtail = xpos + tail_len * cos_ang;
2832 ytail = ypos - tail_len * sin_ang;
2837 hud_tri(xpos,ypos,x1,y1,x2,y2);
2839 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2842 // draw the tail indicating length
2843 if ( tail_len > 0 ) {
2844 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2848 // Render a missile warning triangle, that splits apart to indicate distance
2849 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2851 // points to draw triangles
2865 float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2867 sin_ang=(float)sin(ang);
2868 cos_ang=(float)cos(ang);
2870 if ( cur_dist < Min_warning_missile_dist ) {
2871 triangle_sep = 0.0f;
2872 } else if ( cur_dist > Max_warning_missile_dist ) {
2873 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2875 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2878 // calculate these values only once, since it will be used in several places
2879 half_triangle_sep = 0.5f * triangle_sep;
2881 xpos = (float)floor(xpos);
2882 ypos = (float)floor(ypos);
2884 if ( triangle_sep == 0 ) {
2885 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2886 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2887 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2888 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2889 if ( draw_inside ) {
2891 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2892 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2895 hud_tri(xpos,ypos,x1,y1,x2,y2);
2897 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2900 // calc left side points
2901 x5 = xpos - half_triangle_sep * -sin_ang;
2902 y5 = ypos + half_triangle_sep * cos_ang;
2904 x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2905 y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2909 if ( draw_inside ) {
2910 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2911 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2913 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2914 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2917 // calc right side points
2918 x2 = xpos + half_triangle_sep * -sin_ang;
2919 y2 = ypos - half_triangle_sep * cos_ang;
2921 x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2922 y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2926 if ( draw_inside ) {
2927 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2928 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2930 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2931 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2934 // draw both tris with a line connecting them
2936 hud_tri(x3,y3,x2,y2,x1,y1);
2937 hud_tri(x4,y4,x5,y5,x6,y6);
2939 hud_tri_empty(x3,y3,x2,y2,x1,y1);
2940 hud_tri_empty(x4,y4,x5,y5,x6,y6);
2942 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2946 // Render a triangle on the outside of the targeting circle.
2947 // Must be inside a g3_start_frame().
2948 // If aspect_flag !0, then render filled, indicating aspect lock.
2949 // If show_interior !0, then point inwards to positions inside reticle
2950 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2952 vertex hostile_vertex;
2954 float xpos,ypos,cur_dist,sin_ang,cos_ang;
2957 // determine if the closest firing object is within the targeting reticle (which means the triangle
2960 cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2962 g3_rotate_vertex(&hostile_vertex, hostile_pos);
2964 if (hostile_vertex.codes == 0) {// on screen
2965 float projected_x, projected_y;
2967 g3_project_vertex(&hostile_vertex);
2969 if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
2972 projected_x = hostile_vertex.sx;
2973 projected_y = hostile_vertex.sy;
2975 mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) +
2976 (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2978 if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2979 if ( !show_interior ) {
2988 ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2989 sin_ang=(float)sin(ang);
2990 cos_ang=(float)cos(ang);
2992 if ( draw_inside ) {
2993 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
2994 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
2996 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
2997 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
3000 xpos += HUD_offset_x;
3001 ypos += HUD_offset_y;
3004 // hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3005 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3012 if ( draw_inside ) {
3013 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3014 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3015 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3016 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3018 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3019 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3022 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3023 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3024 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3025 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3027 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3028 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3032 hud_tri(xpos,ypos,x1,y1,x2,y2);
3034 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3039 // Show all homing missiles locked onto the player.
3040 // Also, play the beep!
3041 void hud_show_homing_missiles()
3046 float dist, nearest_dist;
3047 int closest_is_aspect=0;
3049 gr_set_color_fast(&HUD_color_homing_indicator);
3050 nearest_dist = Homing_beep.max_cycle_dist;
3052 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3053 A = &Objects[mo->objnum];
3054 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3056 wp = &Weapons[A->instance];
3058 if (wp->homing_object == Player_obj) {
3059 hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3060 dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3062 if (dist < nearest_dist) {
3063 nearest_dist = dist;
3064 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3065 closest_is_aspect=1;
3067 closest_is_aspect=0;
3073 // See if need to play warning beep.
3074 if (nearest_dist < Homing_beep.max_cycle_dist ) {
3078 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3080 // figure out the cycle time by doing a linear interpretation
3081 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3083 // play a new 'beep' if cycle time has elapsed
3084 if ( (delta_time*1000) > cycle_time ) {
3085 Homing_beep.last_time_played = Missiontime;
3086 if ( snd_is_playing(Homing_beep.snd_handle) ) {
3087 snd_stop(Homing_beep.snd_handle);
3090 if ( closest_is_aspect ) {
3091 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3093 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3099 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
3100 // outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
3101 // is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
3102 // the target is facing 90 away from the player.
3103 void hud_show_orientation_tee()
3107 if (Player_ai->target_objnum == -1)
3110 targetp = &Objects[Player_ai->target_objnum];
3112 if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3113 hud_set_iff_color( targetp );
3115 hud_set_iff_color( targetp, 1);
3117 hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3120 // routine to draw a bounding box around a remote detonate missile and distance to
3121 void hud_show_remote_detonate_missile()
3126 vertex target_point;
3129 // check for currently locked missiles (highest precedence)
3130 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3131 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3132 mobjp = &Objects[mo->objnum];
3134 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3135 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3137 distance = hud_find_target_distance(mobjp, Player_obj);
3139 // get box center point
3140 g3_rotate_vertex(&target_point,&mobjp->pos);
3143 g3_project_vertex(&target_point);
3145 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3146 int modelnum, bound_rval;
3148 switch ( mobjp->type ) {
3150 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3151 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3155 Int3(); // should never happen
3159 if ( bound_rval == 0 ) {
3160 // draw brackets and distance
3162 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3163 gr_set_color_fast(&IFF_colors[color][1]);
3164 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3167 // do only for the first remote detonate missile
3175 // routine to possibly draw a bouding box around a ship sending a message to the player
3176 void hud_show_message_sender()
3179 vertex target_point; // temp vertex used to find screen position for 3-D object;
3184 // don't draw brackets if no ship sending a message
3185 if ( Message_shipnum == -1 )
3188 targetp = &Objects[Ships[Message_shipnum].objnum];
3189 Assert ( targetp != NULL );
3191 Assert ( targetp->type == OBJ_SHIP );
3193 // Don't do this for the ship you're flying!
3194 if ( targetp == Player_obj ) {
3198 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3199 target_shipp = &Ships[Message_shipnum];
3201 // check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
3202 if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3203 Message_shipnum = -1;
3207 // find the current target vertex
3209 g3_rotate_vertex(&target_point,&targetp->pos);
3211 hud_set_iff_color( targetp, 1);
3213 g3_project_vertex(&target_point);
3215 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3216 int modelnum, bound_rval;
3218 switch ( targetp->type ) {
3220 modelnum = target_shipp->modelnum;
3221 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3225 Int3(); // should never happen
3229 if ( bound_rval == 0 ) {
3231 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3232 gr_set_color_fast(&IFF_colors[color][1]);
3233 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3237 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3238 if (target_point.codes != 0) { // target center is not on screen
3239 // draw the offscreen indicator at the edge of the screen where the target is closest to
3240 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3241 if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3242 if ( hud_sensors_ok(Player_ship, 0) ) {
3244 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3245 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3246 dist = hud_find_target_distance( targetp, Player_obj );
3247 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3254 // hud_prune_hotkeys()
3256 // Check for ships that are dying, departed or dead. These should be removed from the player's
3258 void hud_prune_hotkeys()
3261 htarget_list *hitem, *plist;
3265 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3266 plist = &(Players[Player_num].keyed_targets[i]);
3267 if ( EMPTY( plist ) ) // no items in list, then do nothing
3270 hitem = GET_FIRST(plist);
3271 while ( hitem != END_OF_LIST(plist) ) {
3277 Assert ( objp != NULL );
3278 if ( objp->type == OBJ_SHIP ) {
3279 Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3280 sp = &Ships[objp->instance];
3282 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3287 // check to see if the object is dying -- if so, remove it from the list
3288 // check to see if the ship is departing -- if so, remove it from the list
3289 if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3291 nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3295 temp = GET_NEXT(hitem);
3296 list_remove( plist, hitem );
3297 list_append( &htarget_free_list, hitem );
3302 hitem = GET_NEXT( hitem );
3306 // save the hotkey sets with mission time reaches a certain point. Code was put here because this
3307 // function always called for both single/multiplayer. Maybe not the best location, but whatever.
3308 mission_hotkey_maybe_save_sets();
3311 int HUD_drew_selection_bracket_on_target;
3313 // hud_show_selection_set draws some indicator around all the ships in the current selection set. No
3314 // indicators will be drawn if there is only 1 ship in the set.
3315 void hud_show_selection_set()
3317 htarget_list *hitem, *plist;
3320 vertex target_point; // temp vertex used to find screen position for 3-D object;
3323 HUD_drew_selection_bracket_on_target = 0;
3325 set = Players[Player_num].current_hotkey_set;
3329 Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3330 plist = &(Players[Player_num].keyed_targets[set]);
3333 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3336 if ( count == 0 ) { // only one ship, do nothing
3337 Players[Player_num].current_hotkey_set = -1;
3341 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3342 targetp = hitem->objp;
3343 Assert ( targetp != NULL );
3345 ship *target_shipp = NULL;
3347 Assert ( targetp->type == OBJ_SHIP );
3348 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3349 target_shipp = &Ships[targetp->instance];
3351 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3355 // find the current target vertex
3357 g3_rotate_vertex(&target_point,&targetp->pos);
3359 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3363 hud_set_iff_color( targetp, 1 );
3365 g3_project_vertex(&target_point);
3367 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3368 int modelnum, bound_rval;
3370 switch ( targetp->type ) {
3372 modelnum = target_shipp->modelnum;
3373 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3377 Int3(); // should never happen
3381 if ( bound_rval == 0 ) {
3382 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3383 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3384 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3385 HUD_drew_selection_bracket_on_target = 1;
3390 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3391 if (target_point.codes != 0) { // target center is not on screen
3392 // draw the offscreen indicator at the edge of the screen where the target is closest to
3393 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3395 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3396 if ( hud_sensors_ok(Player_ship, 0) ) {
3398 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3399 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3400 dist = hud_find_target_distance( targetp, Player_obj );
3401 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3409 void hud_show_brackets(object *targetp, vertex *projected_v)
3412 int draw_box = TRUE;
3415 if ( Player->target_is_dying <= 0 ) {
3418 switch ( targetp->type ) {
3420 modelnum = Ships[targetp->instance].modelnum;
3421 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3422 if ( bound_rc != 0 ) {
3428 modelnum = Debris[targetp->instance].model_num;
3429 bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3430 if ( bound_rc != 0 ) {
3436 Assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3437 modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3438 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3441 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
3445 subtype = Asteroids[targetp->instance].asteroid_subtype;
3446 modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3447 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3453 modelnum = Jump_nodes[targetp->instance].modelnum;
3454 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3458 Int3(); // should never happen
3462 Hud_target_w = x2-x1+1;
3463 if ( Hud_target_w > gr_screen.clip_width ) {
3464 Hud_target_w = gr_screen.clip_width;
3467 Hud_target_h = y2-y1+1;
3468 if ( Hud_target_h > gr_screen.clip_height ) {
3469 Hud_target_h = gr_screen.clip_height;
3472 if ( targetp->type == OBJ_ASTEROID ) {
3473 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3474 team = TEAM_TRAITOR;
3476 team = SELECTION_SET;
3479 team = obj_team(targetp);
3482 if ( draw_box == TRUE ) {
3485 color = hud_brackets_get_iff_color(team);
3486 // maybe color as tagged
3487 if ( ship_is_tagged(targetp) ) {
3488 color = IFF_COLOR_TAGGED;
3490 distance = hud_find_target_distance( targetp, Player_obj );
3491 gr_set_color_fast(&IFF_colors[color][1]);
3492 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3495 if ( targetp->type == OBJ_SHIP ) {
3496 draw_bounding_brackets_subobject();
3501 void hud_update_target_in_reticle(vertex *projected_v)
3504 mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) +
3505 (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3507 if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3508 // this information can be used elsewhere
3509 Target_in_reticle = 1;
3512 // this information can be used elsewhere
3513 Target_in_reticle = 0;
3520 // hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
3522 // Must be inside a g3_start_frame()
3523 // input: frametime => time in seconds since last update
3524 // in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
3525 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3527 vertex target_point; // temp vertex used to find screen position for 3-D object;
3530 // draw the triangle that points to the closest hostile ship that is firing on the player
3531 // This is always drawn, even if there is no current target. There is also a hook that will
3532 // maybe warn the player via a voice message of an attacking ship.
3534 hud_show_hostile_triangle();
3537 if (Player_ai->target_objnum == -1)
3540 object * targetp = &Objects[Player_ai->target_objnum];
3541 Players[Player_num].lead_indicator_active = 0;
3543 // check to see if there is even a current target
3544 if ( targetp == &obj_used_list ) {
3548 Target_in_reticle = 0;
3550 // AL 1/20/97: Point to targted subsystem if one exists
3551 if ( Player_ai->targeted_subsys != NULL ) {
3552 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3554 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3556 target_pos = targetp->pos;
3558 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3561 // find the current target vertex
3563 // The 2D screen pos depends on the current viewer position and orientation.
3564 g3_rotate_vertex(&target_point,&target_pos);
3567 hud_set_iff_color( targetp, 1 );
3568 g3_project_vertex(&target_point);
3570 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3571 if (target_point.codes == 0) { // target center is not on screen
3572 hud_show_brackets(targetp, &target_point);
3574 hud_update_target_in_reticle(&target_point);
3581 // show the leading target indicator
3582 if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3583 hud_show_lead_indicator(&target_pos);
3587 // show the indicator that orbits the outer reticle and points in the direction of the target
3588 hud_show_target_triangle_indicator(&target_point);
3590 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3591 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3592 hud_show_orientation_tee();
3595 // display the information about the target
3596 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3597 if ( !hud_targetbox_static_maybe_blit(frametime) )
3598 hud_show_target_data(frametime);
3601 // update cargo scanning
3602 hud_cargo_scan_update(targetp, frametime);
3604 // draw the shield icon for the current target
3605 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3606 hud_shield_show(targetp);
3609 // draw the mini target+shield gauge that sits near the bottom of the retcle
3610 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3611 int show_gauge_flag=1;
3612 // is gauge configured as a popup?
3613 if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3614 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3619 if ( show_gauge_flag ) {
3620 hud_shield_show_mini(targetp);
3624 Player->cargo_inspect_time = 0;
3625 player_stop_cargo_scan_sound();
3628 // display the lock indicator
3629 if (!Player->target_is_dying) {
3630 hud_update_lock_indicator(frametime);
3631 hud_show_lock_indicator(frametime);
3633 // update and render artillery
3634 hud_artillery_update();
3635 hud_artillery_render();
3638 // Point to offscreen target
3639 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3640 if (target_point.codes != 0) { // target center is not on screen
3641 // draw the offscreen indicator at the edge of the screen where the target is closest to
3642 Assert(Player_ai->target_objnum != -1);
3644 // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3645 // in the message sending color in hud_show_message_sender()
3646 if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3647 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3649 hud_set_iff_color( targetp, 1 );
3650 //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3651 dist = hud_find_target_distance( targetp, Player_obj );
3652 hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3659 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3660 // circle of the reticle. It will point to the closest enemy that is firing on the player.
3661 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3662 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3664 void hud_show_hostile_triangle()
3667 float min_distance=1e20f;
3668 float new_distance=0.0f;
3669 object* hostile_obj = &obj_used_list;
3670 object* nearest_obj = &obj_used_list;
3674 ship_subsys *ss, *nearest_turret_subsys = NULL;
3676 int player_obj_index = OBJ_INDEX(Player_obj);
3677 int turret_is_attacking = 0;
3679 so = GET_FIRST(&Ship_obj_list);
3680 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3682 A = &Objects[so->objnum];
3683 sp = &Ships[A->instance];
3685 // only look at ships on other team
3686 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3690 aip = &Ai_info[Ships[A->instance].ai_index];
3692 // dont look at ignore ships
3693 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3697 // always ignore cargo containers and navbuoys
3698 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3702 // check if ship is stealthy
3703 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3707 turret_is_attacking = 0;
3709 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3710 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3711 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3712 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3714 if ( ss->turret_enemy_objnum == player_obj_index ) {
3715 turret_is_attacking = 1;
3718 // get world pos of subsystem
3719 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3720 vm_vec_add2(&gsubpos, &A->pos);
3721 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3723 if (new_distance <= min_distance) {
3724 min_distance=new_distance;
3726 nearest_turret_subsys = ss;
3733 if ( !turret_is_attacking ) {
3734 // check for ships attacking the player
3735 if ( aip->target_objnum != Player_ship->objnum ) {
3739 // ignore enemy if not in chase mode
3740 if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3744 new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3746 if (new_distance <= min_distance) {
3747 min_distance=new_distance;
3749 nearest_turret_subsys = NULL;
3754 if ( nearest_obj == &obj_used_list ) {
3758 if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3762 hostile_obj = nearest_obj;
3764 // hook to maybe warn player about this attacking ship
3765 ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3767 // check if the closest firing hostile is the current target, if so return
3768 if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3771 if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3772 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3773 // hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3774 hud_set_iff_color( hostile_obj, 1 );
3775 hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3780 // Return the bank number for the primary weapon that can fire the farthest, from
3781 // the number of active primary weapons
3782 // input: range => output parameter... it is the range of the selected bank
3783 int hud_get_best_primary_bank(float *range)
3785 int i, best_bank, bank_to_fire, num_to_test;
3786 float weapon_range, farthest_weapon_range;
3790 swp = &Player_ship->weapons;
3792 farthest_weapon_range = 0.0f;
3795 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3796 num_to_test = swp->num_primary_banks;
3798 num_to_test = min(1, swp->num_primary_banks);
3801 for ( i = 0; i < num_to_test; i++ ) {
3803 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
3805 // calculate the range of the weapon, and only display the lead target indicator when
3806 // if the weapon can actually hit the target
3807 Assert(bank_to_fire >= 0);
3808 Assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3809 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3810 weapon_range = wip->max_speed * wip->lifetime;
3812 if ( weapon_range > farthest_weapon_range ) {
3813 best_bank = bank_to_fire;
3814 farthest_weapon_range = weapon_range;
3818 *range = farthest_weapon_range;
3822 // -----------------------------------------------------------------------------
3823 // polish_predicted_target_pos()
3825 // Called by the draw lead indicator code to predict where the enemy is going to be
3827 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps)
3830 vector player_pos = Player_obj->pos;
3831 float time_to_enemy;
3832 vector last_predicted_enemy_pos = *predicted_enemy_pos;
3835 shipp = &Ships[Player_obj->instance];
3836 Assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3837 weapon_info *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3839 float weapon_speed = wip->max_speed;
3841 vm_vec_zero(last_delta_vec);
3843 for (iteration=0; iteration < num_polish_steps; iteration++) {
3844 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3845 time_to_enemy = dist_to_enemy/weapon_speed;
3846 // vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3847 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3848 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3849 last_predicted_enemy_pos= *predicted_enemy_pos;
3853 // determine the correct frame to draw for the lead indicator
3854 // 0 -> center only (in secondary range only)
3855 // 1 -> full (in secondary and primary range)
3856 // 2 -> oustide only (in primary range only)
3858 // input: prange => range of current primary weapon
3859 // srange => range of current secondary weapon
3860 // dist_to_target => current dist to target
3862 // exit: 0-2 => frame offset
3863 // -1 => don't draw anything
3864 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3866 int frame_offset=-1;
3867 int in_prange=0, in_srange=0;
3869 if ( dist_to_target < prange ) {
3873 if ( dist_to_target < srange ) {
3877 if ( in_prange && in_srange ) {
3879 } else if ( in_prange && !in_srange ) {
3881 } else if ( !in_prange && in_srange ) {
3887 return frame_offset;
3890 // decide what frame of lead indicator to draw
3892 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3893 void hud_show_lead_indicator(vector *target_world_pos)
3895 vector target_moving_direction, last_delta_vector, source_pos;
3897 vertex lead_target_vertex;
3902 float dist_to_target, time_to_target, target_moved_dist, prange, srange;
3903 int bank_to_fire, indicator_frame, frame_offset;
3905 if (Player_ai->target_objnum == -1)
3908 targetp = &Objects[Player_ai->target_objnum];
3909 if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3913 // only allow bombs to have lead indicator displayed
3914 if ( targetp->type == OBJ_WEAPON ) {
3915 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3920 // If the target is out of range, then draw the correct frame for the lead indicator
3921 if ( Lead_indicator_gauge.first_frame == -1 ) {
3926 po = model_get( Player_ship->modelnum );
3927 swp = &Player_ship->weapons;
3929 // Added to take care of situation where there are no primary banks on the player ship
3930 // (this may not be possible, depending on what we decide for the weapons loadout rules)
3931 if ( swp->num_primary_banks == 0 )
3934 bank_to_fire = hud_get_best_primary_bank(&prange);
3935 if ( bank_to_fire < 0 )
3937 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3939 if (po->n_guns && bank_to_fire != -1 ) {
3940 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3945 // source_pos will contain the world coordinate of where to base the lead indicator prediction
3946 // from. Normally, this will be the world pos of the gun turret of the currently selected primary
3948 source_pos = Player_obj->pos;
3949 if (rel_pos != NULL) {
3951 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3952 vm_vec_add2(&source_pos, &gun_point);
3955 // Determine "accurate" distance to target. This is the distance from the player ship
3956 // to the closest point on the bounding box of the target
3957 dist_to_target = hud_find_target_distance(targetp, Player_obj);
3959 srange = ship_get_secondary_weapon_range(Player_ship);
3961 if ( swp->current_secondary_bank >= 0 ) {
3963 int bank = swp->current_secondary_bank;
3964 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3965 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3966 if ( !Player->target_in_lock_cone ) {
3972 frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3973 if ( frame_offset < 0 ) {
3977 indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3979 Assert(wip->max_speed != 0);
3980 time_to_target = dist_to_target / wip->max_speed;
3982 target_moved_dist = targetp->phys_info.speed * time_to_target;
3984 target_moving_direction = targetp->phys_info.vel;
3986 // if we've reached here, the lead target indicator will be displayed
3987 Players[Player_num].lead_indicator_active = 1;
3989 // test if the target is moving at all
3990 if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f) // Find distance!
3991 Players[Player_num].lead_target_pos = *target_world_pos;
3993 vm_vec_normalize(&target_moving_direction);
3994 vm_vec_scale(&target_moving_direction,target_moved_dist);
3995 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
3996 polish_predicted_target_pos(target_world_pos, &Players[Player_num].lead_target_pos, dist_to_target, &last_delta_vector, 1); // Not used:, float time_to_enemy)
3999 g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
4001 if (lead_target_vertex.codes == 0) { // on screen
4003 g3_project_vertex(&lead_target_vertex);
4004 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
4006 if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
4007 hud_set_iff_color(targetp, 0);
4009 hud_set_iff_color(targetp, 1);
4012 if ( indicator_frame >= 0 ) {
4013 GR_AABITMAP(indicator_frame, fl2i(lead_target_vertex.sx - Lead_indicator_half[gr_screen.res][0]), fl2i(lead_target_vertex.sy - Lead_indicator_half[gr_screen.res][1]));
4019 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4021 void hud_cease_subsystem_targeting(int print_message)
4025 ship_index = Objects[Player_ai->target_objnum].instance;
4026 if ( ship_index < 0 )
4029 Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4030 Player_ai->targeted_subsys = NULL;
4031 Player_ai->targeted_subsys_parent = -1;
4032 if ( print_message ) {
4033 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4036 hud_stop_looped_locking_sounds();
4040 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4042 void hud_cease_targeting()
4044 set_target_objnum( Player_ai, -1 );
4045 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4046 hud_cease_subsystem_targeting(0);
4047 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4051 // hud_restore_subsystem_target() will remember the last targeted subsystem
4054 void hud_restore_subsystem_target(ship* shipp)
4056 // check if there was a previously targeted sub-system for this target
4057 if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4058 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4059 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4062 Player_ai->targeted_subsys = NULL;
4063 Player_ai->targeted_subsys_parent = -1;
4067 // --------------------------------------------------------------------------------
4068 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4070 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4072 if (subsys == NULL) {
4073 *world_pos = parent_obj->pos;
4077 vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4078 vm_vec_add2(world_pos, &parent_obj->pos);
4083 // If Pl_objp is docking, see if it (or the dockee) are in the target view. If so, flash dock
4085 void hud_maybe_flash_docking_text(object *objp)
4088 int docker_objnum, dockee_objnum;
4090 if ( Player_ai->target_objnum < 0 ) {
4094 if ( objp->type != OBJ_SHIP ) {
4098 aip = &Ai_info[Ships[objp->instance].ai_index];
4102 if ( aip->ai_flags & AIF_DOCKED ) {
4103 docker_objnum = OBJ_INDEX(objp);
4104 dockee_objnum = aip->dock_objnum;
4107 if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4108 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4113 // ----------------------------------------------------------------------------
4114 // hud_target_change_check()
4116 // called once per frame to account for when the target changes
4118 void hud_target_change_check()
4120 float current_speed=0.0f;
4122 // Check if player subsystem target has changed, and reset necessary player flag
4123 if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4124 Player->subsys_in_view=-1;
4127 // check if the main target has changed
4128 if (Player_ai->last_target != Player_ai->target_objnum) {
4130 if ( Player_ai->target_objnum != -1){
4131 snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4134 // if we have a hotkey set active, see if new target is in set. If not in
4135 // set, deselect the current hotkey set.
4136 if ( Player->current_hotkey_set != -1 ) {
4137 htarget_list *hitem, *plist;
4139 plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4140 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4141 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4145 if ( hitem == END_OF_LIST(plist) ){
4146 Player->current_hotkey_set = -1;
4150 player_stop_cargo_scan_sound();
4151 hud_shield_hit_reset();
4152 hud_targetbox_init_flash();
4153 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4154 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4155 Player->cargo_inspect_time=0;
4156 Player->locking_subsys=NULL;
4157 Player->locking_on_center=0;
4158 Player->locking_subsys_parent=-1;
4160 Player_ai->current_target_dist_trend = NO_CHANGE;
4161 Player_ai->current_target_speed_trend = NO_CHANGE;
4163 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4164 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4165 // player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4166 player_match_target_speed();
4169 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4170 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
4175 if ( Player_ai->target_objnum != -1) {
4176 if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4177 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4181 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4182 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4183 if ( Player_ai->target_objnum >= 0 ) {
4184 hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4188 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4189 Player_ai->current_target_dist_trend = DECREASING;
4190 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4191 Player_ai->current_target_dist_trend = INCREASING;
4193 Player_ai->current_target_dist_trend = NO_CHANGE;
4196 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4198 if (current_speed < Player_ai->last_speed-0.01){
4199 Player_ai->current_target_speed_trend = DECREASING;
4200 } else if (current_speed > Player_ai->last_speed+0.01) {
4201 Player_ai->current_target_speed_trend = INCREASING;
4203 Player_ai->current_target_speed_trend = NO_CHANGE;
4206 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4207 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4208 // player_match_target_speed("", "", XSTR("Matching target speed",-1));
4209 player_match_target_speed();
4214 Player_ai->last_dist = Player_ai->current_target_distance;
4215 Player_ai->last_speed = current_speed;
4217 Player_ai->last_target = Player_ai->target_objnum;
4218 Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4221 // ---------------------------------------------------------------------
4222 // hud_draw_offscreen_indicator()
4224 // draws the offscreen target indicator
4226 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4230 int on_top, on_right, on_left, on_bottom;
4231 float target_x, target_y;
4234 // points to draw triangles
4248 vector targ_to_player;
4251 float half_gauge_length, half_triangle_sep;
4254 // calculate the dot product between the players forward vector and the vector connecting
4255 // the player to the target. Normalize targ_to_player since we want the dot product
4256 // to range between 0 -> 1.
4257 vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4258 vm_vec_normalize(&targ_to_player);
4259 dist_behind = vm_vec_dot(&Player_obj->orient.v.fvec, &targ_to_player);
4263 if (dist_behind < 0) { // still in front of player, but not in view
4265 dist_behind = dist_behind + 1.0f;
4266 if (dist_behind > 0.2 ){
4267 triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4269 triangle_sep = 0.0f;
4273 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4276 if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4277 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4280 // calculate these values only once, since it will be used in several places
4281 half_triangle_sep = 0.5f * triangle_sep;
4282 half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4284 target_x = target_point->x;
4285 target_y = target_point->y;
4287 // We need to find the screen (x,y) for where to draw the offscreen indicator
4289 // The best way I've found is to draw a line from the eye_pos to the target, and
4290 // then use clip_line() to find the screen (x,y) for where the line hits the edge
4293 // The weird thing about clip_line() is that is flips around the two verticies,
4294 // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4296 vertex *eye_vertex = NULL;
4297 vertex real_eye_vertex;
4298 eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
4300 vm_vec_add( &eye_pos, &Eye_position, &View_matrix.v.fvec);
4301 g3_rotate_vertex(eye_vertex, &eye_pos);
4304 codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4305 clip_line(&target_point,&eye_vertex,codes_or,0);
4307 if (!(target_point->flags&PF_PROJECTED))
4308 g3_project_vertex(target_point);
4310 if (!(eye_vertex->flags&PF_PROJECTED))
4311 g3_project_vertex(eye_vertex);
4313 if (eye_vertex->flags&PF_OVERFLOW) {
4314 Int3(); // This is unlikely to happen, but can if a clip goes through the player's eye.
4315 Player_ai->target_objnum = -1;
4319 if (target_point->flags & PF_TEMP_POINT)
4320 free_temp_point(target_point);
4322 if (eye_vertex->flags & PF_TEMP_POINT)
4323 free_temp_point(eye_vertex);
4325 xpos = eye_vertex->sx;
4326 ypos = eye_vertex->sy;
4328 on_left = on_right = on_top = on_bottom = 0;
4329 xpos = (xpos<1) ? 0 : xpos;
4330 ypos = (ypos<1) ? 0 : ypos;
4332 if ( xpos <= gr_screen.clip_left ) {
4333 xpos = i2fl(gr_screen.clip_left);
4336 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4337 ypos = half_gauge_length;
4340 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4341 ypos = gr_screen.clip_bottom - half_gauge_length;
4344 else if ( xpos >= gr_screen.clip_right) {
4345 xpos = i2fl(gr_screen.clip_right);
4348 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4349 ypos = half_gauge_length;
4351 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4352 ypos = gr_screen.clip_bottom - half_gauge_length;
4355 else if ( ypos <= gr_screen.clip_top ) {
4356 ypos = i2fl(gr_screen.clip_top);
4359 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4360 xpos = half_gauge_length;
4362 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4363 xpos = gr_screen.clip_right - half_gauge_length;
4366 else if ( ypos >= gr_screen.clip_bottom ) {
4367 ypos = i2fl(gr_screen.clip_bottom);
4370 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4371 xpos = half_gauge_length;
4373 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4374 xpos = gr_screen.clip_right - half_gauge_length;
4381 // The offscreen target triangles are drawn according the the diagram below
4390 // ......|...........|...............(xpos,ypos)
4399 xpos = (float)floor(xpos);
4400 ypos = (float)floor(ypos);
4402 if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4403 sprintf(buf,"%d",fl2i(distance+0.5f));
4404 hud_num_make_mono(buf);
4405 gr_get_string_size(&w, &h, buf);
4413 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4414 y1 = y2 = ypos - half_triangle_sep;
4415 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4417 y4 = y5 = ypos + half_triangle_sep;
4418 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4421 gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4427 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4428 y1 = y2 = ypos - half_triangle_sep;
4429 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4431 y4 = y5 = ypos + half_triangle_sep;
4432 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4435 gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4441 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4442 x1 = x2 = xpos - half_triangle_sep;
4443 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4445 x4 = x5 = xpos + half_triangle_sep;
4446 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4449 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4452 else if (on_bottom) {
4455 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4456 x1 = x2 = xpos - half_triangle_sep;
4457 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4459 x4 = x5 = xpos + half_triangle_sep;
4460 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4463 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4467 hud_tri(x3,y3,x2,y2,x1,y1);
4468 hud_tri(x4,y4,x5,y5,x6,y6);
4469 if (on_right || on_bottom){
4470 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4471 } else if (on_left) {
4472 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4474 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4479 // Render the HUD afterburner energy gauge
4480 void hud_show_afterburner_gauge()
4485 if ( Energy_bar_gauges.first_frame == -1 ){
4489 Assert(Player_ship);
4490 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4491 percent_left = 0.0f;
4493 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4496 if ( percent_left > 1 ) {
4497 percent_left = 1.0f;
4500 clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4502 bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4505 GR_AABITMAP_EX(Energy_bar_gauges.first_frame, Aburn_coords[gr_screen.res][0], Aburn_coords[gr_screen.res][1],w,clip_h,0,0);
4508 if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {
4509 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+1, Aburn_coords[gr_screen.res][0], Aburn_coords[gr_screen.res][1]+clip_h,w,h-clip_h,0,clip_h);
4513 // Render the player weapon energy on the HUD
4514 void hud_show_weapon_energy_gauge()
4517 int clip_h, i, w, h;
4519 if ( Energy_bar_gauges.first_frame == -1 ){
4523 if ( Player_ship->weapons.num_primary_banks <= 0 ){
4527 percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4528 if ( percent_left > 1 ) {
4529 percent_left = 1.0f;
4532 if ( percent_left <= 0.3 ) {
4534 if ( percent_left < 0.1 ) {
4535 gr_set_color_fast(&Color_bright_red);
4537 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4538 hud_num_make_mono(buf);
4539 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4542 hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4543 for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4544 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4545 if ( Weapon_flash_info.is_bright & (1<<i) ) {
4546 // hud_set_bright_color();
4547 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4553 clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4555 bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4558 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+2, Wenergy_coords[gr_screen.res][0], Wenergy_coords[gr_screen.res][1], w,clip_h,0,0);
4561 if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4562 GR_AABITMAP_EX(Energy_bar_gauges.first_frame+3, Wenergy_coords[gr_screen.res][0], Wenergy_coords[gr_screen.res][1] + clip_h, w,h-clip_h,0,clip_h);
4565 // hud_set_default_color();
4568 // --------------------------------------------------------------------------------------
4569 // hud_show_target_triangle_indicator()
4571 // Draw the solid triangle that orbits the reticle and points to the nearest target
4573 void hud_show_target_triangle_indicator(vertex *projected_v)
4576 float xpos,ypos,ang;
4578 if ( Player_ai->target_objnum == -1)
4581 object *targetp = &Objects[Player_ai->target_objnum];
4583 // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4584 if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4585 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4589 hud_set_iff_color(targetp, 1);
4591 ang = atan2_safe(projected_v->y,projected_v->x);
4592 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4593 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4595 xpos += HUD_offset_x;
4596 ypos += HUD_offset_y;
4598 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4599 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4600 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4601 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4603 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4604 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4606 hud_tri(xpos,ypos,x3,y3,x4,y4);
4610 // called from hud_show_weapons() to plot out the secondary weapon name and amo
4611 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4614 char weapon_name[NAME_LENGTH + 10];
4619 if ( sw->num_primary_banks == 2 ) {
4623 for ( i = 0; i < count; i++ ) {
4624 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4625 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4627 // HACK - make Cluster Bomb fit on the HUD.
4628 if(!stricmp(wip->name,"cluster bomb")){
4629 strcpy(weapon_name, NOX("Cluster"));
4631 strcpy(weapon_name, wip->name);
4634 hud_end_string_at_first_hash_symbol(weapon_name);
4636 if ( sw->current_secondary_bank == i ) {
4637 emp_hud_printf(Weapon_sunlinked_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%c", Lcl_special_chars + 2);
4640 emp_hud_printf(Weapon_slinked_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%c", Lcl_special_chars + 2);
4643 emp_hud_string(Weapon_secondary_name_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
4645 if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4646 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4647 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4648 emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));
4652 emp_hud_string(Weapon_secondary_name_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
4655 // print out the ammo right justified
4656 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4657 hud_num_make_mono(ammo_str);
4658 gr_get_string_size(&w, &h, ammo_str);
4660 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);
4662 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4666 // start the weapon line (on the HUD) flashing
4667 void hud_start_flash_weapon(int index)
4669 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4674 if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4675 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4676 Weapon_flash_info.is_bright &= ~(1<<index);
4679 Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4682 // maybe change the text color for the weapon line indicated by index
4683 void hud_maybe_flash_weapon(int index)
4685 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4690 // hud_set_default_color();
4691 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4692 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4693 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4694 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4695 Weapon_flash_info.is_bright ^= (1<<index);
4698 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4699 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4700 // hud_set_bright_color();
4702 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4703 // hud_set_dim_color();
4708 // render the coutermeasure HUD gauge
4709 void hud_show_cmeasure_gague()
4711 if ( Cmeasure_gauge.first_frame == -1 ) {
4712 Int3(); // failed to load coutermeasure gauge background
4716 // hud_set_default_color();
4717 hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4719 // blit the background
4720 GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);
4723 gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4724 if ( !Player_ship ) {
4725 Int3(); // player ship doesn't exist?
4728 gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4732 // ------------------------------------------------------------------
4733 // hud_show_weapons()
4735 // Show the player's primary and secondary weapons, along with ammo and % energy
4737 void hud_show_weapons()
4740 int np, ns; // np == num primary, ns == num secondary
4741 char name[NAME_LENGTH];
4743 if(Player_obj->type == OBJ_OBSERVER)
4746 Assert(Player_obj->type == OBJ_SHIP);
4747 Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4749 sw = &Ships[Player_obj->instance].weapons;
4751 np = sw->num_primary_banks;
4752 ns = sw->num_secondary_banks;
4754 // NOTE: I hate to hard-code numbers, but there is no clean way to organize these coords... they
4755 // are all over the place. UGLY.
4757 // BAH. You're a moron, above guy. :)
4759 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4761 // draw top of primary display
4762 GR_AABITMAP(Weapon_gauges[0].first_frame, Weapon_gauge_primary_coords[gr_screen.res][0][0], Weapon_gauge_primary_coords[gr_screen.res][0][1]);
4764 emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
4768 // draw bottom of border
4769 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4771 emp_hud_string(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, XSTR( "<none>", 329));
4777 // draw bottom of border
4778 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4780 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4782 lcl_translate_wep_name(name);
4785 // maybe modify name here to fit
4786 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4787 // hud_set_bright_color();
4788 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4790 hud_maybe_flash_weapon(0);
4793 emp_hud_printf(Weapon_plink_coords[gr_screen.res][0][0], Weapon_plink_coords[gr_screen.res][0][1], EG_NULL, "%c", Lcl_special_chars + 2);
4794 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);
4798 // draw border to accomodate second primary weapon
4799 GR_AABITMAP(Weapon_gauges[1].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4801 // draw bottom of border
4802 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][2][0], Weapon_gauge_primary_coords[gr_screen.res][2][1]);
4804 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4806 lcl_translate_wep_name(name);
4808 // maybe modify name here to fit
4810 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4811 // hud_set_bright_color();
4812 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4814 hud_maybe_flash_weapon(0);
4816 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4817 emp_hud_printf(Weapon_plink_coords[gr_screen.res][0][0], Weapon_plink_coords[gr_screen.res][0][1], EG_NULL, "%c", Lcl_special_chars + 2);
4819 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);
4821 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4823 lcl_translate_wep_name(name);
4825 // maybe modify name here to fit
4826 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4827 // hud_set_bright_color();
4828 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4830 hud_maybe_flash_weapon(1);
4832 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4833 emp_hud_printf(Weapon_plink_coords[gr_screen.res][1][0], Weapon_plink_coords[gr_screen.res][1][1], EG_NULL, "%c", Lcl_special_chars + 2);
4835 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);
4840 Int3(); // can't happen - get Alan
4845 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4849 // draw the bottom of the secondary weapons
4850 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][0][0], Weapon_gauge_secondary_coords[gr_screen.res][0][1] - 12*np - 1);
4852 emp_hud_string(Weapon_pname_coords[gr_screen.res][0][0], Weapon_secondary_y[gr_screen.res][0] - np*12, EG_WEAPON_S1, XSTR( "<none>", 329));
4856 // draw the bottom of the secondary weapons
4857 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][1][0], Weapon_gauge_secondary_coords[gr_screen.res][1][1] - 12*np - 1);
4859 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4863 // draw the middle border, only present when there are 2 or more secondaries
4864 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);
4866 // draw the bottom of the secondary weapons
4867 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - 12*np);
4869 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4873 // draw the middle border, only present when there are 2 or more secondaries
4874 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);
4876 // draw the bottm border, only present when there are 3 secondaries
4877 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - np*12);
4879 // draw the bottom of the secondary weapons
4880 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][4][0], Weapon_gauge_secondary_coords[gr_screen.res][4][1] - 12*np);
4882 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4886 Int3(); // can't happen - get Alan
4892 // check if targeting is possible based on sensors strength
4893 int hud_sensors_ok(ship *sp, int show_msg)
4897 // If playing on lowest skill level, sensors don't affect targeting
4898 // If dead, still allow player to target, despite any subsystem damage
4899 // If i'm a multiplayer observer, allow me to target
4900 if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4904 // if the ship is currently being affected by EMP
4905 if(emp_active_local()){
4909 // ensure targeting functions are not disabled through damage
4910 sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4911 if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4913 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4914 snd_play(&Snds[SND_TARGET_FAIL]);
4922 int hud_communications_state(ship *sp, int show_msg)
4925 int comm_state = COMM_OK;
4927 // If playing on the lowest skill level, communications always ok
4928 // If dead, still allow player to communicate, despite any subsystem damage
4929 if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4933 str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4934 // str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4935 // Change this back when comm systems have been better placed.
4937 if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4939 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4941 comm_state = COMM_DESTROYED;
4942 } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4943 comm_state = COMM_DAMAGED;
4949 // target the next or previous hostile/friendly ship
4950 void hud_target_next_list(int hostile, int next_flag)
4952 object *A, *min_obj, *max_obj, *nearest_obj;
4955 // vector target_vec;
4956 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
4957 int timestamp_val, valid_team;
4960 timestamp_val = Tl_hostile_reset_timestamp;
4961 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4962 valid_team = opposing_team_mask(Player_ship->team);
4964 timestamp_val = Tl_friendly_reset_timestamp;
4965 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4966 valid_team = Player_ship->team;
4969 // If no target is selected, then simply target the closest ship
4970 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4971 hud_target_closest(valid_team);
4975 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4977 min_obj = max_obj = nearest_obj = NULL;
4981 nearest_dist = 1e20f;
4983 nearest_dist = 0.0f;
4986 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4987 A = &Objects[so->objnum];
4988 shipp = &Ships[A->instance]; // get a pointer to the ship information
4990 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4993 // choose from the correct team
4994 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4995 // if we're in multiplayer dogfight, ignore this
4996 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5001 // always ignore navbuoys and cargo
5002 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
5006 // don't use object if it is already a target
5007 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5011 if(hud_target_invalid_awacs(A)){
5015 new_dist = hud_find_target_distance(A,Player_obj);
5017 if (new_dist <= min_dist) {
5018 min_dist = new_dist;
5022 if (new_dist >= max_dist) {
5023 max_dist = new_dist;
5028 diff = new_dist - cur_dist;
5030 if ( diff < ( nearest_dist - cur_dist ) ) {
5031 nearest_dist = new_dist;
5036 diff = cur_dist - new_dist;
5038 if ( diff < ( cur_dist - nearest_dist ) ) {
5039 nearest_dist = new_dist;
5046 if ( nearest_obj == NULL ) {
5049 if ( min_obj != NULL ) {
5050 nearest_obj = min_obj;
5053 if ( max_obj != NULL ) {
5054 nearest_obj = max_obj;
5059 if (nearest_obj != NULL) {
5061 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5063 // maybe set new turret subsystem
5064 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5065 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5068 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5072 // draw auto-target icon
5073 void hud_auto_target_icon()
5077 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5083 // draw the box background
5084 hud_set_gauge_color(HUD_AUTO_TARGET);
5085 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]);
5087 #ifndef MAKE_FS1 // Text already on bitmap
5088 // draw the text on top
5089 if (frame_offset == 1) {
5091 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5092 gr_set_color_fast(&text_color);
5095 gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOT][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOT][1], XSTR("auto", 1463));
5096 gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][1], XSTR("target", 1465));
5100 // draw auto-speed match icon
5101 void hud_auto_speed_match_icon()
5105 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5111 hud_set_gauge_color(HUD_AUTO_SPEED);
5113 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);
5115 #ifndef MAKE_FS1 // Text already on bitmap
5116 // draw the text on top
5117 if (frame_offset == 3) {
5119 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5120 gr_set_color_fast(&text_color);
5122 gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOS][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_AUTOS][1], XSTR("auto", 1463));
5123 gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_SPEED][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_SPEED][1], XSTR("speed", 1464));
5127 // display the auto-targeting and auto-speed-matching icons on the HUD
5128 void hud_show_auto_icons()
5131 if ( Toggle_gauge.first_frame == -1 )
5134 // display auto target icon
5135 if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5137 // is gauge configured as a popup?
5138 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5139 if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5145 hud_auto_target_icon();
5149 // display auto speed match icon
5150 if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5152 // is gauge configured as a popup?
5153 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5154 if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5160 hud_auto_speed_match_icon();
5165 // Set the player target to the closest friendly repair ship
5166 // input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
5167 // output: 1 => A repair ship was targeted
5168 // 0 => No targeting change
5169 int hud_target_closest_repair_ship(int goal_objnum)
5172 object *nearest_obj=&obj_used_list;
5175 float min_distance=1e20f;
5176 float new_distance=0.0f;
5179 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5180 A = &Objects[so->objnum];
5181 shipp = &Ships[A->instance]; // get a pointer to the ship information
5183 // ignore all ships that aren't repair ships
5184 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5188 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5191 // only consider friendly ships
5192 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5193 // if we're in multiplayer dogfight, ignore this
5194 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5199 if(hud_target_invalid_awacs(A)){
5203 if ( goal_objnum >= 0 ) {
5204 if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5209 new_distance = hud_find_target_distance(A,Player_obj);
5211 if (new_distance <= min_distance) {
5212 min_distance=new_distance;
5217 if (nearest_obj != &obj_used_list) {
5218 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5219 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5223 // inform player how to get a support ship
5224 if ( goal_objnum == -1 ) {
5225 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area. Use messaging to call one in.", 332));
5233 void hud_target_toggle_hidden_from_sensors()
5235 if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5236 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5237 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5239 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5240 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5244 // target the closest uninspected object
5245 void hud_target_closest_uninspected_object()
5247 object *A, *nearest_obj = NULL;
5250 float min_distance = 1e20f;
5251 float new_distance = 0.0f;
5253 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5255 A = &Objects[so->objnum];
5256 shipp = &Ships[A->instance]; // get a pointer to the ship information
5258 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5262 if(hud_target_invalid_awacs(A)){
5266 // ignore all non-cargo carrying craft
5267 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5271 new_distance = hud_find_target_distance(A,Player_obj);
5273 if (new_distance <= min_distance) {
5274 min_distance=new_distance;
5279 if (nearest_obj != NULL) {
5280 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5281 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5284 snd_play( &Snds[SND_TARGET_FAIL] );
5288 // target the next or previous uninspected/unscanned object
5289 void hud_target_uninspected_object(int next_flag)
5291 object *A, *min_obj, *max_obj, *nearest_obj;
5294 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
5296 // If no target is selected, then simply target the closest uninspected cargo
5297 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5298 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5299 hud_target_closest_uninspected_object();
5303 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5305 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5307 min_obj = max_obj = nearest_obj = NULL;
5311 nearest_dist = 1e20f;
5313 nearest_dist = 0.0f;
5316 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5317 A = &Objects[so->objnum];
5318 shipp = &Ships[A->instance]; // get a pointer to the ship information
5320 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5323 // ignore all non-cargo carrying craft
5324 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5328 // don't use object if it is already a target
5329 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5333 if(hud_target_invalid_awacs(A)){
5337 new_dist = hud_find_target_distance(A, Player_obj);
5339 if (new_dist <= min_dist) {
5340 min_dist = new_dist;
5344 if (new_dist >= max_dist) {
5345 max_dist = new_dist;
5350 diff = new_dist - cur_dist;
5352 if ( diff < ( nearest_dist - cur_dist ) ) {
5353 nearest_dist = new_dist;
5358 diff = cur_dist - new_dist;
5360 if ( diff < ( cur_dist - nearest_dist ) ) {
5361 nearest_dist = new_dist;
5368 if ( nearest_obj == NULL ) {
5371 if ( min_obj != NULL ) {
5372 nearest_obj = min_obj;
5375 if ( max_obj != NULL ) {
5376 nearest_obj = max_obj;
5381 if (nearest_obj != NULL) {
5382 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5383 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5386 snd_play( &Snds[SND_TARGET_FAIL] );
5390 // ----------------------------------------------------------------
5392 // Target Last Transmission Sender code START
5394 // ----------------------------------------------------------------
5396 typedef struct transmit_target
5402 static int Transmit_target_next_slot = 0;
5403 static int Transmit_target_current_slot = -1;
5404 static int Transmit_target_reset_timer = timestamp(0);
5406 #define MAX_TRANSMIT_TARGETS 10
5407 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5409 // called once per level to initialize the target last transmission sender list
5410 void hud_target_last_transmit_level_init()
5414 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5415 Transmit_target_list[i].objnum = -1;
5416 Transmit_target_list[i].objsig = -1;
5419 Transmit_target_next_slot = 0;
5420 Transmit_target_current_slot = 0;
5421 Transmit_target_reset_timer = timestamp(0);
5424 // internal function only.. used to find index for last recorded ship transmission
5425 int hud_target_last_transmit_newest()
5429 latest_slot = Transmit_target_next_slot - 1;
5430 if ( latest_slot < 0 ) {
5431 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5437 // called externally to set the player target to the last ship which sent a tranmission to the player
5438 void hud_target_last_transmit()
5442 if ( Transmit_target_current_slot < 0 ) {
5443 Transmit_target_current_slot = hud_target_last_transmit_newest();
5446 // If timed out, then simply target the last ship to transmit
5447 if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5448 Transmit_target_current_slot = hud_target_last_transmit_newest();
5451 Transmit_target_reset_timer = timestamp(TL_RESET);
5453 int play_fail_sound = 1;
5454 int transmit_index = Transmit_target_current_slot;
5455 Assert(transmit_index >= 0);
5456 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5457 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5458 int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5460 if ( Player_ai->target_objnum == transmit_objnum ) {
5461 play_fail_sound = 0;
5463 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5464 if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5465 Transmit_target_current_slot = transmit_index-1;
5466 if ( Transmit_target_current_slot < 0 ) {
5467 Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5476 if ( transmit_index < 0 ) {
5477 transmit_index = MAX_TRANSMIT_TARGETS - 1;
5481 if ( i == MAX_TRANSMIT_TARGETS ) {
5482 if ( play_fail_sound ) {
5483 snd_play( &Snds[SND_TARGET_FAIL] );
5485 Transmit_target_current_slot = -1;
5489 if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5494 // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5495 // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5496 int targeted_objnum;
5497 targeted_objnum = Transmit_target_list[transmit_index].objnum;
5498 Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5500 if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5501 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5502 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5506 // called externally to add a message sender to the list
5507 void hud_target_last_transmit_add(int ship_num)
5512 ship_objnum = Ships[ship_num].objnum;
5513 Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5514 ship_objp = &Objects[ship_objnum];
5515 Assert(ship_objp->type == OBJ_SHIP);
5517 Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5518 Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5519 Transmit_target_next_slot++;
5520 if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5521 Transmit_target_next_slot = 0;
5525 // target a random ship (useful for EMP stuff)
5526 void hud_target_random_ship()
5531 shipnum = ship_get_random_ship();
5532 if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5535 objnum = Ships[shipnum].objnum;
5537 if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
5538 // never target yourself
5539 if(objnum == OBJ_INDEX(Player_obj)){
5540 set_target_objnum(Player_ai, -1);
5542 set_target_objnum(Player_ai, objnum);
5547 // ----------------------------------------------------------------
5549 // Target Last Transmission Sender code END
5551 // ----------------------------------------------------------------
5553 void hudtarget_page_in()
5557 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5558 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5560 bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5561 bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5562 bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5563 bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);