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 1.4 2002/06/17 06:33:09 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:21 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:45 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:09 root
31 * 43 11/01/99 11:22a Jefff
32 * some weapon name translations
34 * 42 9/15/99 1:59p Mikek
35 * Fix bug in targeting due to Alt-Y (target last ship sending
36 * transmission). Was just bogus code in the call to
37 * hud_restore_subsystem_target().pm.
39 * 41 9/08/99 11:42p Andsager
40 * Remove maximum target distance check when finding enemy target
42 * 40 9/07/99 11:26p Andsager
43 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
44 * hud_target_live_turret() consider if turret is targeting player
46 * 39 9/01/99 12:58a Andsager
47 * Make all targeting keys able to choose turret on BIG|HUGE ships
49 * 38 8/24/99 2:55p Andsager
50 * Add new prioritized turret selection code.
52 * 37 8/18/99 10:59p Andsager
53 * Enable "b" key to target bombers.
55 * 36 8/17/99 8:32p Jefff
56 * fixes to auto-speed/target so it looks much better in the nebula
58 * 35 8/17/99 7:15p Jefff
59 * auto-target & auto-speed text drawn in code
61 * 34 8/04/99 9:54a Andsager
62 * Auto target turrets on big ships.
64 * 33 8/02/99 4:03p Andsager
65 * target closest favors beams and flak
67 * 32 8/01/99 12:39p Dave
68 * Added HUD contrast control key (for nebula).
70 * 31 7/30/99 11:10a Andsager
71 * Modify hud_target_closest() to consider turrets against all ships, not
74 * 30 7/15/99 5:41p Andsager
77 * 29 7/15/99 9:20a Andsager
78 * FS2_DEMO initial checkin
80 * 28 7/09/99 12:00a Andsager
81 * Added target box with distance for remote detonate weapons
83 * 27 7/07/99 4:31p Andsager
84 * Make closest_attacking_hostile guage respect stealth. Kill a bunch of
87 * 26 7/01/99 11:44a Dave
88 * Updated object sound system to allow multiple obj sounds per ship.
89 * Added hit-by-beam sound. Added killed by beam sound.
91 * 25 6/17/99 9:04a Andsager
94 * 24 6/16/99 5:32p Andsager
97 * 23 6/15/99 9:24a Andsager
98 * Make hotkeys work with stealth
100 * 22 6/10/99 3:43p Dave
101 * Do a better job of syncing text colors to HUD gauges.
103 * 21 6/09/99 2:55p Andsager
104 * Allow multiple asteroid subtypes (of large, medium, small) and follow
107 * 20 6/08/99 8:35a Jasenw
108 * new coords for new lead indicator
110 * 19 6/07/99 4:20p Andsager
111 * Add HUD color for tagged object. Apply to target and radar.
113 * 18 6/02/99 3:23p Andsager
114 * Make AI aware of team visibility. Allow player targeting with team
115 * visibility info. Make stealth ships not targetable by AI in nebula
118 * 17 5/24/99 9:00a Andsager
119 * modify target next/prev live turret only when turret has a weapon
121 * 16 4/20/99 6:39p Dave
122 * Almost done with artillery targeting. Added support for downloading
123 * images on the PXO screen.
125 * 15 2/25/99 4:19p Dave
126 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
127 * release build warnings. Added more data to the squad war request and
130 * 14 1/27/99 3:02p Anoop
131 * Fixed 640 HUD afterburner and weapon energy gauge.
133 * 13 1/25/99 5:03a Dave
134 * First run of stealth, AWACS and TAG missile support. New mission type
137 * 12 1/07/99 10:07a Jasen
140 * 11 1/07/99 9:06a Jasen
143 * 10 1/06/99 2:24p Dave
144 * Stubs and release build fixes.
146 * 9 12/29/98 7:21p Dave
147 * Put in a bunch of missing hi-res coord globalizations.
149 * 8 12/29/98 2:29p Jasen
150 * added new coords for some 1024 HUD stuff.
152 * 7 12/28/98 3:17p Dave
153 * Support for multiple hud bitmap filenames for hi-res mode.
155 * 5 12/21/98 5:03p Dave
156 * Modified all hud elements to be multi-resolution friendly.
158 * 4 11/05/98 4:18p Dave
159 * First run nebula support. Beefed up localization a bit. Removed all
160 * conditional compiles for foreign versions. Modified mission file
163 * 3 10/13/98 9:28a Dave
164 * Started neatening up freespace.h. Many variables renamed and
165 * reorganized. Added AlphaColors.[h,cpp]
167 * 2 10/07/98 10:53a Dave
170 * 1 10/07/98 10:49a Dave
172 * 407 9/21/98 9:27a Dave
173 * Special case code to draw Cluster Bomb as Cluster on the HUD.
175 * 406 8/28/98 3:28p Dave
176 * EMP effect done. AI effects may need some tweaking as required.
178 * 405 8/25/98 1:48p Dave
179 * First rev of EMP effect. Player side stuff basically done. Next comes
182 * 404 6/12/98 4:52p Hoffoss
183 * Added support for special characters in in forgeign languages.
185 * 403 6/09/98 5:17p Lawrance
186 * French/German localization
188 * 402 6/09/98 10:31a Hoffoss
189 * Created index numbers for all xstr() references. Any new xstr() stuff
190 * added from here on out should be added to the end if the list. The
191 * current list count can be found in FreeSpace.cpp (search for
194 * 401 5/27/98 1:24p Allender
195 * make targeting dots work (as well as other targeting features) properly
196 * in multiplayer. Don't query for CD when entering debrief in
199 * 400 5/27/98 1:20p Mike
200 * Fix bug in target nearest ship attacking target.
206 #include "hudtarget.h"
207 #include "hudreticle.h"
212 #include "3dinternal.h"
214 #include "linklist.h"
219 #include "freespace.h" // for flFrametime
223 #include "missionparse.h"
224 #include "player.h" // for MAX_PLAYERS
226 #include "hudbrackets.h"
228 #include "eventmusic.h"
230 #include "missionmessage.h"
233 #include "hudtargetbox.h"
235 #include "subsysdamage.h"
236 #include "hudshield.h"
237 #include "missionhotkey.h"
238 #include "asteroid.h"
239 #include "jumpnode.h"
242 #include "alphacolors.h"
243 #include "localize.h"
245 #include "hudartillery.h"
247 // If any of these bits in the ship->flags are set, ignore this ship when targetting
248 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
250 // Global values for the target bracket width and height, used for debugging
251 int Hud_target_w, Hud_target_h;
253 // offscreen triangle that point the the off-screen target
254 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
258 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
262 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
266 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
271 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
272 // This means the variables are not player-specific
273 static int Target_in_reticle = 0;
275 extern object obj_used_list; // dummy node in linked list of active objects
276 extern char *Cargo_names[];
278 // shader is used to shade the target box
279 shader Training_msg_glass;
281 // the target triangle (that orbits the reticle) dimensions
282 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
286 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
291 // stuff for hotkey targeting lists
292 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
293 htarget_list htarget_free_list;
295 // coordinates and widths used to render the HUD afterburner energy gauge
296 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
305 // coordinates and widths used to render the HUD weapons energy gauge
306 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
315 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
317 //////////////////////////////////////////////////////////////////////////
318 // lists for target in reticle cycling
319 //////////////////////////////////////////////////////////////////////////
320 #define RL_USED (1<<0)
321 #define RL_USE_DOT (1<<1) // use dot product result, not distance
323 typedef struct _reticle_list {
324 _reticle_list *next, *prev;
330 #define RESET_TARGET_IN_RETICLE 750
331 int Reticle_save_timestamp;
332 reticle_list Reticle_cur_list;
333 reticle_list Reticle_save_list;
334 #define MAX_RETICLE_TARGETS 50
335 reticle_list Reticle_list[MAX_RETICLE_TARGETS];
337 //////////////////////////////////////////////////////////////////////////
338 // used for closest target cycling
339 //////////////////////////////////////////////////////////////////////////
340 #define TL_RESET 1500
341 #define TURRET_RESET 1000
342 static int Tl_hostile_reset_timestamp;
343 static int Tl_friendly_reset_timestamp;
344 static int Target_next_uninspected_object_timestamp;
345 static int Target_newest_ship_timestamp;
346 static int Target_next_turret_timestamp;
348 // animation frames for the hud targeting gauges
349 // frames: 0 => out of range lead
350 // 1 => in range lead
351 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
361 hud_frames Lead_indicator_gauge;
362 int Lead_indicator_gauge_loaded = 0;
363 char Lead_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
368 // animation frames for the afterburner gauge and the weapon energy gauge
369 // frames: 0 => afterburner dark
370 // 1 => afterburner light
371 // 2 => gun energy dark
372 // 3 => gun energy light
373 hud_frames Energy_bar_gauges;
374 int Energy_bar_gauges_loaded = 0;
375 char Energy_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
379 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
388 // animation frames for the countermeasures gauge
389 // frames: 0 => background
390 hud_frames Cmeasure_gauge;
391 int Cmeasure_gauge_loaded = 0;
392 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
400 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
408 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
416 char Cm_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
421 // animation frames for the auto-target and auto-match_speed icons
422 // frames: 0 => auto-target off
423 // 1 => auto-target on
424 // 2 => auto-match-speed on
425 // 3 => auto-match-speed off
426 hud_frames Toggle_gauge;
427 int Toggle_gauge_loaded = 0;
428 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
436 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
444 char Toggle_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
449 #define TOGGLE_TEXT_AUTOT 0
450 #define TOGGLE_TEXT_TARGET 1
451 #define TOGGLE_TEXT_AUTOS 2
452 #define TOGGLE_TEXT_SPEED 3
453 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
468 static int Toggle_text_alpha = 255;
471 // animation files for the weapons gauge
472 #define NUM_WEAPON_GAUGES 5
473 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
474 int Weapon_gauges_loaded = 0;
476 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
478 // based on the # of primaries
479 {509, 273}, // top of weapon gauge, first frame, always
480 {497, 293}, // for the first primary
481 {497, 305} // for the second primary
484 // based on the # of primaries
485 {892, 525}, // top of weapon gauge, first frame, always
486 {880, 545}, // for the first primary
487 {880, 557} // for the second primary
490 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
492 // based on the # of secondaries
493 {497, 318}, // bottom of gauge, 0 secondaries
494 {497, 318}, // bottom of gauge, 1 secondaries
495 {497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
496 {497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
497 {497, 335} // bottom of gauge, 3 secondaries
500 // based on the # of secondaries
501 {880, 570}, // bottom of gauge, 0 secondaries
502 {880, 570}, // bottom of gauge, 1 secondaries
503 {880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
504 {880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
505 {880, 587} // bottom of gauge, 3 secondaries
508 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
516 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
518 {530, 285}, // fire-linked thingie, for the first primary
519 {530, 295} // fire-linked thingie, for the second primary
522 {913, 537}, // fire-linked thingie, for the first primary
523 {913, 547} // fire-linked thingie, for the second primary
526 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
528 {536, 285}, // weapon name, first primary
529 {536, 295} // weapon name, second primary
532 {919, 537}, // weapon name, first primary
533 {919, 547} // weapon name, second primary
536 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
537 525, // where to draw the second thingie if this weapon is fire-linked
540 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
541 530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
544 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
546 309, // y location of where to draw text for the first secondary
547 318, // y location of where to draw text for the second secondary
548 327 // y location of where to draw text for the third secondary
551 561, // y location of where to draw text for the third secondary
552 570, // y location of where to draw text for the third secondary
553 579 // y location of where to draw text for the third secondary
556 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
557 536, // x location of where to draw weapon name
560 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
561 525, // x location of where to draw weapon ammo count
564 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
565 615, // x location of where to draw the weapon reload time
568 char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
588 // Flash the line for a weapon. This normally occurs when the player tries to fire that
589 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
590 #define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
591 typedef struct weapon_flash
593 int flash_duration[MAX_WEAPON_FLASH_LINES];
594 int flash_next[MAX_WEAPON_FLASH_LINES];
597 weapon_flash Weapon_flash_info;
599 // Data used for the proximity warning
600 typedef struct homing_beep_info
602 int snd_handle; // sound handle for last played beep
603 fix last_time_played; // time beep was last played
604 int min_cycle_time; // time (in ms) for fastest cycling of the sound
605 int max_cycle_time; // time (in ms) for slowest cycling of the sound
606 float min_cycle_dist; // distance at which fastest cycling occurs
607 float max_cycle_dist; // distance at which slowest cycling occurs
608 float precalced_interp; // a precalculated value used in a linear interpretation
611 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f };
613 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
614 float Min_warning_missile_dist;
615 float Max_warning_missile_dist;
617 void hud_maybe_flash_weapon(int index);
619 // if a given object should be ignored because of AWACS effects
620 int hud_target_invalid_awacs(object *objp)
622 // if objp is ship object, first check if can be targeted with team info
623 if (objp->type == OBJ_SHIP) {
624 if (Player_ship != NULL) {
625 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
631 // check for invalid status
632 if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
640 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
643 return GET_NEXT(cur);
645 return GET_LAST(cur);
649 // select a sorted turret subsystem on a ship if no other subsys has been selected
650 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
652 Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
653 if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
656 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
657 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
661 if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
662 if (shipp->last_targeted_subobject[Player_num] == NULL) {
663 hud_target_live_turret(1, 1);
669 // -----------------------------------------------------------------------
670 // clear out the linked list of targets in the reticle
671 void hud_reticle_clear_list(reticle_list *rlist)
674 for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
680 // --------------------------------------------------------------------------------------
681 // hud_reticle_list_init()
682 void hud_reticle_list_init()
686 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
687 Reticle_list[i].flags = 0;
690 Reticle_save_timestamp = 1;
691 list_init(&Reticle_save_list);
692 list_init(&Reticle_cur_list);
695 // --------------------------------------------------------------------------------------
696 // hud_check_reticle_list()
699 void hud_check_reticle_list()
701 reticle_list *rl, *temp;
703 // cull dying objects from reticle list
704 rl = GET_FIRST(&Reticle_cur_list);
705 while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
707 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
708 list_remove( &Reticle_cur_list, rl );
714 if ( timestamp_elapsed(Reticle_save_timestamp) ) {
715 hud_reticle_clear_list(&Reticle_save_list);
716 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
720 // --------------------------------------------------------------------------------------
721 // hud_reticle_list_find_free()
724 int hud_reticle_list_find_free()
728 // find a free reticle_list element
729 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
730 if ( !(Reticle_list[i].flags & RL_USED) ) {
735 if ( i == MAX_RETICLE_TARGETS ) {
736 // nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
743 // --------------------------------------------------------------------------------------
744 // hud_stuff_reticle_list()
747 #define RETICLE_DEFAULT_DIST 100000.0f
748 #define RETICLE_DEFAULT_DOT 1.0f
749 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
753 rl->dist = RETICLE_DEFAULT_DIST;
754 rl->flags |= RL_USE_DOT;
758 rl->dot = RETICLE_DEFAULT_DOT;
763 // --------------------------------------------------------------------------------------
764 // hud_reticle_list_update()
766 // Update Reticle_cur_list with an object that lies in the reticle
768 // parmeters: objp => object pointer to target
769 // measure => distance or dot product, depending on dot_flag
770 // dot_flag => if 0, measure is distance, if 1 measure is dot
772 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
774 reticle_list *rl, *new_rl;
777 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
778 if ( rl->objp == objp )
782 i = hud_reticle_list_find_free();
786 new_rl = &Reticle_list[i];
787 new_rl->flags |= RL_USED;
788 hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
790 int was_inserted = 0;
792 if ( EMPTY(&Reticle_cur_list) ) {
793 list_insert(&Reticle_cur_list, new_rl);
797 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
799 // compare based on distance
800 if ( measure < rl->dist ) {
801 list_insert_before(rl, new_rl);
807 // compare based on dot
808 if ( measure > rl->dot ) {
809 list_insert_before(rl, new_rl);
817 if ( !was_inserted ) {
818 list_append(&Reticle_cur_list, new_rl);
822 // --------------------------------------------------------------------------------------
823 // hud_reticle_pick_target()
825 // Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
828 object *hud_reticle_pick_target()
830 reticle_list *cur_rl, *save_rl, *new_rl;
836 // As a first step, see if both ships and debris are in the list. If so, cull the debris.
837 int debris_in_list = 0;
838 int ship_in_list = 0;
839 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
840 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
845 if ( cur_rl->objp->type == OBJ_WEAPON ) {
846 if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
852 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
858 if ( ship_in_list && debris_in_list ) {
860 reticle_list *rl, *next;
862 rl = GET_FIRST(&Reticle_cur_list);
863 while ( rl != &Reticle_cur_list ) {
865 if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
866 list_remove(&Reticle_cur_list,rl);
873 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
875 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
876 if ( cur_rl->objp == save_rl->objp ) {
882 if ( !in_save_list ) {
883 return_objp = cur_rl->objp;
884 i = hud_reticle_list_find_free();
888 new_rl = &Reticle_list[i];
889 new_rl->flags |= RL_USED;
890 if ( cur_rl->flags & RL_USE_DOT ) {
891 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
894 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
897 list_append(&Reticle_save_list, new_rl);
902 if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
903 i = hud_reticle_list_find_free();
906 new_rl = &Reticle_list[i];
907 cur_rl = GET_FIRST(&Reticle_cur_list);
909 return_objp = cur_rl->objp;
910 hud_reticle_clear_list(&Reticle_save_list);
911 list_append(&Reticle_save_list, new_rl);
917 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
918 // target from. This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
919 // the current target in and out of the selection set.
920 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
922 htarget_list *hitem, *plist;
924 // don't do anything if a standalone multiplayer server
925 if ( MULTIPLAYER_STANDALONE )
928 if ( k < 0 || k > 7 ) {
929 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
933 plist = &(Players[Player_num].keyed_targets[k]);
935 // we must operate only on ships
936 if ( ctarget->type != OBJ_SHIP )
939 // don't allow player into hotkey set
940 if ( ctarget == Player_obj )
943 // don't put dying or departing
944 if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
947 // don't add mission file added hotkey assignments if there are player added assignments
948 // already in the list
949 if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
950 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
951 if ( hitem->how_added == HOTKEY_USER_ADDED )
956 // determine if the current target is currently in the set or not
957 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
958 if ( hitem->objp == ctarget )
962 // if hitem == end of the list, then the target should be added, else it should be removed
963 if ( hitem == END_OF_LIST(plist) ) {
964 if ( EMPTY(&htarget_free_list) ) {
965 Int3(); // get Allender -- no more free hotkey target items
969 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
970 hitem = GET_FIRST( &htarget_free_list );
971 list_remove( &htarget_free_list, hitem );
972 list_append( plist, hitem );
973 hitem->objp = ctarget;
974 hitem->how_added = how_to_add;
976 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
977 list_remove( plist, hitem );
978 list_append( &htarget_free_list, hitem );
979 hitem->objp = NULL; // for safety
983 // the following function clears the hotkey set given by parameter passed in
984 void hud_target_hotkey_clear( int k )
986 htarget_list *hitem, *plist, *temp;
988 plist = &(Players[Player_num].keyed_targets[k]);
989 hitem = GET_FIRST(plist);
990 while ( hitem != END_OF_LIST(plist) ) {
991 temp = GET_NEXT(hitem);
992 list_remove( plist, hitem );
993 list_append( &htarget_free_list, hitem );
997 if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
998 Players[Player_num].current_hotkey_set = -1;
1001 // the next function sets the current selected set to be N. If there is just one ship in the selection
1002 // set, this ship will become the new target. If there is more than one ship in the selection set,
1003 // then the current_target will remain what it was.
1004 void hud_target_hotkey_select( int k )
1006 int visible_count = 0;
1007 htarget_list *hitem, *plist, *target, *next_target, *first_target;
1010 plist = &(Players[Player_num].keyed_targets[k]);
1012 if ( EMPTY( plist ) ) // no items in list, then do nothing
1015 // a simple walk of the list to get the count
1016 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1017 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1022 // no visible ships in list
1023 if (visible_count == 0) {
1027 // set the current target to be the "next" ship in the list. Scan the list to see if our
1028 // current target is in the set. If so, target the next ship in the list, otherwise target
1030 // set first_target - first visible item in list
1031 // target - item in list that is the player's currently selected target
1032 // next_target - next visible item in list following target
1033 target_objnum = Player_ai->target_objnum;
1036 first_target = NULL;
1037 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1039 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1040 // get the first valid target
1041 if (first_target == NULL) {
1042 first_target = hitem;
1045 // get the next target in the list following the player currently selected target
1046 if (target != NULL) {
1047 next_target = hitem;
1052 // mark the player currently selected target
1053 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1058 // if current target is not in list, then target and next_target will be NULL
1059 // so we use the first found target
1060 if (target == NULL) {
1061 Assert(first_target != NULL);
1062 if (first_target != NULL) {
1063 target = first_target;
1064 next_target = first_target;
1066 // this should not happen
1071 // update target if more than 1 is visible
1072 if (visible_count > 1) {
1073 // next already found (after current target in list)
1074 if (next_target != NULL) {
1075 target = next_target;
1078 // next is before current target, so search from start of list
1079 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1080 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1088 Assert( target != END_OF_LIST(plist) );
1090 if ( Player_obj != target->objp ){
1091 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1094 Players[Player_num].current_hotkey_set = k;
1097 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1101 color HUD_color_homing_indicator;
1103 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1107 // The m matrix converts all colors to shades of green
1108 float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1113 cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1115 gr_create_shader( sh, rf, gf, bf, cf );
1118 void hud_init_targeting_colors()
1120 gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
1122 hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1124 hud_init_brackets();
1127 void hud_keyed_targets_clear()
1131 // clear out the keyed target list
1132 for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1133 list_init( &(Players[Player_num].keyed_targets[i]) );
1134 Players[Player_num].current_hotkey_set = -1;
1136 // place all of the hoykey target items back onto the free list
1137 list_init( &htarget_free_list );
1138 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1139 list_append( &htarget_free_list, &htarget_items[i] );
1142 // Init data used for the weapons display on the HUD
1143 void hud_weapons_init()
1147 Weapon_flash_info.is_bright = 0;
1148 for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1149 Weapon_flash_info.flash_duration[i] = 1;
1150 Weapon_flash_info.flash_next[i] = 1;
1153 if ( !Weapon_gauges_loaded ) {
1154 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1155 Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1156 if ( Weapon_gauges[i].first_frame < 0 ) {
1157 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1160 Weapon_gauges_loaded = 1;
1164 // init data used to play the homing "proximity warning" sound
1165 void hud_init_homing_beep()
1167 Homing_beep.snd_handle = -1;
1168 Homing_beep.last_time_played = 0;
1169 Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1172 // hud_init_targeting() will set the current target to point to the dummy node
1173 // in the object used list
1175 void hud_init_targeting()
1177 Assert(Player_ai != NULL);
1179 // make sure there is no current target
1180 set_target_objnum( Player_ai, -1 );
1181 Player_ai->last_target = -1;
1182 Player_ai->last_subsys_target = NULL;
1183 Player_ai->last_dist = 0.0f;
1184 Player_ai->last_speed = 0.0f;
1186 hud_keyed_targets_clear();
1187 hud_init_missile_lock();
1188 hud_init_artillery();
1190 // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1191 hud_reticle_list_init();
1192 hud_init_homing_beep();
1194 // Load in the frames need for the lead indicator
1195 if (!Lead_indicator_gauge_loaded) {
1196 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1197 if ( Lead_indicator_gauge.first_frame < 0 ) {
1198 Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1200 Lead_indicator_gauge_loaded = 1;
1203 if (!Energy_bar_gauges_loaded) {
1204 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1205 if ( Energy_bar_gauges.first_frame < 0 ) {
1206 Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1208 Energy_bar_gauges_loaded = 1;
1211 if (!Toggle_gauge_loaded) {
1212 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1213 if ( Toggle_gauge.first_frame < 0 ) {
1214 Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1216 Toggle_gauge_loaded = 1;
1219 if (!Cmeasure_gauge_loaded) {
1220 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1221 if ( Cmeasure_gauge.first_frame < 0 ) {
1222 Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1224 Cmeasure_gauge_loaded = 1;
1230 Min_warning_missile_dist = 2.5f*Player_obj->radius;
1231 Max_warning_missile_dist = 1500.0f;
1233 Tl_hostile_reset_timestamp = timestamp(0);
1234 Tl_friendly_reset_timestamp = timestamp(0);
1235 Target_next_uninspected_object_timestamp = timestamp(0);
1236 Target_newest_ship_timestamp = timestamp(0);
1237 Target_next_turret_timestamp = timestamp(0);
1239 if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1240 Toggle_text_alpha = 127;
1242 Toggle_text_alpha = 160;
1248 // Target the next or previous subobject on the currently selected ship, based on next_flag.
1249 void hud_target_subobject_common(int next_flag)
1251 if (Player_ai->target_objnum == -1) {
1252 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1253 snd_play( &Snds[SND_TARGET_FAIL] );
1257 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1258 snd_play( &Snds[SND_TARGET_FAIL]);
1262 ship_subsys *start, *start2, *A;
1263 ship_subsys *subsys_to_target=NULL;
1266 target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1268 if (!Player_ai->targeted_subsys) {
1269 start = GET_FIRST(&target_shipp->subsys_list);
1271 start = Player_ai->targeted_subsys;
1274 start2 = advance_subsys(start, next_flag);
1276 for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1278 if ( A == &target_shipp->subsys_list ) {
1283 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1287 subsys_to_target = A;
1292 if ( subsys_to_target == NULL ) {
1293 snd_play( &Snds[SND_TARGET_FAIL]);
1295 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1296 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1300 object *advance_fb(object *objp, int next_flag)
1303 return GET_NEXT(objp);
1305 return GET_LAST(objp);
1308 // Target the previous subobject on the currently selected ship.
1311 void hud_target_prev_subobject()
1313 hud_target_subobject_common(0);
1316 void hud_target_next_subobject()
1318 hud_target_subobject_common(1);
1321 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1322 // used list whose team matches the team parameter. The player is NOT included in the target list.
1324 // parameters: team => team of ship to target next. Default value is -1, if team doesn't matter.
1327 void hud_target_common(int team, int next_flag)
1329 object *A, *start, *start2;
1331 int is_ship, target_found = FALSE;
1333 if (Player_ai->target_objnum == -1)
1334 start = &obj_used_list;
1336 start = &Objects[Player_ai->target_objnum];
1338 start2 = advance_fb(start, next_flag);
1340 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1343 if ( A == &obj_used_list ) {
1347 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1351 if(hud_target_invalid_awacs(A)){
1355 if ( A->type == OBJ_WEAPON ) {
1356 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1361 if ( A->type == OBJ_SHIP ) {
1362 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1368 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1373 shipp = &Ships[A->instance]; // get a pointer to the ship information
1375 if ( !hud_team_matches_filter(team, shipp->team) ) {
1376 // if we're in multiplayer dogfight, ignore this
1377 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1382 if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1386 // if we've reached here, it is a valid next target
1387 if ( Player_ai->target_objnum != A-Objects ) {
1388 target_found = TRUE;
1389 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1390 // if ship is BIG|HUGE and last subsys is NULL, get turret
1391 hud_maybe_set_sorted_turret_subsys(shipp);
1392 hud_restore_subsystem_target(shipp);
1395 target_found = TRUE;
1396 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1402 if ( target_found == FALSE ) {
1403 snd_play( &Snds[SND_TARGET_FAIL] );
1407 void hud_target_next(int team)
1409 hud_target_common(team, 1);
1412 void hud_target_prev(int team)
1414 hud_target_common(team, 0);
1417 // -------------------------------------------------------------------
1418 // advance_missile_obj()
1420 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1423 return GET_NEXT(mo);
1426 return GET_LAST(mo);
1429 ship_obj *advance_ship(ship_obj *so, int next_flag)
1432 return GET_NEXT(so);
1435 return GET_LAST(so);
1438 ship_obj *get_ship_obj_ptr_from_index(int index);
1439 // -------------------------------------------------------------------
1440 // hud_target_missile()
1442 // Target the closest locked missile that is locked on locked_obj
1444 // input: source_obj => pointer to object that fired weapon
1445 // next_flag => 0 -> previous 1 -> next
1447 // NOTE: this function is only allows targeting bombs
1448 void hud_target_missile(object *source_obj, int next_flag)
1450 missile_obj *end, *start, *mo;
1451 object *A, *target_objp;
1455 int target_found = 0;
1457 if ( source_obj->type != OBJ_SHIP )
1460 Assert( Ships[source_obj->instance].ai_index != -1 );
1461 aip = &Ai_info[Ships[source_obj->instance].ai_index];
1463 end = &Missile_obj_list;
1464 if (aip->target_objnum != -1) {
1465 target_objp = &Objects[aip->target_objnum];
1466 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
1467 end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1471 start = advance_missile_obj(end, next_flag);
1473 for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1474 if ( mo == &Missile_obj_list ){
1478 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1479 A = &Objects[mo->objnum];
1481 Assert(A->type == OBJ_WEAPON);
1482 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1483 wp = &Weapons[A->instance];
1484 wip = &Weapon_info[wp->weapon_info_index];
1486 // only allow targeting of bombs
1487 if ( !(wip->wi_flags & WIF_BOMB) ) {
1491 // only allow targeting of hostile bombs
1492 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1496 if(hud_target_invalid_awacs(A)){
1500 // if we've reached here, got a new target
1501 target_found = TRUE;
1502 set_target_objnum( aip, OBJ_INDEX(A) );
1506 if ( !target_found ) {
1507 // if no bomb is found, search for bombers
1508 ship_obj *start, *so;
1510 //extern ship_obj *Ship_objs;
1511 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) ) {
1512 int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1513 start = get_ship_obj_ptr_from_index(index);
1515 start = GET_FIRST(&Ship_obj_list);
1518 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1519 object *ship_obj = &Objects[so->objnum];
1521 // don't look at header
1522 if (so == &Ship_obj_list) {
1526 // only allow targeting of hostile bombs
1527 if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1531 if(hud_target_invalid_awacs(ship_obj)){
1535 // check if ship type is bomber
1536 if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1541 if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1546 target_found = TRUE;
1547 set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1552 if ( !target_found ) {
1553 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1557 // Return !0 if shipp can be scanned, otherwise return 0
1558 int hud_target_ship_can_be_scanned(ship *shipp)
1562 sip = &Ship_info[shipp->ship_info_index];
1564 // ignore cargo that has already been scanned
1565 if ( shipp->flags & SF_CARGO_REVEALED ) {
1569 // allow ships with scannable flag set
1570 if ( shipp->flags & SF_SCANNABLE ) {
1574 // ignore ships that don't carry cargo
1575 if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1582 // target the next/prev uninspected cargo container
1583 void hud_target_uninspected_cargo(int next_flag)
1585 object *A, *start, *start2;
1587 int target_found = 0;
1589 if (Player_ai->target_objnum == -1) {
1590 start = &obj_used_list;
1592 start = &Objects[Player_ai->target_objnum];
1595 start2 = advance_fb(start, next_flag);
1597 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1598 if ( A == &obj_used_list ) {
1602 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1606 shipp = &Ships[A->instance]; // get a pointer to the ship information
1608 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1612 // ignore all non-cargo carrying craft
1613 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1617 if(hud_target_invalid_awacs(A)){
1621 // if we've reached here, it is a valid next target
1622 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1623 target_found = TRUE;
1624 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1628 if ( target_found == FALSE ) {
1629 snd_play( &Snds[SND_TARGET_FAIL]);
1633 // target the newest ship in the area
1634 void hud_target_newest_ship()
1636 object *A, *player_target_objp;
1637 object *newest_obj=NULL;
1640 uint current_target_arrived_time = 0xffffffff, newest_time = 0;
1642 if ( Player_ai->target_objnum >= 0 ) {
1643 player_target_objp = &Objects[Player_ai->target_objnum];
1644 if ( player_target_objp->type == OBJ_SHIP ) {
1645 current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1648 player_target_objp = NULL;
1651 // If no target is selected, then simply target the closest uninspected cargo
1652 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1653 current_target_arrived_time = 0xffffffff;
1656 Target_newest_ship_timestamp = timestamp(TL_RESET);
1658 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1659 A = &Objects[so->objnum];
1660 shipp = &Ships[A->instance]; // get a pointer to the ship information
1662 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1666 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1670 if ( A == player_target_objp ) {
1674 if(hud_target_invalid_awacs(A)){
1678 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1679 newest_time = shipp->create_time;
1685 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1686 // if BIG|HUGE and no selected subsystem, get sorted turret
1687 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1688 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1691 snd_play( &Snds[SND_TARGET_FAIL]);
1696 #define TYPE_FACING_BEAM 1
1697 #define TYPE_FACING_FLAK 2
1698 #define TYPE_FACING_MISSILE 3
1699 #define TYPE_FACING_LASER 4
1700 #define TYPE_NONFACING_BEAM 5
1701 #define TYPE_NONFACING_FLAK 6
1702 #define TYPE_NONFACING_MISSILE 7
1703 #define TYPE_NONFACING_LASER 8
1704 #define TYPE_NONFACING_INC 4
1706 typedef struct eval_next_turret {
1712 int sort_turret_func(const void *e1, const void *e2)
1714 eval_next_turret *p1 = (eval_next_turret*)e1;
1715 eval_next_turret *p2 = (eval_next_turret*)e2;
1717 Assert(p1->type != TYPE_NONE);
1718 Assert(p2->type != TYPE_NONE);
1720 if (p1->type != p2->type) {
1721 return (p1->type - p2->type);
1723 float delta_dist = p1->dist - p2->dist;
1724 if (delta_dist < 0) {
1726 } else if (delta_dist > 0) {
1734 // target the next/prev live turret on the current target
1735 // auto_advance from hud_update_closest_turret
1736 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1739 ship_subsys *live_turret=NULL;
1742 eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1743 int num_live_turrets = 0;
1745 // make sure we're targeting a ship
1746 if (Player_ai->target_objnum == -1 && !auto_advance) {
1747 snd_play(&Snds[SND_TARGET_FAIL]);
1751 // only targeting subsystems on ship
1752 if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1753 snd_play( &Snds[SND_TARGET_FAIL]);
1757 // set some pointers
1758 objp = &Objects[Player_ai->target_objnum];
1759 target_shipp = &Ships[objp->instance];
1762 int timestamp_val = 0;
1763 if (!auto_advance) {
1764 timestamp_val = Target_next_turret_timestamp;
1765 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1768 // If no target is selected, then simply target the closest (or facing) turret
1769 int last_subsys_turret = FALSE;
1770 if (Player_ai->targeted_subsys != NULL) {
1771 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1772 if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1773 last_subsys_turret = TRUE;
1778 // do we want the closest turret (or the one our ship is pointing at)
1779 int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1781 // initialize eval struct
1782 memset(ent,0, sizeof(ent));
1783 int use_straigh_ahead_turret = FALSE;
1785 // go through list of turrets
1786 for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
1788 if (A->system_info->type == SUBSYSTEM_TURRET) {
1789 // check turret has hit points and has a weapon
1790 if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1791 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1792 vector gsubpos, vec_to_subsys;
1793 float distance, dot;
1794 // get world pos of subsystem and its distance
1795 get_subsystem_world_pos(objp, A, &gsubpos);
1796 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1798 // check if facing and in view
1799 int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1801 if (!auto_advance && get_closest_turret && !only_player_target) {
1802 // if within 3 degrees and not previous subsys, use subsys in front
1803 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.v.fvec);
1804 if ((dot > 0.9986) && facing) {
1805 use_straigh_ahead_turret = TRUE;
1810 // set weapon_type to allow sort of ent on type
1811 if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1812 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1813 } else if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1814 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1816 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1817 ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1818 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1819 ent[num_live_turrets].type = TYPE_FACING_LASER;
1822 ent[num_live_turrets].type = TYPE_FACING_LASER;
1826 // fill out ent struct
1827 ent[num_live_turrets].ss = A;
1828 ent[num_live_turrets].dist = distance;
1830 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1838 // sort the list if we're not using turret straigh ahead of us
1839 if (!use_straigh_ahead_turret) {
1840 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1843 if (use_straigh_ahead_turret) {
1844 // use the straight ahead turret
1847 // check if we have a currently targeted turret and find its position after the sort
1848 int i, start_index, next_index;
1849 if (get_closest_turret) {
1853 for (i=0; i<num_live_turrets; i++) {
1854 if (ent[i].ss == Player_ai->targeted_subsys) {
1859 // check that we started with a turret
1860 if (start_index == -1) {
1865 // set next live turret
1866 if (num_live_turrets == 0) {
1869 } else if (num_live_turrets == 1 || get_closest_turret) {
1870 // only 1 live turret, so set it
1871 live_turret = ent[0].ss;
1874 // advance to next closest turret
1875 next_index = start_index + 1;
1876 if (next_index == num_live_turrets) {
1880 // go to next farther turret
1881 next_index = start_index - 1;
1882 if (next_index == -1) {
1883 next_index = num_live_turrets - 1;
1887 // set the next turret to be targeted based on next_index
1888 live_turret = ent[next_index].ss;
1891 //if (live_turret) {
1893 // mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1897 if ( live_turret != NULL ) {
1898 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1899 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1901 if (!auto_advance) {
1902 snd_play( &Snds[SND_TARGET_FAIL]);
1908 // -------------------------------------------------------------------
1909 // hud_target_closest_locked_missile()
1911 // Target the closest locked missile that is locked on locked_obj
1913 // input: locked_obj => pointer to object that you want to find
1914 // closest missile to
1916 void hud_target_closest_locked_missile(object *locked_obj)
1918 object *A, *nearest_obj=NULL;
1921 float nearest_dist, dist;
1922 int target_found = FALSE;
1925 nearest_dist = 10000.0f;
1927 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1928 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1929 A = &Objects[mo->objnum];
1931 if (A->type != OBJ_WEAPON){
1935 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1936 wp = &Weapons[A->instance];
1937 wip = &Weapon_info[wp->weapon_info_index];
1939 if ( wip->subtype != WP_MISSILE ){
1943 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1947 if(hud_target_invalid_awacs(A)){
1951 if (wp->homing_object == locked_obj) {
1952 dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos); // Find distance!
1954 if (dist < nearest_dist) {
1956 nearest_dist = dist;
1961 if (nearest_dist < 10000.0f) {
1962 Assert(nearest_obj);
1963 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1964 target_found = TRUE;
1967 if ( !target_found ){
1968 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1972 // Return bitmask of all opponents.
1973 int opposing_team_mask(int team_mask)
1975 return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1978 // select a new target, by auto-targeting
1979 void hud_target_auto_target_next()
1981 if ( Framecount < 2 ) {
1985 // No auto-targeting after dead.
1986 if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1991 valid_team = opposing_team_mask(Player_ship->team);
1993 // try target closest ship attacking player
1994 hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
1996 // if none, try targeting closest hostile fighter/bomber
1997 if ( Player_ai->target_objnum == -1 ){
1998 hud_target_closest(valid_team, -1, FALSE, TRUE);
2001 // No fighter/bombers exists, so go ahead an target the closest hostile
2002 if ( Player_ai->target_objnum == -1 ){
2003 hud_target_closest(valid_team, -1, FALSE);
2006 // um, ok. Try targeting asteroids that are on a collision course for an escort ship
2007 if ( Player_ai->target_objnum == -1 ) {
2008 asteroid_target_closest_danger();
2013 // Given that object 'targeter' is targetting object 'targetee',
2014 // how far are they? This uses the point closest to the targeter
2015 // object on the targetee's bounding box. So if targeter is inside
2016 // targtee's bounding box, the distance is 0.
2017 float hud_find_target_distance( object *targetee, object *targeter )
2023 // Which model is it?
2024 switch( targetee->type ) {
2026 model_num = Ships[targetee->instance].modelnum;
2029 // model_num = Debris[targetee->instance].model_num;
2032 // Don't find model_num since circles would work better
2033 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2036 // Don't find model_num since circles would work better
2037 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2040 // Don't find model_num since circles would work better
2041 //model_num = Jump_nodes[targetee->instance].modelnum;
2047 // New way, that uses bounding box.
2048 if ( model_num > -1 ) {
2049 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2051 // Old way, that uses radius.
2052 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2053 if ( dist < 0.0f ) {
2060 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2061 // ship to the player that matches the team passed as a paramater
2063 // The current algorithm is to simply iterate through the objects and calculate the
2064 // magnitude of the vector that connects the player to the target. The smallest magnitude
2065 // is tracked, and then used to locate the closest hostile ship. Note only the square of the
2066 // magnitude is required, since we are only comparing magnitudes
2068 // parameters: team => team of closest ship that should be targeted.
2069 // Default value is -1, if team doesn't matter.
2071 // attacked_objnum => object number of ship that is being attacked
2072 // play_fail_snd => boolean, whether to play SND_TARGET_FAIL
2073 // (needed, since function called repeatedly when auto-targeting is
2074 // enabled, and we don't want a string of fail sounds playing).
2075 // This is a default parameter with a value of TRUE
2076 // filter => OPTIONAL parameter (default value 0): when set to TRUE, only
2077 // fighters and bombers are considered for new targets
2079 // returns: TRUE ==> a target was acquired
2080 // FALSE ==> no target was acquired
2082 // eval target as closest struct
2089 int check_nearest_turret;
2090 int attacked_objnum;
2091 int check_all_turrets;
2092 int turret_attacking_target; // check that turret is actually attacking the attacked_objnum
2095 // evaluate a ship (and maybe turrets) as a potential target
2096 // check if shipp (or its turrets) is attacking attacked_objnum
2097 // special case for player trying to select target (don't check if turrets are aimed at player)
2098 void evaluate_ship_as_closest_target(esct *esct)
2100 int targeting_player, turret_is_attacking;
2105 esct->min_distance = FLT_MAX;
2106 esct->check_nearest_turret = FALSE;
2107 turret_is_attacking = FALSE;
2110 object *objp = &Objects[esct->shipp->objnum];
2111 Assert(objp->type == OBJ_SHIP);
2112 if (objp->type != OBJ_SHIP) {
2116 // player being targeted, so we will want closest distance from player
2117 targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2119 // filter on team, except in multiplayer
2120 if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2121 // if we're in multiplayer dogfight, ignore this
2122 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2127 // check if player or ignore ship
2128 if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2133 if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2137 // only look at targets that are AWACS valid
2138 if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2142 // If filter is set, only target fighters and bombers
2143 if ( esct->filter ) {
2144 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2149 // find closest turret to player if BIG or HUGE ship
2150 if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2151 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2152 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2154 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2155 turret_is_attacking = 1;
2156 esct->check_nearest_turret = TRUE;
2158 if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2160 // get world pos of subsystem
2161 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2162 vm_vec_add2(&gsubpos, &objp->pos);
2163 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2166 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2167 int turret_type = ss->system_info->turret_weapon_type;
2168 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2169 new_distance *= 0.3f;
2170 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2171 new_distance *= 0.6f;
2174 // get the closest distance
2175 if (new_distance <= esct->min_distance) {
2176 esct->min_distance = new_distance;
2184 // If no turret is attacking, check if objp is actually targetting attacked_objnum
2185 // dont bail if targeting is for player
2186 if ( !targeting_player && !turret_is_attacking ) {
2187 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2189 if (aip->target_objnum != esct->attacked_objnum) {
2193 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)) {
2198 // consider the ship alone if there are no attacking turrets
2199 if ( !turret_is_attacking ) {
2200 //new_distance = hud_find_target_distance(objp, Player_obj);
2201 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2203 if (new_distance <= esct->min_distance) {
2204 esct->min_distance = new_distance;
2205 esct->check_nearest_turret = FALSE;
2210 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2213 object *nearest_obj = &obj_used_list;
2216 int check_nearest_turret = FALSE;
2218 // evaluate ship closest target struct
2221 float min_distance = FLT_MAX;
2222 int target_found = FALSE;
2224 int player_obj_index = OBJ_INDEX(Player_obj);
2225 ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2227 if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2228 // bail if player does not have target
2229 if ( Player_ai->target_objnum == -1) {
2230 if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2231 goto Target_closest_done;
2234 // bail if ship is to be ignored
2235 if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2236 goto Target_closest_done;
2241 if (attacked_objnum == -1) {
2242 attacked_objnum = player_obj_index;
2245 // check all turrets if for player.
2246 esct.check_all_turrets = (attacked_objnum == player_obj_index);
2247 esct.filter = filter;
2249 esct.attacked_objnum = attacked_objnum;
2250 esct.turret_attacking_target = get_closest_turret_attacking_player;
2252 for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2254 A = &Objects[so->objnum];
2255 shipp = &Ships[A->instance]; // get a pointer to the ship information
2257 // fill in rest of esct
2260 // check each shipp on list and update nearest obj and subsys
2261 evaluate_ship_as_closest_target(&esct);
2262 if (esct.min_distance < min_distance) {
2263 target_found = TRUE;
2264 min_distance = esct.min_distance;
2266 check_nearest_turret = esct.check_nearest_turret;
2270 Target_closest_done:
2272 // maybe ignore target if too far away
2273 // DKA 9/8/99 Remove distance check
2276 // get distance to nearest attacker
2277 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2279 // no distance limit for player obj
2280 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2281 target_found = FALSE;
2286 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2287 if ( check_nearest_turret ) {
2289 // if former subobject was not a turret do, not change subsystem
2290 ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2291 if (ss == NULL || get_closest_turret_attacking_player) {
2292 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2293 // update nearest turret with later func
2294 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2295 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2298 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2301 // no target found, maybe play fail sound
2302 if (play_fail_snd == TRUE) {
2303 snd_play(&Snds[SND_TARGET_FAIL]);
2307 return target_found;
2310 // auto update closest turret to attack on big or huge ships
2311 void hud_update_closest_turret()
2313 hud_target_live_turret(1, 1);
2316 float nearest_distance, new_distance;
2317 ship_subsys *ss, *closest_subsys;
2321 nearest_distance = FLT_MAX;
2322 objp = &Objects[Player_ai->target_objnum];
2323 shipp = &Ships[objp->instance];
2324 closest_subsys = NULL;
2327 Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2329 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2330 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2331 // make sure turret is not "unused"
2332 if (ss->system_info->turret_weapon_type >= 0) {
2334 // get world pos of subsystem
2335 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2336 vm_vec_add2(&gsubpos, &objp->pos);
2337 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2339 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2340 int turret_type = ss->system_info->turret_weapon_type;
2341 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2342 new_distance *= 0.3f;
2343 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2344 new_distance *= 0.6f;
2347 // check if facing and in view
2348 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2351 new_distance *= 0.5f;
2354 // get the closest distance
2355 if (new_distance <= nearest_distance) {
2356 nearest_distance = new_distance;
2357 closest_subsys = ss;
2363 // check if new subsys to target
2364 if (Player_ai->targeted_subsys != NULL) {
2365 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
2366 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2372 // --------------------------------------------------------------------
2373 // hud_target_targets_target()
2375 // Target your target's target. Your target is specified by objnum passed
2378 void hud_target_targets_target()
2383 if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2387 objp = &Objects[Player_ai->target_objnum];
2388 if ( objp->type != OBJ_SHIP ) {
2392 if (hud_target_invalid_awacs(objp)) {
2396 if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2400 tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2401 if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2405 if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2409 // if we've reached here, found player target's target
2410 set_target_objnum( Player_ai, tt_objnum );
2411 if (Objects[tt_objnum].type == OBJ_SHIP) {
2412 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2414 hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2418 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2421 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2422 int object_targetable_in_reticle(object *target_objp)
2425 if (target_objp == Player_obj ) {
2429 obj_type = target_objp->type;
2431 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2439 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is
2440 // intersected by a ray passed from the center of the reticle out along the forward vector of the
2443 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2445 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2446 // the ray intersects. We take the ship closest to us that intersects an object.
2448 // Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2449 // is called if no intersections are found.
2452 #define TARGET_IN_RETICLE_DISTANCE 10000.0f
2454 void hud_target_in_reticle_new()
2461 hud_reticle_clear_list(&Reticle_cur_list);
2462 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2464 // Get 3d vector through center of reticle
2465 vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.v.fvec, TARGET_IN_RETICLE_DISTANCE);
2468 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2470 if ( !object_targetable_in_reticle(A) ) {
2474 if ( A->type == OBJ_WEAPON ) {
2475 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2480 if ( A->type == OBJ_SHIP ) {
2481 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2486 if(hud_target_invalid_awacs(A)){
2492 mc.model_num = Ships[A->instance].modelnum;
2495 mc.model_num = Debris[A->instance].model_num;
2498 mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2504 subtype = Asteroids[A->instance].asteroid_subtype;
2505 mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2510 mc.model_num = Jump_nodes[A->instance].modelnum;
2513 Int3(); // Illegal object type.
2516 model_clear_instance( mc.model_num );
2517 mc.orient = &A->orient; // The object's orient
2518 mc.pos = &A->pos; // The object's position
2519 mc.p0 = &Eye_position; // Point 1 of ray to check
2520 mc.p1 = &terminus; // Point 2 of ray to check
2521 mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
2524 if ( mc.num_hits ) {
2525 dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2526 hud_reticle_list_update(A, dist, 0);
2528 } // end for (go to next object)
2530 hud_target_in_reticle_old(); // try the old method (works well with ships far away)
2533 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
2536 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2539 // Method: take the dot product of the foward vector and the vector to target. Take
2540 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2542 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2543 // is only valid for the HUD reticle in use at that time.
2545 #define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
2547 void hud_target_in_reticle_old()
2549 object *A, *target_obj;
2551 vector vec_to_target;
2553 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2555 if ( !object_targetable_in_reticle(A) ) {
2559 if ( A->type == OBJ_WEAPON ) {
2560 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2565 if ( A->type == OBJ_SHIP ) {
2566 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2571 if(hud_target_invalid_awacs(A)){
2575 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2579 dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2580 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2582 if ( dot > MIN_DOT_FOR_TARGET ) {
2583 hud_reticle_list_update(A, dot, 1);
2587 target_obj = hud_reticle_pick_target();
2588 if ( target_obj != NULL ) {
2589 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2590 if ( target_obj->type == OBJ_SHIP ) {
2591 // if BIG|HUGE, maybe set subsys to turret
2592 hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2593 hud_restore_subsystem_target(&Ships[target_obj->instance]);
2597 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2601 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
2602 // is closest to the reticle center. The current target is the only object that is searched for
2605 // Method: take the dot product of the foward vector and the vector to target. Take
2606 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2608 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2609 // is only valid for the HUD reticle in use at that time.
2612 void hud_target_subsystem_in_reticle()
2615 ship_subsys *subsys;
2616 ship_subsys *nearest_subsys = NULL;
2619 float dist, dot, best_dot;
2620 vector vec_to_target;
2623 if ( Player_ai->target_objnum == -1){
2624 hud_target_in_reticle_old();
2627 if ( Player_ai->target_objnum == -1) {
2628 snd_play( &Snds[SND_TARGET_FAIL]);
2632 targetp = &Objects[Player_ai->target_objnum];
2634 if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
2638 int shipnum = targetp->instance;
2640 for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
2641 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2643 dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2644 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2646 if ( dot > best_dot ) {
2648 if ( best_dot > MIN_DOT_FOR_TARGET )
2649 nearest_subsys = subsys;
2652 Assert(best_dot <= 1.0f);
2655 if ( nearest_subsys != NULL ) {
2656 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2657 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2658 Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2661 snd_play( &Snds[SND_TARGET_FAIL]);
2666 #define T_OFFSET_FROM_CIRCLE -13
2667 #define T_BASE_LENGTH 4
2671 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2674 vector target_to_obj;
2675 float x1,y1,x2,y2,x3,y3,x4,y4;
2677 vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2679 vm_vec_normalize(&target_to_obj);
2681 // calculate the dot product between the target_to_player vector and the targets forward vector
2683 // 0 - vectors are perpendicular
2684 // 1 - vectors are collinear and in the same direction (target is facing player)
2685 // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2686 dot_product = vm_vec_dotprod(&from_orientp->v.fvec, &target_to_obj);
2688 if (vm_vec_dotprod(&from_orientp->v.rvec, &target_to_obj) >= 0) {
2689 if (dot_product >= 0){
2690 dot_product = -PI/2*dot_product + PI;
2692 dot_product = -PI/2*dot_product - PI;
2696 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2699 y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2700 x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2702 y1 += Hud_reticle_center[gr_screen.res][1];
2703 x1 += Hud_reticle_center[gr_screen.res][0];
2708 y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2709 x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2711 y2 += Hud_reticle_center[gr_screen.res][1];
2712 x2 += Hud_reticle_center[gr_screen.res][0];
2717 x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2718 y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2719 x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2720 y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2722 // HACK! Should be antialiased!
2723 gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
2724 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
2728 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2732 // Make the triangle always be the correct handiness so
2733 // the tmapper won't think its back-facing and throw it out.
2734 float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2735 if ( det >= 0.0f ) {
2749 vertex * vertlist[3];
2752 for (i=0; i<3; i++ )
2753 vertlist[i] = &verts[i];
2755 verts[0].sx = x1; verts[0].sy = y1;
2756 verts[1].sx = x2; verts[1].sy = y2;
2757 verts[2].sx = x3; verts[2].sy = y3;
2759 uint saved_mode = gr_zbuffer_get();
2761 gr_zbuffer_set( GR_ZBUFF_NONE );
2763 gr_tmapper( 3, vertlist, 0 );
2765 gr_zbuffer_set( saved_mode );
2769 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2771 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2772 gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2773 gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2777 // Render a missile warning triangle that has a tail on it to indicate distance
2778 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2787 float sin_ang, cos_ang, tail_len;
2789 float max_tail_len=20.0f;
2791 sin_ang=(float)sin(ang);
2792 cos_ang=(float)cos(ang);
2794 if ( cur_dist < Min_warning_missile_dist ) {
2796 } else if ( cur_dist > Max_warning_missile_dist ) {
2797 tail_len = max_tail_len;
2799 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2802 if ( draw_inside ) {
2803 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2804 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2805 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2806 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2808 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2809 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2811 if ( tail_len > 0 ) {
2812 xtail = xpos - tail_len * cos_ang;
2813 ytail = ypos + tail_len * sin_ang;
2817 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2818 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2819 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2820 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2822 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2823 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2825 if ( tail_len > 0 ) {
2826 xtail = xpos + tail_len * cos_ang;
2827 ytail = ypos - tail_len * sin_ang;
2832 hud_tri(xpos,ypos,x1,y1,x2,y2);
2834 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2837 // draw the tail indicating length
2838 if ( tail_len > 0 ) {
2839 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2843 // Render a missile warning triangle, that splits apart to indicate distance
2844 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2846 // points to draw triangles
2860 float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2862 sin_ang=(float)sin(ang);
2863 cos_ang=(float)cos(ang);
2865 if ( cur_dist < Min_warning_missile_dist ) {
2866 triangle_sep = 0.0f;
2867 } else if ( cur_dist > Max_warning_missile_dist ) {
2868 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2870 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2873 // calculate these values only once, since it will be used in several places
2874 half_triangle_sep = 0.5f * triangle_sep;
2876 xpos = (float)floor(xpos);
2877 ypos = (float)floor(ypos);
2879 if ( triangle_sep == 0 ) {
2880 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2881 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2882 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2883 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2884 if ( draw_inside ) {
2886 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2887 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2890 hud_tri(xpos,ypos,x1,y1,x2,y2);
2892 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2895 // calc left side points
2896 x5 = xpos - half_triangle_sep * -sin_ang;
2897 y5 = ypos + half_triangle_sep * cos_ang;
2899 x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2900 y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2904 if ( draw_inside ) {
2905 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2906 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2908 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2909 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2912 // calc right side points
2913 x2 = xpos + half_triangle_sep * -sin_ang;
2914 y2 = ypos - half_triangle_sep * cos_ang;
2916 x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2917 y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2921 if ( draw_inside ) {
2922 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2923 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2925 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2926 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2929 // draw both tris with a line connecting them
2931 hud_tri(x3,y3,x2,y2,x1,y1);
2932 hud_tri(x4,y4,x5,y5,x6,y6);
2934 hud_tri_empty(x3,y3,x2,y2,x1,y1);
2935 hud_tri_empty(x4,y4,x5,y5,x6,y6);
2937 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2941 // Render a triangle on the outside of the targeting circle.
2942 // Must be inside a g3_start_frame().
2943 // If aspect_flag !0, then render filled, indicating aspect lock.
2944 // If show_interior !0, then point inwards to positions inside reticle
2945 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2947 vertex hostile_vertex;
2949 float xpos,ypos,cur_dist,sin_ang,cos_ang;
2952 // determine if the closest firing object is within the targeting reticle (which means the triangle
2955 cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2957 g3_rotate_vertex(&hostile_vertex, hostile_pos);
2959 if (hostile_vertex.codes == 0) {// on screen
2960 float projected_x, projected_y;
2962 g3_project_vertex(&hostile_vertex);
2964 if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
2967 projected_x = hostile_vertex.sx;
2968 projected_y = hostile_vertex.sy;
2970 mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) +
2971 (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2973 if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2974 if ( !show_interior ) {
2983 ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2984 sin_ang=(float)sin(ang);
2985 cos_ang=(float)cos(ang);
2987 if ( draw_inside ) {
2988 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
2989 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
2991 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
2992 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
2995 xpos += HUD_offset_x;
2996 ypos += HUD_offset_y;
2999 // hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3000 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3007 if ( draw_inside ) {
3008 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3009 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3010 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3011 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3013 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3014 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3017 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3018 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3019 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3020 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3022 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3023 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3027 hud_tri(xpos,ypos,x1,y1,x2,y2);
3029 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3034 // Show all homing missiles locked onto the player.
3035 // Also, play the beep!
3036 void hud_show_homing_missiles()
3041 float dist, nearest_dist;
3042 int closest_is_aspect=0;
3044 gr_set_color_fast(&HUD_color_homing_indicator);
3045 nearest_dist = Homing_beep.max_cycle_dist;
3047 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3048 A = &Objects[mo->objnum];
3049 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3051 wp = &Weapons[A->instance];
3053 if (wp->homing_object == Player_obj) {
3054 hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3055 dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3057 if (dist < nearest_dist) {
3058 nearest_dist = dist;
3059 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3060 closest_is_aspect=1;
3062 closest_is_aspect=0;
3068 // See if need to play warning beep.
3069 if (nearest_dist < Homing_beep.max_cycle_dist ) {
3073 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3075 // figure out the cycle time by doing a linear interpretation
3076 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3078 // play a new 'beep' if cycle time has elapsed
3079 if ( (delta_time*1000) > cycle_time ) {
3080 Homing_beep.last_time_played = Missiontime;
3081 if ( snd_is_playing(Homing_beep.snd_handle) ) {
3082 snd_stop(Homing_beep.snd_handle);
3085 if ( closest_is_aspect ) {
3086 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3088 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3094 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
3095 // outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
3096 // is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
3097 // the target is facing 90 away from the player.
3098 void hud_show_orientation_tee()
3102 if (Player_ai->target_objnum == -1)
3105 targetp = &Objects[Player_ai->target_objnum];
3107 if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3108 hud_set_iff_color( targetp );
3110 hud_set_iff_color( targetp, 1);
3112 hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3115 // routine to draw a bounding box around a remote detonate missile and distance to
3116 void hud_show_remote_detonate_missile()
3121 vertex target_point;
3124 // check for currently locked missiles (highest precedence)
3125 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3126 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3127 mobjp = &Objects[mo->objnum];
3129 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3130 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3132 distance = hud_find_target_distance(mobjp, Player_obj);
3134 // get box center point
3135 g3_rotate_vertex(&target_point,&mobjp->pos);
3138 g3_project_vertex(&target_point);
3140 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3141 int modelnum, bound_rval;
3143 switch ( mobjp->type ) {
3145 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3146 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3150 Int3(); // should never happen
3154 if ( bound_rval == 0 ) {
3155 // draw brackets and distance
3157 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3158 gr_set_color_fast(&IFF_colors[color][1]);
3159 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3162 // do only for the first remote detonate missile
3170 // routine to possibly draw a bouding box around a ship sending a message to the player
3171 void hud_show_message_sender()
3174 vertex target_point; // temp vertex used to find screen position for 3-D object;
3179 // don't draw brackets if no ship sending a message
3180 if ( Message_shipnum == -1 )
3183 targetp = &Objects[Ships[Message_shipnum].objnum];
3184 Assert ( targetp != NULL );
3186 Assert ( targetp->type == OBJ_SHIP );
3188 // Don't do this for the ship you're flying!
3189 if ( targetp == Player_obj ) {
3193 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3194 target_shipp = &Ships[Message_shipnum];
3196 // check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
3197 if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3198 Message_shipnum = -1;
3202 // find the current target vertex
3204 g3_rotate_vertex(&target_point,&targetp->pos);
3206 hud_set_iff_color( targetp, 1);
3208 g3_project_vertex(&target_point);
3210 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3211 int modelnum, bound_rval;
3213 switch ( targetp->type ) {
3215 modelnum = target_shipp->modelnum;
3216 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3220 Int3(); // should never happen
3224 if ( bound_rval == 0 ) {
3226 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3227 gr_set_color_fast(&IFF_colors[color][1]);
3228 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3232 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3233 if (target_point.codes != 0) { // target center is not on screen
3234 // draw the offscreen indicator at the edge of the screen where the target is closest to
3235 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3236 if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3237 if ( hud_sensors_ok(Player_ship, 0) ) {
3239 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3240 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3241 dist = hud_find_target_distance( targetp, Player_obj );
3242 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3249 // hud_prune_hotkeys()
3251 // Check for ships that are dying, departed or dead. These should be removed from the player's
3253 void hud_prune_hotkeys()
3256 htarget_list *hitem, *plist;
3260 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3261 plist = &(Players[Player_num].keyed_targets[i]);
3262 if ( EMPTY( plist ) ) // no items in list, then do nothing
3265 hitem = GET_FIRST(plist);
3266 while ( hitem != END_OF_LIST(plist) ) {
3272 Assert ( objp != NULL );
3273 if ( objp->type == OBJ_SHIP ) {
3274 Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3275 sp = &Ships[objp->instance];
3277 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3282 // check to see if the object is dying -- if so, remove it from the list
3283 // check to see if the ship is departing -- if so, remove it from the list
3284 if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3286 nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3290 temp = GET_NEXT(hitem);
3291 list_remove( plist, hitem );
3292 list_append( &htarget_free_list, hitem );
3297 hitem = GET_NEXT( hitem );
3301 // save the hotkey sets with mission time reaches a certain point. Code was put here because this
3302 // function always called for both single/multiplayer. Maybe not the best location, but whatever.
3303 mission_hotkey_maybe_save_sets();
3306 int HUD_drew_selection_bracket_on_target;
3308 // hud_show_selection_set draws some indicator around all the ships in the current selection set. No
3309 // indicators will be drawn if there is only 1 ship in the set.
3310 void hud_show_selection_set()
3312 htarget_list *hitem, *plist;
3315 vertex target_point; // temp vertex used to find screen position for 3-D object;
3318 HUD_drew_selection_bracket_on_target = 0;
3320 set = Players[Player_num].current_hotkey_set;
3324 Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3325 plist = &(Players[Player_num].keyed_targets[set]);
3328 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3331 if ( count == 0 ) { // only one ship, do nothing
3332 Players[Player_num].current_hotkey_set = -1;
3336 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3337 targetp = hitem->objp;
3338 Assert ( targetp != NULL );
3340 ship *target_shipp = NULL;
3342 Assert ( targetp->type == OBJ_SHIP );
3343 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3344 target_shipp = &Ships[targetp->instance];
3346 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3350 // find the current target vertex
3352 g3_rotate_vertex(&target_point,&targetp->pos);
3354 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3358 hud_set_iff_color( targetp, 1 );
3360 g3_project_vertex(&target_point);
3362 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3363 int modelnum, bound_rval;
3365 switch ( targetp->type ) {
3367 modelnum = target_shipp->modelnum;
3368 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3372 Int3(); // should never happen
3376 if ( bound_rval == 0 ) {
3377 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3378 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3379 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3380 HUD_drew_selection_bracket_on_target = 1;
3385 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3386 if (target_point.codes != 0) { // target center is not on screen
3387 // draw the offscreen indicator at the edge of the screen where the target is closest to
3388 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3390 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3391 if ( hud_sensors_ok(Player_ship, 0) ) {
3393 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3394 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3395 dist = hud_find_target_distance( targetp, Player_obj );
3396 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3404 void hud_show_brackets(object *targetp, vertex *projected_v)
3407 int draw_box = TRUE;
3410 if ( Player->target_is_dying <= 0 ) {
3413 switch ( targetp->type ) {
3415 modelnum = Ships[targetp->instance].modelnum;
3416 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3417 if ( bound_rc != 0 ) {
3423 modelnum = Debris[targetp->instance].model_num;
3424 bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3425 if ( bound_rc != 0 ) {
3431 Assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3432 modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3433 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3440 subtype = Asteroids[targetp->instance].asteroid_subtype;
3441 modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3442 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3448 modelnum = Jump_nodes[targetp->instance].modelnum;
3449 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3453 Int3(); // should never happen
3457 Hud_target_w = x2-x1+1;
3458 if ( Hud_target_w > gr_screen.clip_width ) {
3459 Hud_target_w = gr_screen.clip_width;
3462 Hud_target_h = y2-y1+1;
3463 if ( Hud_target_h > gr_screen.clip_height ) {
3464 Hud_target_h = gr_screen.clip_height;
3467 if ( targetp->type == OBJ_ASTEROID ) {
3468 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3469 team = TEAM_TRAITOR;
3471 team = SELECTION_SET;
3474 team = obj_team(targetp);
3477 if ( draw_box == TRUE ) {
3480 color = hud_brackets_get_iff_color(team);
3481 // maybe color as tagged
3482 if ( ship_is_tagged(targetp) ) {
3483 color = IFF_COLOR_TAGGED;
3485 distance = hud_find_target_distance( targetp, Player_obj );
3486 gr_set_color_fast(&IFF_colors[color][1]);
3487 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3490 if ( targetp->type == OBJ_SHIP ) {
3491 draw_bounding_brackets_subobject();
3496 void hud_update_target_in_reticle(vertex *projected_v)
3499 mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) +
3500 (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3502 if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3503 // this information can be used elsewhere
3504 Target_in_reticle = 1;
3507 // this information can be used elsewhere
3508 Target_in_reticle = 0;
3515 // hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
3517 // Must be inside a g3_start_frame()
3518 // input: frametime => time in seconds since last update
3519 // in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
3520 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3522 vertex target_point; // temp vertex used to find screen position for 3-D object;
3525 // draw the triangle that points to the closest hostile ship that is firing on the player
3526 // This is always drawn, even if there is no current target. There is also a hook that will
3527 // maybe warn the player via a voice message of an attacking ship.
3529 hud_show_hostile_triangle();
3532 if (Player_ai->target_objnum == -1)
3535 object * targetp = &Objects[Player_ai->target_objnum];
3536 Players[Player_num].lead_indicator_active = 0;
3538 // check to see if there is even a current target
3539 if ( targetp == &obj_used_list ) {
3543 Target_in_reticle = 0;
3545 // AL 1/20/97: Point to targted subsystem if one exists
3546 if ( Player_ai->targeted_subsys != NULL ) {
3547 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3549 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3551 target_pos = targetp->pos;
3553 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3556 // find the current target vertex
3558 // The 2D screen pos depends on the current viewer position and orientation.
3559 g3_rotate_vertex(&target_point,&target_pos);
3562 hud_set_iff_color( targetp, 1 );
3563 g3_project_vertex(&target_point);
3565 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3566 if (target_point.codes == 0) { // target center is not on screen
3567 hud_show_brackets(targetp, &target_point);
3569 hud_update_target_in_reticle(&target_point);
3576 // show the leading target indicator
3577 if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3578 hud_show_lead_indicator(&target_pos);
3582 // show the indicator that orbits the outer reticle and points in the direction of the target
3583 hud_show_target_triangle_indicator(&target_point);
3585 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3586 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3587 hud_show_orientation_tee();
3590 // display the information about the target
3591 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3592 if ( !hud_targetbox_static_maybe_blit(frametime) )
3593 hud_show_target_data(frametime);
3596 // update cargo scanning
3597 hud_cargo_scan_update(targetp, frametime);
3599 // draw the shield icon for the current target
3600 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3601 hud_shield_show(targetp);
3604 // draw the mini target+shield gauge that sits near the bottom of the retcle
3605 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3606 int show_gauge_flag=1;
3607 // is gauge configured as a popup?
3608 if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3609 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3614 if ( show_gauge_flag ) {
3615 hud_shield_show_mini(targetp);
3619 Player->cargo_inspect_time = 0;
3620 player_stop_cargo_scan_sound();
3623 // display the lock indicator
3624 if (!Player->target_is_dying) {
3625 hud_update_lock_indicator(frametime);
3626 hud_show_lock_indicator(frametime);
3628 // update and render artillery
3629 hud_artillery_update();
3630 hud_artillery_render();
3633 // Point to offscreen target
3634 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3635 if (target_point.codes != 0) { // target center is not on screen
3636 // draw the offscreen indicator at the edge of the screen where the target is closest to
3637 Assert(Player_ai->target_objnum != -1);
3639 // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3640 // in the message sending color in hud_show_message_sender()
3641 if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3642 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3644 hud_set_iff_color( targetp, 1 );
3645 //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3646 dist = hud_find_target_distance( targetp, Player_obj );
3647 hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3654 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3655 // circle of the reticle. It will point to the closest enemy that is firing on the player.
3656 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3657 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3659 void hud_show_hostile_triangle()
3662 float min_distance=1e20f;
3663 float new_distance=0.0f;
3664 object* hostile_obj = &obj_used_list;
3665 object* nearest_obj = &obj_used_list;
3669 ship_subsys *ss, *nearest_turret_subsys = NULL;
3671 int player_obj_index = OBJ_INDEX(Player_obj);
3672 int turret_is_attacking = 0;
3674 so = GET_FIRST(&Ship_obj_list);
3675 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3677 A = &Objects[so->objnum];
3678 sp = &Ships[A->instance];
3680 // only look at ships on other team
3681 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3685 aip = &Ai_info[Ships[A->instance].ai_index];
3687 // dont look at ignore ships
3688 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3692 // always ignore cargo containers and navbuoys
3693 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3697 // check if ship is stealthy
3698 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3702 turret_is_attacking = 0;
3704 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3705 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3706 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3707 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3709 if ( ss->turret_enemy_objnum == player_obj_index ) {
3710 turret_is_attacking = 1;
3713 // get world pos of subsystem
3714 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3715 vm_vec_add2(&gsubpos, &A->pos);
3716 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3718 if (new_distance <= min_distance) {
3719 min_distance=new_distance;
3721 nearest_turret_subsys = ss;
3728 if ( !turret_is_attacking ) {
3729 // check for ships attacking the player
3730 if ( aip->target_objnum != Player_ship->objnum ) {
3734 // ignore enemy if not in chase mode
3735 if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3739 new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3741 if (new_distance <= min_distance) {
3742 min_distance=new_distance;
3744 nearest_turret_subsys = NULL;
3749 if ( nearest_obj == &obj_used_list ) {
3753 if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3757 hostile_obj = nearest_obj;
3759 // hook to maybe warn player about this attacking ship
3760 ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3762 // check if the closest firing hostile is the current target, if so return
3763 if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3766 if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3767 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3768 // hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3769 hud_set_iff_color( hostile_obj, 1 );
3770 hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3775 // Return the bank number for the primary weapon that can fire the farthest, from
3776 // the number of active primary weapons
3777 // input: range => output parameter... it is the range of the selected bank
3778 int hud_get_best_primary_bank(float *range)
3780 int i, best_bank, bank_to_fire, num_to_test;
3781 float weapon_range, farthest_weapon_range;
3785 swp = &Player_ship->weapons;
3787 farthest_weapon_range = 0.0f;
3790 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3791 num_to_test = swp->num_primary_banks;
3793 num_to_test = min(1, swp->num_primary_banks);
3796 for ( i = 0; i < num_to_test; i++ ) {
3798 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
3800 // calculate the range of the weapon, and only display the lead target indicator when
3801 // if the weapon can actually hit the target
3802 Assert(bank_to_fire >= 0);
3803 Assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3804 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3805 weapon_range = wip->max_speed * wip->lifetime;
3807 if ( weapon_range > farthest_weapon_range ) {
3808 best_bank = bank_to_fire;
3809 farthest_weapon_range = weapon_range;
3813 *range = farthest_weapon_range;
3817 // -----------------------------------------------------------------------------
3818 // polish_predicted_target_pos()
3820 // Called by the draw lead indicator code to predict where the enemy is going to be
3822 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps)
3825 vector player_pos = Player_obj->pos;
3826 float time_to_enemy;
3827 vector last_predicted_enemy_pos = *predicted_enemy_pos;
3830 shipp = &Ships[Player_obj->instance];
3831 Assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3832 weapon_info *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3834 float weapon_speed = wip->max_speed;
3836 vm_vec_zero(last_delta_vec);
3838 for (iteration=0; iteration < num_polish_steps; iteration++) {
3839 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3840 time_to_enemy = dist_to_enemy/weapon_speed;
3841 // vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3842 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3843 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3844 last_predicted_enemy_pos= *predicted_enemy_pos;
3848 // determine the correct frame to draw for the lead indicator
3849 // 0 -> center only (in secondary range only)
3850 // 1 -> full (in secondary and primary range)
3851 // 2 -> oustide only (in primary range only)
3853 // input: prange => range of current primary weapon
3854 // srange => range of current secondary weapon
3855 // dist_to_target => current dist to target
3857 // exit: 0-2 => frame offset
3858 // -1 => don't draw anything
3859 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3861 int frame_offset=-1;
3862 int in_prange=0, in_srange=0;
3864 if ( dist_to_target < prange ) {
3868 if ( dist_to_target < srange ) {
3872 if ( in_prange && in_srange ) {
3874 } else if ( in_prange && !in_srange ) {
3876 } else if ( !in_prange && in_srange ) {
3882 return frame_offset;
3885 // decide what frame of lead indicator to draw
3887 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3888 void hud_show_lead_indicator(vector *target_world_pos)
3890 vector target_moving_direction, last_delta_vector, source_pos;
3892 vertex lead_target_vertex;
3897 float dist_to_target, time_to_target, target_moved_dist, prange, srange;
3898 int bank_to_fire, indicator_frame, frame_offset;
3900 if (Player_ai->target_objnum == -1)
3903 targetp = &Objects[Player_ai->target_objnum];
3904 if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3908 // only allow bombs to have lead indicator displayed
3909 if ( targetp->type == OBJ_WEAPON ) {
3910 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3915 // If the target is out of range, then draw the correct frame for the lead indicator
3916 if ( Lead_indicator_gauge.first_frame == -1 ) {
3921 po = model_get( Player_ship->modelnum );
3922 swp = &Player_ship->weapons;
3924 // Added to take care of situation where there are no primary banks on the player ship
3925 // (this may not be possible, depending on what we decide for the weapons loadout rules)
3926 if ( swp->num_primary_banks == 0 )
3929 bank_to_fire = hud_get_best_primary_bank(&prange);
3930 if ( bank_to_fire < 0 )
3932 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3934 if (po->n_guns && bank_to_fire != -1 ) {
3935 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3940 // source_pos will contain the world coordinate of where to base the lead indicator prediction
3941 // from. Normally, this will be the world pos of the gun turret of the currently selected primary
3943 source_pos = Player_obj->pos;
3944 if (rel_pos != NULL) {
3946 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3947 vm_vec_add2(&source_pos, &gun_point);
3950 // Determine "accurate" distance to target. This is the distance from the player ship
3951 // to the closest point on the bounding box of the target
3952 dist_to_target = hud_find_target_distance(targetp, Player_obj);
3954 srange = ship_get_secondary_weapon_range(Player_ship);
3956 if ( swp->current_secondary_bank >= 0 ) {
3958 int bank = swp->current_secondary_bank;
3959 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3960 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3961 if ( !Player->target_in_lock_cone ) {
3967 frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3968 if ( frame_offset < 0 ) {
3972 indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3974 Assert(wip->max_speed != 0);
3975 time_to_target = dist_to_target / wip->max_speed;
3977 target_moved_dist = targetp->phys_info.speed * time_to_target;
3979 target_moving_direction = targetp->phys_info.vel;
3981 // if we've reached here, the lead target indicator will be displayed
3982 Players[Player_num].lead_indicator_active = 1;
3984 // test if the target is moving at all
3985 if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f) // Find distance!
3986 Players[Player_num].lead_target_pos = *target_world_pos;
3988 vm_vec_normalize(&target_moving_direction);
3989 vm_vec_scale(&target_moving_direction,target_moved_dist);
3990 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
3991 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)
3994 g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
3996 if (lead_target_vertex.codes == 0) { // on screen
3998 g3_project_vertex(&lead_target_vertex);
3999 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
4001 if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
4002 hud_set_iff_color(targetp, 0);
4004 hud_set_iff_color(targetp, 1);
4007 if ( indicator_frame >= 0 ) {
4008 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]));
4014 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4016 void hud_cease_subsystem_targeting(int print_message)
4020 ship_index = Objects[Player_ai->target_objnum].instance;
4021 if ( ship_index < 0 )
4024 Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4025 Player_ai->targeted_subsys = NULL;
4026 Player_ai->targeted_subsys_parent = -1;
4027 if ( print_message ) {
4028 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4031 hud_stop_looped_locking_sounds();
4035 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4037 void hud_cease_targeting()
4039 set_target_objnum( Player_ai, -1 );
4040 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4041 hud_cease_subsystem_targeting(0);
4042 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4046 // hud_restore_subsystem_target() will remember the last targeted subsystem
4049 void hud_restore_subsystem_target(ship* shipp)
4051 // check if there was a previously targeted sub-system for this target
4052 if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4053 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4054 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4057 Player_ai->targeted_subsys = NULL;
4058 Player_ai->targeted_subsys_parent = -1;
4062 // --------------------------------------------------------------------------------
4063 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4065 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4067 if (subsys == NULL) {
4068 *world_pos = parent_obj->pos;
4072 vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4073 vm_vec_add2(world_pos, &parent_obj->pos);
4078 // If Pl_objp is docking, see if it (or the dockee) are in the target view. If so, flash dock
4080 void hud_maybe_flash_docking_text(object *objp)
4083 int docker_objnum, dockee_objnum;
4085 if ( Player_ai->target_objnum < 0 ) {
4089 if ( objp->type != OBJ_SHIP ) {
4093 aip = &Ai_info[Ships[objp->instance].ai_index];
4097 if ( aip->ai_flags & AIF_DOCKED ) {
4098 docker_objnum = OBJ_INDEX(objp);
4099 dockee_objnum = aip->dock_objnum;
4102 if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4103 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4108 // ----------------------------------------------------------------------------
4109 // hud_target_change_check()
4111 // called once per frame to account for when the target changes
4113 void hud_target_change_check()
4115 float current_speed=0.0f;
4117 // Check if player subsystem target has changed, and reset necessary player flag
4118 if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4119 Player->subsys_in_view=-1;
4122 // check if the main target has changed
4123 if (Player_ai->last_target != Player_ai->target_objnum) {
4125 if ( Player_ai->target_objnum != -1){
4126 snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4129 // if we have a hotkey set active, see if new target is in set. If not in
4130 // set, deselect the current hotkey set.
4131 if ( Player->current_hotkey_set != -1 ) {
4132 htarget_list *hitem, *plist;
4134 plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4135 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4136 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4140 if ( hitem == END_OF_LIST(plist) ){
4141 Player->current_hotkey_set = -1;
4145 player_stop_cargo_scan_sound();
4146 hud_shield_hit_reset();
4147 hud_targetbox_init_flash();
4148 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4149 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4150 Player->cargo_inspect_time=0;
4151 Player->locking_subsys=NULL;
4152 Player->locking_on_center=0;
4153 Player->locking_subsys_parent=-1;
4155 Player_ai->current_target_dist_trend = NO_CHANGE;
4156 Player_ai->current_target_speed_trend = NO_CHANGE;
4158 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4159 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4160 // player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4161 player_match_target_speed();
4164 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4165 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
4170 if ( Player_ai->target_objnum != -1) {
4171 if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4172 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4176 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4177 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4178 if ( Player_ai->target_objnum >= 0 ) {
4179 hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4183 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4184 Player_ai->current_target_dist_trend = DECREASING;
4185 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4186 Player_ai->current_target_dist_trend = INCREASING;
4188 Player_ai->current_target_dist_trend = NO_CHANGE;
4191 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4193 if (current_speed < Player_ai->last_speed-0.01){
4194 Player_ai->current_target_speed_trend = DECREASING;
4195 } else if (current_speed > Player_ai->last_speed+0.01) {
4196 Player_ai->current_target_speed_trend = INCREASING;
4198 Player_ai->current_target_speed_trend = NO_CHANGE;
4201 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4202 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4203 // player_match_target_speed("", "", XSTR("Matching target speed",-1));
4204 player_match_target_speed();
4209 Player_ai->last_dist = Player_ai->current_target_distance;
4210 Player_ai->last_speed = current_speed;
4212 Player_ai->last_target = Player_ai->target_objnum;
4213 Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4216 // ---------------------------------------------------------------------
4217 // hud_draw_offscreen_indicator()
4219 // draws the offscreen target indicator
4221 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4225 int on_top, on_right, on_left, on_bottom;
4226 float target_x, target_y;
4229 // points to draw triangles
4243 vector targ_to_player;
4246 float half_gauge_length, half_triangle_sep;
4249 // calculate the dot product between the players forward vector and the vector connecting
4250 // the player to the target. Normalize targ_to_player since we want the dot product
4251 // to range between 0 -> 1.
4252 vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4253 vm_vec_normalize(&targ_to_player);
4254 dist_behind = vm_vec_dot(&Player_obj->orient.v.fvec, &targ_to_player);
4258 if (dist_behind < 0) { // still in front of player, but not in view
4260 dist_behind = dist_behind + 1.0f;
4261 if (dist_behind > 0.2 ){
4262 triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4264 triangle_sep = 0.0f;
4268 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4271 if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4272 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4275 // calculate these values only once, since it will be used in several places
4276 half_triangle_sep = 0.5f * triangle_sep;
4277 half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4279 target_x = target_point->x;
4280 target_y = target_point->y;
4282 // We need to find the screen (x,y) for where to draw the offscreen indicator
4284 // The best way I've found is to draw a line from the eye_pos to the target, and
4285 // then use clip_line() to find the screen (x,y) for where the line hits the edge
4288 // The weird thing about clip_line() is that is flips around the two verticies,
4289 // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4291 vertex *eye_vertex = NULL;
4292 vertex real_eye_vertex;
4293 eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
4295 vm_vec_add( &eye_pos, &Eye_position, &View_matrix.v.fvec);
4296 g3_rotate_vertex(eye_vertex, &eye_pos);
4299 codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4300 clip_line(&target_point,&eye_vertex,codes_or,0);
4302 if (!(target_point->flags&PF_PROJECTED))
4303 g3_project_vertex(target_point);
4305 if (!(eye_vertex->flags&PF_PROJECTED))
4306 g3_project_vertex(eye_vertex);
4308 if (eye_vertex->flags&PF_OVERFLOW) {
4309 Int3(); // This is unlikely to happen, but can if a clip goes through the player's eye.
4310 Player_ai->target_objnum = -1;
4314 if (target_point->flags & PF_TEMP_POINT)
4315 free_temp_point(target_point);
4317 if (eye_vertex->flags & PF_TEMP_POINT)
4318 free_temp_point(eye_vertex);
4320 xpos = eye_vertex->sx;
4321 ypos = eye_vertex->sy;
4323 on_left = on_right = on_top = on_bottom = 0;
4324 xpos = (xpos<1) ? 0 : xpos;
4325 ypos = (ypos<1) ? 0 : ypos;
4327 if ( xpos <= gr_screen.clip_left ) {
4328 xpos = i2fl(gr_screen.clip_left);
4331 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4332 ypos = half_gauge_length;
4335 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4336 ypos = gr_screen.clip_bottom - half_gauge_length;
4339 else if ( xpos >= gr_screen.clip_right) {
4340 xpos = i2fl(gr_screen.clip_right);
4343 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4344 ypos = half_gauge_length;
4346 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4347 ypos = gr_screen.clip_bottom - half_gauge_length;
4350 else if ( ypos <= gr_screen.clip_top ) {
4351 ypos = i2fl(gr_screen.clip_top);
4354 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4355 xpos = half_gauge_length;
4357 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4358 xpos = gr_screen.clip_right - half_gauge_length;
4361 else if ( ypos >= gr_screen.clip_bottom ) {
4362 ypos = i2fl(gr_screen.clip_bottom);
4365 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4366 xpos = half_gauge_length;
4368 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4369 xpos = gr_screen.clip_right - half_gauge_length;
4376 // The offscreen target triangles are drawn according the the diagram below
4385 // ......|...........|...............(xpos,ypos)
4394 xpos = (float)floor(xpos);
4395 ypos = (float)floor(ypos);
4397 if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4398 sprintf(buf,"%d",fl2i(distance+0.5f));
4399 hud_num_make_mono(buf);
4400 gr_get_string_size(&w, &h, buf);
4408 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4409 y1 = y2 = ypos - half_triangle_sep;
4410 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4412 y4 = y5 = ypos + half_triangle_sep;
4413 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4416 gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4422 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4423 y1 = y2 = ypos - half_triangle_sep;
4424 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4426 y4 = y5 = ypos + half_triangle_sep;
4427 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4430 gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4436 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4437 x1 = x2 = xpos - half_triangle_sep;
4438 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4440 x4 = x5 = xpos + half_triangle_sep;
4441 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4444 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4447 else if (on_bottom) {
4450 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4451 x1 = x2 = xpos - half_triangle_sep;
4452 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4454 x4 = x5 = xpos + half_triangle_sep;
4455 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4458 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4462 hud_tri(x3,y3,x2,y2,x1,y1);
4463 hud_tri(x4,y4,x5,y5,x6,y6);
4464 if (on_right || on_bottom){
4465 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4466 } else if (on_left) {
4467 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4469 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4474 // Render the HUD afterburner energy gauge
4475 void hud_show_afterburner_gauge()
4480 if ( Energy_bar_gauges.first_frame == -1 ){
4484 Assert(Player_ship);
4485 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4486 percent_left = 0.0f;
4488 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4491 if ( percent_left > 1 ) {
4492 percent_left = 1.0f;
4495 clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4497 bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4500 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);
4503 if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {
4504 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);
4508 // Render the player weapon energy on the HUD
4509 void hud_show_weapon_energy_gauge()
4512 int clip_h, i, w, h;
4514 if ( Energy_bar_gauges.first_frame == -1 ){
4518 if ( Player_ship->weapons.num_primary_banks <= 0 ){
4522 percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4523 if ( percent_left > 1 ) {
4524 percent_left = 1.0f;
4527 if ( percent_left <= 0.3 ) {
4529 if ( percent_left < 0.1 ) {
4530 gr_set_color_fast(&Color_bright_red);
4532 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4533 hud_num_make_mono(buf);
4534 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4537 hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4538 for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4539 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4540 if ( Weapon_flash_info.is_bright & (1<<i) ) {
4541 // hud_set_bright_color();
4542 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4548 clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4550 bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4553 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);
4556 if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4557 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);
4560 // hud_set_default_color();
4563 // --------------------------------------------------------------------------------------
4564 // hud_show_target_triangle_indicator()
4566 // Draw the solid triangle that orbits the reticle and points to the nearest target
4568 void hud_show_target_triangle_indicator(vertex *projected_v)
4571 float xpos,ypos,ang;
4573 if ( Player_ai->target_objnum == -1)
4576 object *targetp = &Objects[Player_ai->target_objnum];
4578 // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4579 if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4580 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4584 hud_set_iff_color(targetp, 1);
4586 ang = atan2_safe(projected_v->y,projected_v->x);
4587 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4588 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4590 xpos += HUD_offset_x;
4591 ypos += HUD_offset_y;
4593 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4594 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4595 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4596 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4598 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4599 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4601 hud_tri(xpos,ypos,x3,y3,x4,y4);
4605 // called from hud_show_weapons() to plot out the secondary weapon name and amo
4606 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4609 char weapon_name[NAME_LENGTH + 10];
4614 if ( sw->num_primary_banks == 2 ) {
4618 for ( i = 0; i < count; i++ ) {
4619 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4620 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4622 // HACK - make Cluster Bomb fit on the HUD.
4623 if(!stricmp(wip->name,"cluster bomb")){
4624 strcpy(weapon_name, NOX("Cluster"));
4626 strcpy(weapon_name, wip->name);
4629 hud_end_string_at_first_hash_symbol(weapon_name);
4631 if ( sw->current_secondary_bank == i ) {
4632 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);
4635 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);
4638 emp_hud_string(Weapon_secondary_name_x[gr_screen.res], Weapon_secondary_y[gr_screen.res][i] - np*12, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
4640 if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4641 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4642 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4643 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));
4647 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);
4650 // print out the ammo right justified
4651 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4652 hud_num_make_mono(ammo_str);
4653 gr_get_string_size(&w, &h, ammo_str);
4655 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);
4657 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4661 // start the weapon line (on the HUD) flashing
4662 void hud_start_flash_weapon(int index)
4664 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4669 if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4670 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4671 Weapon_flash_info.is_bright &= ~(1<<index);
4674 Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4677 // maybe change the text color for the weapon line indicated by index
4678 void hud_maybe_flash_weapon(int index)
4680 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4685 // hud_set_default_color();
4686 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4687 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4688 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4689 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4690 Weapon_flash_info.is_bright ^= (1<<index);
4693 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4694 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4695 // hud_set_bright_color();
4697 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4698 // hud_set_dim_color();
4703 // render the coutermeasure HUD gauge
4704 void hud_show_cmeasure_gague()
4706 if ( Cmeasure_gauge.first_frame == -1 ) {
4707 Int3(); // failed to load coutermeasure gauge background
4711 // hud_set_default_color();
4712 hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4714 // blit the background
4715 GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);
4718 gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4719 if ( !Player_ship ) {
4720 Int3(); // player ship doesn't exist?
4723 gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4727 // ------------------------------------------------------------------
4728 // hud_show_weapons()
4730 // Show the player's primary and secondary weapons, along with ammo and % energy
4732 void hud_show_weapons()
4735 int np, ns; // np == num primary, ns == num secondary
4736 char name[NAME_LENGTH];
4738 if(Player_obj->type == OBJ_OBSERVER)
4741 Assert(Player_obj->type == OBJ_SHIP);
4742 Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4744 sw = &Ships[Player_obj->instance].weapons;
4746 np = sw->num_primary_banks;
4747 ns = sw->num_secondary_banks;
4749 // NOTE: I hate to hard-code numbers, but there is no clean way to organize these coords... they
4750 // are all over the place. UGLY.
4752 // BAH. You're a moron, above guy. :)
4754 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4756 // draw top of primary display
4757 GR_AABITMAP(Weapon_gauges[0].first_frame, Weapon_gauge_primary_coords[gr_screen.res][0][0], Weapon_gauge_primary_coords[gr_screen.res][0][1]);
4759 emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
4763 // draw bottom of border
4764 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4766 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));
4772 // draw bottom of border
4773 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4775 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4777 lcl_translate_wep_name(name);
4780 // maybe modify name here to fit
4781 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4782 // hud_set_bright_color();
4783 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4785 hud_maybe_flash_weapon(0);
4788 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);
4789 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);
4793 // draw border to accomodate second primary weapon
4794 GR_AABITMAP(Weapon_gauges[1].first_frame, Weapon_gauge_primary_coords[gr_screen.res][1][0], Weapon_gauge_primary_coords[gr_screen.res][1][1]);
4796 // draw bottom of border
4797 GR_AABITMAP(Weapon_gauges[2].first_frame, Weapon_gauge_primary_coords[gr_screen.res][2][0], Weapon_gauge_primary_coords[gr_screen.res][2][1]);
4799 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4801 lcl_translate_wep_name(name);
4803 // maybe modify name here to fit
4805 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4806 // hud_set_bright_color();
4807 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4809 hud_maybe_flash_weapon(0);
4811 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4812 emp_hud_printf(Weapon_plink_coords[gr_screen.res][0][0], Weapon_plink_coords[gr_screen.res][0][1], EG_NULL, "%c", Lcl_special_chars + 2);
4814 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);
4816 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4818 lcl_translate_wep_name(name);
4820 // maybe modify name here to fit
4821 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4822 // hud_set_bright_color();
4823 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4825 hud_maybe_flash_weapon(1);
4827 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4828 emp_hud_printf(Weapon_plink_coords[gr_screen.res][1][0], Weapon_plink_coords[gr_screen.res][1][1], EG_NULL, "%c", Lcl_special_chars + 2);
4830 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);
4835 Int3(); // can't happen - get Alan
4840 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4844 // draw the bottom of the secondary weapons
4845 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][0][0], Weapon_gauge_secondary_coords[gr_screen.res][0][1] - 12*np - 1);
4847 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));
4851 // draw the bottom of the secondary weapons
4852 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][1][0], Weapon_gauge_secondary_coords[gr_screen.res][1][1] - 12*np - 1);
4854 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4858 // draw the middle border, only present when there are 2 or more secondaries
4859 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);
4861 // draw the bottom of the secondary weapons
4862 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - 12*np);
4864 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4868 // draw the middle border, only present when there are 2 or more secondaries
4869 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][2][0], Weapon_gauge_secondary_coords[gr_screen.res][2][1] - np*12);
4871 // draw the bottm border, only present when there are 3 secondaries
4872 GR_AABITMAP(Weapon_gauges[3].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][3][0], Weapon_gauge_secondary_coords[gr_screen.res][3][1] - np*12);
4874 // draw the bottom of the secondary weapons
4875 GR_AABITMAP(Weapon_gauges[4].first_frame, Weapon_gauge_secondary_coords[gr_screen.res][4][0], Weapon_gauge_secondary_coords[gr_screen.res][4][1] - 12*np);
4877 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4881 Int3(); // can't happen - get Alan
4887 // check if targeting is possible based on sensors strength
4888 int hud_sensors_ok(ship *sp, int show_msg)
4892 // If playing on lowest skill level, sensors don't affect targeting
4893 // If dead, still allow player to target, despite any subsystem damage
4894 // If i'm a multiplayer observer, allow me to target
4895 if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4899 // if the ship is currently being affected by EMP
4900 if(emp_active_local()){
4904 // ensure targeting functions are not disabled through damage
4905 sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4906 if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4908 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4909 snd_play(&Snds[SND_TARGET_FAIL]);
4917 int hud_communications_state(ship *sp, int show_msg)
4920 int comm_state = COMM_OK;
4922 // If playing on the lowest skill level, communications always ok
4923 // If dead, still allow player to communicate, despite any subsystem damage
4924 if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4928 str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4929 // str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4930 // Change this back when comm systems have been better placed.
4932 if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4934 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4936 comm_state = COMM_DESTROYED;
4937 } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4938 comm_state = COMM_DAMAGED;
4944 // target the next or previous hostile/friendly ship
4945 void hud_target_next_list(int hostile, int next_flag)
4947 object *A, *min_obj, *max_obj, *nearest_obj;
4950 // vector target_vec;
4951 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
4952 int timestamp_val, valid_team;
4955 timestamp_val = Tl_hostile_reset_timestamp;
4956 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4957 valid_team = opposing_team_mask(Player_ship->team);
4959 timestamp_val = Tl_friendly_reset_timestamp;
4960 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4961 valid_team = Player_ship->team;
4964 // If no target is selected, then simply target the closest ship
4965 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4966 hud_target_closest(valid_team);
4970 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4972 min_obj = max_obj = nearest_obj = NULL;
4976 nearest_dist = 1e20f;
4978 nearest_dist = 0.0f;
4981 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4982 A = &Objects[so->objnum];
4983 shipp = &Ships[A->instance]; // get a pointer to the ship information
4985 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4988 // choose from the correct team
4989 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4990 // if we're in multiplayer dogfight, ignore this
4991 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
4996 // always ignore navbuoys and cargo
4997 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
5001 // don't use object if it is already a target
5002 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5006 if(hud_target_invalid_awacs(A)){
5010 new_dist = hud_find_target_distance(A,Player_obj);
5012 if (new_dist <= min_dist) {
5013 min_dist = new_dist;
5017 if (new_dist >= max_dist) {
5018 max_dist = new_dist;
5023 diff = new_dist - cur_dist;
5025 if ( diff < ( nearest_dist - cur_dist ) ) {
5026 nearest_dist = new_dist;
5031 diff = cur_dist - new_dist;
5033 if ( diff < ( cur_dist - nearest_dist ) ) {
5034 nearest_dist = new_dist;
5041 if ( nearest_obj == NULL ) {
5044 if ( min_obj != NULL ) {
5045 nearest_obj = min_obj;
5048 if ( max_obj != NULL ) {
5049 nearest_obj = max_obj;
5054 if (nearest_obj != NULL) {
5056 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5058 // maybe set new turret subsystem
5059 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5060 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5063 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5067 // draw auto-target icon
5068 void hud_auto_target_icon()
5072 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5078 // draw the box background
5079 hud_set_gauge_color(HUD_AUTO_TARGET);
5080 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]);
5082 // draw the text on top
5083 if (frame_offset == 1) {
5085 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5086 gr_set_color_fast(&text_color);
5089 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));
5090 gr_string(Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][0], Hud_toggle_coords[gr_screen.res][TOGGLE_TEXT_TARGET][1], XSTR("target", 1465));
5093 // draw auto-speed match icon
5094 void hud_auto_speed_match_icon()
5098 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5104 hud_set_gauge_color(HUD_AUTO_SPEED);
5106 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);
5108 // draw the text on top
5109 if (frame_offset == 3) {
5111 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5112 gr_set_color_fast(&text_color);
5114 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));
5115 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));
5118 // display the auto-targeting and auto-speed-matching icons on the HUD
5119 void hud_show_auto_icons()
5122 if ( Toggle_gauge.first_frame == -1 )
5125 // display auto target icon
5126 if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5128 // is gauge configured as a popup?
5129 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5130 if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5136 hud_auto_target_icon();
5140 // display auto speed match icon
5141 if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5143 // is gauge configured as a popup?
5144 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5145 if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5151 hud_auto_speed_match_icon();
5156 // Set the player target to the closest friendly repair ship
5157 // input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
5158 // output: 1 => A repair ship was targeted
5159 // 0 => No targeting change
5160 int hud_target_closest_repair_ship(int goal_objnum)
5163 object *nearest_obj=&obj_used_list;
5166 float min_distance=1e20f;
5167 float new_distance=0.0f;
5170 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5171 A = &Objects[so->objnum];
5172 shipp = &Ships[A->instance]; // get a pointer to the ship information
5174 // ignore all ships that aren't repair ships
5175 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5179 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5182 // only consider friendly ships
5183 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5184 // if we're in multiplayer dogfight, ignore this
5185 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5190 if(hud_target_invalid_awacs(A)){
5194 if ( goal_objnum >= 0 ) {
5195 if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5200 new_distance = hud_find_target_distance(A,Player_obj);
5202 if (new_distance <= min_distance) {
5203 min_distance=new_distance;
5208 if (nearest_obj != &obj_used_list) {
5209 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5210 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5214 // inform player how to get a support ship
5215 if ( goal_objnum == -1 ) {
5216 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area. Use messaging to call one in.", 332));
5224 void hud_target_toggle_hidden_from_sensors()
5226 if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5227 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5228 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5230 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5231 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5235 // target the closest uninspected object
5236 void hud_target_closest_uninspected_object()
5238 object *A, *nearest_obj = NULL;
5241 float min_distance = 1e20f;
5242 float new_distance = 0.0f;
5244 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5246 A = &Objects[so->objnum];
5247 shipp = &Ships[A->instance]; // get a pointer to the ship information
5249 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5253 if(hud_target_invalid_awacs(A)){
5257 // ignore all non-cargo carrying craft
5258 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5262 new_distance = hud_find_target_distance(A,Player_obj);
5264 if (new_distance <= min_distance) {
5265 min_distance=new_distance;
5270 if (nearest_obj != NULL) {
5271 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5272 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5275 snd_play( &Snds[SND_TARGET_FAIL] );
5279 // target the next or previous uninspected/unscanned object
5280 void hud_target_uninspected_object(int next_flag)
5282 object *A, *min_obj, *max_obj, *nearest_obj;
5285 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
5287 // If no target is selected, then simply target the closest uninspected cargo
5288 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5289 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5290 hud_target_closest_uninspected_object();
5294 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5296 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5298 min_obj = max_obj = nearest_obj = NULL;
5302 nearest_dist = 1e20f;
5304 nearest_dist = 0.0f;
5307 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5308 A = &Objects[so->objnum];
5309 shipp = &Ships[A->instance]; // get a pointer to the ship information
5311 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5314 // ignore all non-cargo carrying craft
5315 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5319 // don't use object if it is already a target
5320 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5324 if(hud_target_invalid_awacs(A)){
5328 new_dist = hud_find_target_distance(A, Player_obj);
5330 if (new_dist <= min_dist) {
5331 min_dist = new_dist;
5335 if (new_dist >= max_dist) {
5336 max_dist = new_dist;
5341 diff = new_dist - cur_dist;
5343 if ( diff < ( nearest_dist - cur_dist ) ) {
5344 nearest_dist = new_dist;
5349 diff = cur_dist - new_dist;
5351 if ( diff < ( cur_dist - nearest_dist ) ) {
5352 nearest_dist = new_dist;
5359 if ( nearest_obj == NULL ) {
5362 if ( min_obj != NULL ) {
5363 nearest_obj = min_obj;
5366 if ( max_obj != NULL ) {
5367 nearest_obj = max_obj;
5372 if (nearest_obj != NULL) {
5373 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5374 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5377 snd_play( &Snds[SND_TARGET_FAIL] );
5381 // ----------------------------------------------------------------
5383 // Target Last Transmission Sender code START
5385 // ----------------------------------------------------------------
5387 typedef struct transmit_target
5393 static int Transmit_target_next_slot = 0;
5394 static int Transmit_target_current_slot = -1;
5395 static int Transmit_target_reset_timer = timestamp(0);
5397 #define MAX_TRANSMIT_TARGETS 10
5398 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5400 // called once per level to initialize the target last transmission sender list
5401 void hud_target_last_transmit_level_init()
5405 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5406 Transmit_target_list[i].objnum = -1;
5407 Transmit_target_list[i].objsig = -1;
5410 Transmit_target_next_slot = 0;
5411 Transmit_target_current_slot = 0;
5412 Transmit_target_reset_timer = timestamp(0);
5415 // internal function only.. used to find index for last recorded ship transmission
5416 int hud_target_last_transmit_newest()
5420 latest_slot = Transmit_target_next_slot - 1;
5421 if ( latest_slot < 0 ) {
5422 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5428 // called externally to set the player target to the last ship which sent a tranmission to the player
5429 void hud_target_last_transmit()
5433 if ( Transmit_target_current_slot < 0 ) {
5434 Transmit_target_current_slot = hud_target_last_transmit_newest();
5437 // If timed out, then simply target the last ship to transmit
5438 if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5439 Transmit_target_current_slot = hud_target_last_transmit_newest();
5442 Transmit_target_reset_timer = timestamp(TL_RESET);
5444 int play_fail_sound = 1;
5445 int transmit_index = Transmit_target_current_slot;
5446 Assert(transmit_index >= 0);
5447 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5448 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5449 int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5451 if ( Player_ai->target_objnum == transmit_objnum ) {
5452 play_fail_sound = 0;
5454 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5455 if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5456 Transmit_target_current_slot = transmit_index-1;
5457 if ( Transmit_target_current_slot < 0 ) {
5458 Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5467 if ( transmit_index < 0 ) {
5468 transmit_index = MAX_TRANSMIT_TARGETS - 1;
5472 if ( i == MAX_TRANSMIT_TARGETS ) {
5473 if ( play_fail_sound ) {
5474 snd_play( &Snds[SND_TARGET_FAIL] );
5476 Transmit_target_current_slot = -1;
5480 if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5485 // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5486 // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5487 int targeted_objnum;
5488 targeted_objnum = Transmit_target_list[transmit_index].objnum;
5489 Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5491 if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5492 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5493 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5497 // called externally to add a message sender to the list
5498 void hud_target_last_transmit_add(int ship_num)
5503 ship_objnum = Ships[ship_num].objnum;
5504 Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5505 ship_objp = &Objects[ship_objnum];
5506 Assert(ship_objp->type == OBJ_SHIP);
5508 Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5509 Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5510 Transmit_target_next_slot++;
5511 if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5512 Transmit_target_next_slot = 0;
5516 // target a random ship (useful for EMP stuff)
5517 void hud_target_random_ship()
5522 shipnum = ship_get_random_ship();
5523 if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5526 objnum = Ships[shipnum].objnum;
5528 if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
5529 // never target yourself
5530 if(objnum == OBJ_INDEX(Player_obj)){
5531 set_target_objnum(Player_ai, -1);
5533 set_target_objnum(Player_ai, objnum);
5538 // ----------------------------------------------------------------
5540 // Target Last Transmission Sender code END
5542 // ----------------------------------------------------------------
5544 void hudtarget_page_in()
5548 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5549 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5551 bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5552 bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5553 bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5554 bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);