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 1.6 2004/09/20 01:31:44 theoddone33
21 * Revision 1.5 2003/05/25 02:30:42 taylor
24 * Revision 1.4 2002/06/17 06:33:09 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.3 2002/06/09 04:41:21 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:45 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:09 root
37 * 43 11/01/99 11:22a Jefff
38 * some weapon name translations
40 * 42 9/15/99 1:59p Mikek
41 * Fix bug in targeting due to Alt-Y (target last ship sending
42 * transmission). Was just bogus code in the call to
43 * hud_restore_subsystem_target().pm.
45 * 41 9/08/99 11:42p Andsager
46 * Remove maximum target distance check when finding enemy target
48 * 40 9/07/99 11:26p Andsager
49 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
50 * hud_target_live_turret() consider if turret is targeting player
52 * 39 9/01/99 12:58a Andsager
53 * Make all targeting keys able to choose turret on BIG|HUGE ships
55 * 38 8/24/99 2:55p Andsager
56 * Add new prioritized turret selection code.
58 * 37 8/18/99 10:59p Andsager
59 * Enable "b" key to target bombers.
61 * 36 8/17/99 8:32p Jefff
62 * fixes to auto-speed/target so it looks much better in the nebula
64 * 35 8/17/99 7:15p Jefff
65 * auto-target & auto-speed text drawn in code
67 * 34 8/04/99 9:54a Andsager
68 * Auto target turrets on big ships.
70 * 33 8/02/99 4:03p Andsager
71 * target closest favors beams and flak
73 * 32 8/01/99 12:39p Dave
74 * Added HUD contrast control key (for nebula).
76 * 31 7/30/99 11:10a Andsager
77 * Modify hud_target_closest() to consider turrets against all ships, not
80 * 30 7/15/99 5:41p Andsager
83 * 29 7/15/99 9:20a Andsager
84 * FS2_DEMO initial checkin
86 * 28 7/09/99 12:00a Andsager
87 * Added target box with distance for remote detonate weapons
89 * 27 7/07/99 4:31p Andsager
90 * Make closest_attacking_hostile guage respect stealth. Kill a bunch of
93 * 26 7/01/99 11:44a Dave
94 * Updated object sound system to allow multiple obj sounds per ship.
95 * Added hit-by-beam sound. Added killed by beam sound.
97 * 25 6/17/99 9:04a Andsager
100 * 24 6/16/99 5:32p Andsager
103 * 23 6/15/99 9:24a Andsager
104 * Make hotkeys work with stealth
106 * 22 6/10/99 3:43p Dave
107 * Do a better job of syncing text colors to HUD gauges.
109 * 21 6/09/99 2:55p Andsager
110 * Allow multiple asteroid subtypes (of large, medium, small) and follow
113 * 20 6/08/99 8:35a Jasenw
114 * new coords for new lead indicator
116 * 19 6/07/99 4:20p Andsager
117 * Add HUD color for tagged object. Apply to target and radar.
119 * 18 6/02/99 3:23p Andsager
120 * Make AI aware of team visibility. Allow player targeting with team
121 * visibility info. Make stealth ships not targetable by AI in nebula
124 * 17 5/24/99 9:00a Andsager
125 * modify target next/prev live turret only when turret has a weapon
127 * 16 4/20/99 6:39p Dave
128 * Almost done with artillery targeting. Added support for downloading
129 * images on the PXO screen.
131 * 15 2/25/99 4:19p Dave
132 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
133 * release build warnings. Added more data to the squad war request and
136 * 14 1/27/99 3:02p Anoop
137 * Fixed 640 HUD afterburner and weapon energy gauge.
139 * 13 1/25/99 5:03a Dave
140 * First run of stealth, AWACS and TAG missile support. New mission type
143 * 12 1/07/99 10:07a Jasen
146 * 11 1/07/99 9:06a Jasen
149 * 10 1/06/99 2:24p Dave
150 * Stubs and release build fixes.
152 * 9 12/29/98 7:21p Dave
153 * Put in a bunch of missing hi-res coord globalizations.
155 * 8 12/29/98 2:29p Jasen
156 * added new coords for some 1024 HUD stuff.
158 * 7 12/28/98 3:17p Dave
159 * Support for multiple hud bitmap filenames for hi-res mode.
161 * 5 12/21/98 5:03p Dave
162 * Modified all hud elements to be multi-resolution friendly.
164 * 4 11/05/98 4:18p Dave
165 * First run nebula support. Beefed up localization a bit. Removed all
166 * conditional compiles for foreign versions. Modified mission file
169 * 3 10/13/98 9:28a Dave
170 * Started neatening up freespace.h. Many variables renamed and
171 * reorganized. Added AlphaColors.[h,cpp]
173 * 2 10/07/98 10:53a Dave
176 * 1 10/07/98 10:49a Dave
178 * 407 9/21/98 9:27a Dave
179 * Special case code to draw Cluster Bomb as Cluster on the HUD.
181 * 406 8/28/98 3:28p Dave
182 * EMP effect done. AI effects may need some tweaking as required.
184 * 405 8/25/98 1:48p Dave
185 * First rev of EMP effect. Player side stuff basically done. Next comes
188 * 404 6/12/98 4:52p Hoffoss
189 * Added support for special characters in in forgeign languages.
191 * 403 6/09/98 5:17p Lawrance
192 * French/German localization
194 * 402 6/09/98 10:31a Hoffoss
195 * Created index numbers for all xstr() references. Any new xstr() stuff
196 * added from here on out should be added to the end if the list. The
197 * current list count can be found in FreeSpace.cpp (search for
200 * 401 5/27/98 1:24p Allender
201 * make targeting dots work (as well as other targeting features) properly
202 * in multiplayer. Don't query for CD when entering debrief in
205 * 400 5/27/98 1:20p Mike
206 * Fix bug in target nearest ship attacking target.
212 #include "hudtarget.h"
213 #include "hudreticle.h"
218 #include "3dinternal.h"
220 #include "linklist.h"
225 #include "freespace.h" // for flFrametime
229 #include "missionparse.h"
230 #include "player.h" // for MAX_PLAYERS
232 #include "hudbrackets.h"
234 #include "eventmusic.h"
236 #include "missionmessage.h"
239 #include "hudtargetbox.h"
241 #include "subsysdamage.h"
242 #include "hudshield.h"
243 #include "missionhotkey.h"
244 #include "asteroid.h"
245 #include "jumpnode.h"
248 #include "alphacolors.h"
249 #include "localize.h"
251 #include "hudartillery.h"
253 // If any of these bits in the ship->flags are set, ignore this ship when targetting
254 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
256 // Global values for the target bracket width and height, used for debugging
257 int Hud_target_w, Hud_target_h;
259 // offscreen triangle that point the the off-screen target
260 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
264 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
268 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
272 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
277 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
278 // This means the variables are not player-specific
279 static int Target_in_reticle = 0;
281 extern object obj_used_list; // dummy node in linked list of active objects
282 extern char *Cargo_names[];
284 // shader is used to shade the target box
285 shader Training_msg_glass;
287 // the target triangle (that orbits the reticle) dimensions
288 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
292 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
297 // stuff for hotkey targeting lists
298 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
299 htarget_list htarget_free_list;
301 // coordinates and widths used to render the HUD afterburner energy gauge
302 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
311 // coordinates and widths used to render the HUD weapons energy gauge
312 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
321 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
323 //////////////////////////////////////////////////////////////////////////
324 // lists for target in reticle cycling
325 //////////////////////////////////////////////////////////////////////////
326 #define RL_USED (1<<0)
327 #define RL_USE_DOT (1<<1) // use dot product result, not distance
329 typedef struct _reticle_list {
330 _reticle_list *next, *prev;
336 #define RESET_TARGET_IN_RETICLE 750
337 int Reticle_save_timestamp;
338 reticle_list Reticle_cur_list;
339 reticle_list Reticle_save_list;
340 #define MAX_RETICLE_TARGETS 50
341 reticle_list Reticle_list[MAX_RETICLE_TARGETS];
343 //////////////////////////////////////////////////////////////////////////
344 // used for closest target cycling
345 //////////////////////////////////////////////////////////////////////////
346 #define TL_RESET 1500
347 #define TURRET_RESET 1000
348 static int Tl_hostile_reset_timestamp;
349 static int Tl_friendly_reset_timestamp;
350 static int Target_next_uninspected_object_timestamp;
351 static int Target_newest_ship_timestamp;
352 static int Target_next_turret_timestamp;
354 // animation frames for the hud targeting gauges
355 // frames: 0 => out of range lead
356 // 1 => in range lead
357 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
367 hud_frames Lead_indicator_gauge;
368 int Lead_indicator_gauge_loaded = 0;
369 const char *Lead_fname[GR_NUM_RESOLUTIONS] = {
374 // animation frames for the afterburner gauge and the weapon energy gauge
375 // frames: 0 => afterburner dark
376 // 1 => afterburner light
377 // 2 => gun energy dark
378 // 3 => gun energy light
379 hud_frames Energy_bar_gauges;
380 int Energy_bar_gauges_loaded = 0;
381 const char *Energy_fname[GR_NUM_RESOLUTIONS] = {
385 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
394 // animation frames for the countermeasures gauge
395 // frames: 0 => background
396 hud_frames Cmeasure_gauge;
397 int Cmeasure_gauge_loaded = 0;
398 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
406 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
414 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
422 const char *Cm_fname[GR_NUM_RESOLUTIONS] = {
427 // animation frames for the auto-target and auto-match_speed icons
428 // frames: 0 => auto-target off
429 // 1 => auto-target on
430 // 2 => auto-match-speed on
431 // 3 => auto-match-speed off
432 hud_frames Toggle_gauge;
433 int Toggle_gauge_loaded = 0;
434 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
442 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
450 const char *Toggle_fname[GR_NUM_RESOLUTIONS] = {
455 #define TOGGLE_TEXT_AUTOT 0
456 #define TOGGLE_TEXT_TARGET 1
457 #define TOGGLE_TEXT_AUTOS 2
458 #define TOGGLE_TEXT_SPEED 3
460 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
476 static int Toggle_text_alpha = 255;
479 // animation files for the weapons gauge
480 #define NUM_WEAPON_GAUGES 5
481 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
482 int Weapon_gauges_loaded = 0;
484 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
486 // based on the # of primaries
487 {509, 273}, // top of weapon gauge, first frame, always
488 {497, 293}, // for the first primary
489 {497, 305} // for the second primary
492 // based on the # of primaries
493 {892, 525}, // top of weapon gauge, first frame, always
494 {880, 545}, // for the first primary
495 {880, 557} // for the second primary
498 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
500 // based on the # of secondaries
501 {497, 318}, // bottom of gauge, 0 secondaries
502 {497, 318}, // bottom of gauge, 1 secondaries
503 {497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
504 {497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
505 {497, 335} // bottom of gauge, 3 secondaries
508 // based on the # of secondaries
509 {880, 570}, // bottom of gauge, 0 secondaries
510 {880, 570}, // bottom of gauge, 1 secondaries
511 {880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
512 {880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
513 {880, 587} // bottom of gauge, 3 secondaries
516 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
524 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
526 {530, 285}, // fire-linked thingie, for the first primary
527 {530, 295} // fire-linked thingie, for the second primary
530 {913, 537}, // fire-linked thingie, for the first primary
531 {913, 547} // fire-linked thingie, for the second primary
534 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
536 {536, 285}, // weapon name, first primary
537 {536, 295} // weapon name, second primary
540 {919, 537}, // weapon name, first primary
541 {919, 547} // weapon name, second primary
544 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
545 525, // where to draw the second thingie if this weapon is fire-linked
548 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
549 530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
552 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
554 309, // y location of where to draw text for the first secondary
555 318, // y location of where to draw text for the second secondary
556 327 // y location of where to draw text for the third secondary
559 561, // y location of where to draw text for the third secondary
560 570, // y location of where to draw text for the third secondary
561 579 // y location of where to draw text for the third secondary
564 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
565 536, // x location of where to draw weapon name
568 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
569 525, // x location of where to draw weapon ammo count
572 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
573 615, // x location of where to draw the weapon reload time
576 const char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
596 // Flash the line for a weapon. This normally occurs when the player tries to fire that
597 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
598 #define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
599 typedef struct weapon_flash
601 int flash_duration[MAX_WEAPON_FLASH_LINES];
602 int flash_next[MAX_WEAPON_FLASH_LINES];
605 weapon_flash Weapon_flash_info;
607 // Data used for the proximity warning
608 typedef struct homing_beep_info
610 int snd_handle; // sound handle for last played beep
611 fix last_time_played; // time beep was last played
612 int min_cycle_time; // time (in ms) for fastest cycling of the sound
613 int max_cycle_time; // time (in ms) for slowest cycling of the sound
614 float min_cycle_dist; // distance at which fastest cycling occurs
615 float max_cycle_dist; // distance at which slowest cycling occurs
616 float precalced_interp; // a precalculated value used in a linear interpretation
619 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f, 1.729412f };
621 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
622 float Min_warning_missile_dist;
623 float Max_warning_missile_dist;
625 void hud_maybe_flash_weapon(int index);
627 // if a given object should be ignored because of AWACS effects
628 int hud_target_invalid_awacs(object *objp)
630 // if objp is ship object, first check if can be targeted with team info
631 if (objp->type == OBJ_SHIP) {
632 if (Player_ship != NULL) {
633 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
639 // check for invalid status
640 if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
648 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
651 return GET_NEXT(cur);
653 return GET_LAST(cur);
657 // select a sorted turret subsystem on a ship if no other subsys has been selected
658 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
660 Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
661 if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
664 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
665 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
669 if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
670 if (shipp->last_targeted_subobject[Player_num] == NULL) {
671 hud_target_live_turret(1, 1);
677 // -----------------------------------------------------------------------
678 // clear out the linked list of targets in the reticle
679 void hud_reticle_clear_list(reticle_list *rlist)
682 for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
688 // --------------------------------------------------------------------------------------
689 // hud_reticle_list_init()
690 void hud_reticle_list_init()
694 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
695 Reticle_list[i].flags = 0;
698 Reticle_save_timestamp = 1;
699 list_init(&Reticle_save_list);
700 list_init(&Reticle_cur_list);
703 // --------------------------------------------------------------------------------------
704 // hud_check_reticle_list()
707 void hud_check_reticle_list()
709 reticle_list *rl, *temp;
711 // cull dying objects from reticle list
712 rl = GET_FIRST(&Reticle_cur_list);
713 while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
715 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
716 list_remove( &Reticle_cur_list, rl );
722 if ( timestamp_elapsed(Reticle_save_timestamp) ) {
723 hud_reticle_clear_list(&Reticle_save_list);
724 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
728 // --------------------------------------------------------------------------------------
729 // hud_reticle_list_find_free()
732 int hud_reticle_list_find_free()
736 // find a free reticle_list element
737 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
738 if ( !(Reticle_list[i].flags & RL_USED) ) {
743 if ( i == MAX_RETICLE_TARGETS ) {
744 // nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
751 // --------------------------------------------------------------------------------------
752 // hud_stuff_reticle_list()
755 #define RETICLE_DEFAULT_DIST 100000.0f
756 #define RETICLE_DEFAULT_DOT 1.0f
757 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
761 rl->dist = RETICLE_DEFAULT_DIST;
762 rl->flags |= RL_USE_DOT;
766 rl->dot = RETICLE_DEFAULT_DOT;
771 // --------------------------------------------------------------------------------------
772 // hud_reticle_list_update()
774 // Update Reticle_cur_list with an object that lies in the reticle
776 // parmeters: objp => object pointer to target
777 // measure => distance or dot product, depending on dot_flag
778 // dot_flag => if 0, measure is distance, if 1 measure is dot
780 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
782 reticle_list *rl, *new_rl;
785 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
786 if ( rl->objp == objp )
790 i = hud_reticle_list_find_free();
794 new_rl = &Reticle_list[i];
795 new_rl->flags |= RL_USED;
796 hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
798 int was_inserted = 0;
800 if ( EMPTY(&Reticle_cur_list) ) {
801 list_insert(&Reticle_cur_list, new_rl);
805 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
807 // compare based on distance
808 if ( measure < rl->dist ) {
809 list_insert_before(rl, new_rl);
815 // compare based on dot
816 if ( measure > rl->dot ) {
817 list_insert_before(rl, new_rl);
825 if ( !was_inserted ) {
826 list_append(&Reticle_cur_list, new_rl);
830 // --------------------------------------------------------------------------------------
831 // hud_reticle_pick_target()
833 // Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
836 object *hud_reticle_pick_target()
838 reticle_list *cur_rl, *save_rl, *new_rl;
844 // As a first step, see if both ships and debris are in the list. If so, cull the debris.
845 int debris_in_list = 0;
846 int ship_in_list = 0;
847 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
848 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
853 if ( cur_rl->objp->type == OBJ_WEAPON ) {
854 if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
860 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
866 if ( ship_in_list && debris_in_list ) {
868 reticle_list *rl, *next;
870 rl = GET_FIRST(&Reticle_cur_list);
871 while ( rl != &Reticle_cur_list ) {
873 if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
874 list_remove(&Reticle_cur_list,rl);
881 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
883 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
884 if ( cur_rl->objp == save_rl->objp ) {
890 if ( !in_save_list ) {
891 return_objp = cur_rl->objp;
892 i = hud_reticle_list_find_free();
896 new_rl = &Reticle_list[i];
897 new_rl->flags |= RL_USED;
898 if ( cur_rl->flags & RL_USE_DOT ) {
899 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
902 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
905 list_append(&Reticle_save_list, new_rl);
910 if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
911 i = hud_reticle_list_find_free();
914 new_rl = &Reticle_list[i];
915 cur_rl = GET_FIRST(&Reticle_cur_list);
917 return_objp = cur_rl->objp;
918 hud_reticle_clear_list(&Reticle_save_list);
919 list_append(&Reticle_save_list, new_rl);
925 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
926 // target from. This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
927 // the current target in and out of the selection set.
928 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
930 htarget_list *hitem, *plist;
932 // don't do anything if a standalone multiplayer server
933 if ( MULTIPLAYER_STANDALONE )
936 if ( k < 0 || k > 7 ) {
937 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
941 plist = &(Players[Player_num].keyed_targets[k]);
943 // we must operate only on ships
944 if ( ctarget->type != OBJ_SHIP )
947 // don't allow player into hotkey set
948 if ( ctarget == Player_obj )
951 // don't put dying or departing
952 if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
955 // don't add mission file added hotkey assignments if there are player added assignments
956 // already in the list
957 if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
958 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
959 if ( hitem->how_added == HOTKEY_USER_ADDED )
964 // determine if the current target is currently in the set or not
965 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
966 if ( hitem->objp == ctarget )
970 // if hitem == end of the list, then the target should be added, else it should be removed
971 if ( hitem == END_OF_LIST(plist) ) {
972 if ( EMPTY(&htarget_free_list) ) {
973 Int3(); // get Allender -- no more free hotkey target items
977 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
978 hitem = GET_FIRST( &htarget_free_list );
979 list_remove( &htarget_free_list, hitem );
980 list_append( plist, hitem );
981 hitem->objp = ctarget;
982 hitem->how_added = how_to_add;
984 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
985 list_remove( plist, hitem );
986 list_append( &htarget_free_list, hitem );
987 hitem->objp = NULL; // for safety
991 // the following function clears the hotkey set given by parameter passed in
992 void hud_target_hotkey_clear( int k )
994 htarget_list *hitem, *plist, *temp;
996 plist = &(Players[Player_num].keyed_targets[k]);
997 hitem = GET_FIRST(plist);
998 while ( hitem != END_OF_LIST(plist) ) {
999 temp = GET_NEXT(hitem);
1000 list_remove( plist, hitem );
1001 list_append( &htarget_free_list, hitem );
1005 if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
1006 Players[Player_num].current_hotkey_set = -1;
1009 // the next function sets the current selected set to be N. If there is just one ship in the selection
1010 // set, this ship will become the new target. If there is more than one ship in the selection set,
1011 // then the current_target will remain what it was.
1012 void hud_target_hotkey_select( int k )
1014 int visible_count = 0;
1015 htarget_list *hitem, *plist, *target, *next_target, *first_target;
1018 plist = &(Players[Player_num].keyed_targets[k]);
1020 if ( EMPTY( plist ) ) // no items in list, then do nothing
1023 // a simple walk of the list to get the count
1024 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1025 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1030 // no visible ships in list
1031 if (visible_count == 0) {
1035 // set the current target to be the "next" ship in the list. Scan the list to see if our
1036 // current target is in the set. If so, target the next ship in the list, otherwise target
1038 // set first_target - first visible item in list
1039 // target - item in list that is the player's currently selected target
1040 // next_target - next visible item in list following target
1041 target_objnum = Player_ai->target_objnum;
1044 first_target = NULL;
1045 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1047 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1048 // get the first valid target
1049 if (first_target == NULL) {
1050 first_target = hitem;
1053 // get the next target in the list following the player currently selected target
1054 if (target != NULL) {
1055 next_target = hitem;
1060 // mark the player currently selected target
1061 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1066 // if current target is not in list, then target and next_target will be NULL
1067 // so we use the first found target
1068 if (target == NULL) {
1069 Assert(first_target != NULL);
1070 if (first_target != NULL) {
1071 target = first_target;
1072 next_target = first_target;
1074 // this should not happen
1079 // update target if more than 1 is visible
1080 if (visible_count > 1) {
1081 // next already found (after current target in list)
1082 if (next_target != NULL) {
1083 target = next_target;
1086 // next is before current target, so search from start of list
1087 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1088 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1096 Assert( target != END_OF_LIST(plist) );
1098 if ( Player_obj != target->objp ){
1099 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1102 Players[Player_num].current_hotkey_set = k;
1105 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1109 color HUD_color_homing_indicator;
1111 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1115 // The m matrix converts all colors to shades of green
1116 float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1121 cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1123 gr_create_shader( sh, rf, gf, bf, cf );
1126 void hud_init_targeting_colors()
1128 gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
1130 hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1132 hud_init_brackets();
1135 void hud_keyed_targets_clear()
1139 // clear out the keyed target list
1140 for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1141 list_init( &(Players[Player_num].keyed_targets[i]) );
1142 Players[Player_num].current_hotkey_set = -1;
1144 // place all of the hoykey target items back onto the free list
1145 list_init( &htarget_free_list );
1146 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1147 list_append( &htarget_free_list, &htarget_items[i] );
1150 // Init data used for the weapons display on the HUD
1151 void hud_weapons_init()
1155 Weapon_flash_info.is_bright = 0;
1156 for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1157 Weapon_flash_info.flash_duration[i] = 1;
1158 Weapon_flash_info.flash_next[i] = 1;
1161 if ( !Weapon_gauges_loaded ) {
1162 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1163 Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1164 if ( Weapon_gauges[i].first_frame < 0 ) {
1165 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1168 Weapon_gauges_loaded = 1;
1172 // init data used to play the homing "proximity warning" sound
1173 void hud_init_homing_beep()
1175 Homing_beep.snd_handle = -1;
1176 Homing_beep.last_time_played = 0;
1177 Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1180 // hud_init_targeting() will set the current target to point to the dummy node
1181 // in the object used list
1183 void hud_init_targeting()
1185 Assert(Player_ai != NULL);
1187 // make sure there is no current target
1188 set_target_objnum( Player_ai, -1 );
1189 Player_ai->last_target = -1;
1190 Player_ai->last_subsys_target = NULL;
1191 Player_ai->last_dist = 0.0f;
1192 Player_ai->last_speed = 0.0f;
1194 hud_keyed_targets_clear();
1195 hud_init_missile_lock();
1196 hud_init_artillery();
1198 // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1199 hud_reticle_list_init();
1200 hud_init_homing_beep();
1202 // Load in the frames need for the lead indicator
1203 if (!Lead_indicator_gauge_loaded) {
1204 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1205 if ( Lead_indicator_gauge.first_frame < 0 ) {
1206 Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1208 Lead_indicator_gauge_loaded = 1;
1211 if (!Energy_bar_gauges_loaded) {
1212 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1213 if ( Energy_bar_gauges.first_frame < 0 ) {
1214 Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1216 Energy_bar_gauges_loaded = 1;
1219 if (!Toggle_gauge_loaded) {
1220 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1221 if ( Toggle_gauge.first_frame < 0 ) {
1222 Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1224 Toggle_gauge_loaded = 1;
1227 if (!Cmeasure_gauge_loaded) {
1228 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1229 if ( Cmeasure_gauge.first_frame < 0 ) {
1230 Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1232 Cmeasure_gauge_loaded = 1;
1238 Min_warning_missile_dist = 2.5f*Player_obj->radius;
1239 Max_warning_missile_dist = 1500.0f;
1241 Tl_hostile_reset_timestamp = timestamp(0);
1242 Tl_friendly_reset_timestamp = timestamp(0);
1243 Target_next_uninspected_object_timestamp = timestamp(0);
1244 Target_newest_ship_timestamp = timestamp(0);
1245 Target_next_turret_timestamp = timestamp(0);
1247 if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1248 Toggle_text_alpha = 127;
1250 Toggle_text_alpha = 160;
1256 // Target the next or previous subobject on the currently selected ship, based on next_flag.
1257 void hud_target_subobject_common(int next_flag)
1259 if (Player_ai->target_objnum == -1) {
1260 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1261 snd_play( &Snds[SND_TARGET_FAIL] );
1265 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1266 snd_play( &Snds[SND_TARGET_FAIL]);
1270 ship_subsys *start, *start2, *A;
1271 ship_subsys *subsys_to_target=NULL;
1274 target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1276 if (!Player_ai->targeted_subsys) {
1277 start = GET_FIRST(&target_shipp->subsys_list);
1279 start = Player_ai->targeted_subsys;
1282 start2 = advance_subsys(start, next_flag);
1284 for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1286 if ( A == &target_shipp->subsys_list ) {
1291 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1295 subsys_to_target = A;
1300 if ( subsys_to_target == NULL ) {
1301 snd_play( &Snds[SND_TARGET_FAIL]);
1303 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1304 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1308 object *advance_fb(object *objp, int next_flag)
1311 return GET_NEXT(objp);
1313 return GET_LAST(objp);
1316 // Target the previous subobject on the currently selected ship.
1319 void hud_target_prev_subobject()
1321 hud_target_subobject_common(0);
1324 void hud_target_next_subobject()
1326 hud_target_subobject_common(1);
1329 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1330 // used list whose team matches the team parameter. The player is NOT included in the target list.
1332 // parameters: team => team of ship to target next. Default value is -1, if team doesn't matter.
1335 void hud_target_common(int team, int next_flag)
1337 object *A, *start, *start2;
1339 int is_ship, target_found = FALSE;
1341 if (Player_ai->target_objnum == -1)
1342 start = &obj_used_list;
1344 start = &Objects[Player_ai->target_objnum];
1346 start2 = advance_fb(start, next_flag);
1348 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1351 if ( A == &obj_used_list ) {
1355 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1359 if(hud_target_invalid_awacs(A)){
1363 if ( A->type == OBJ_WEAPON ) {
1364 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1369 if ( A->type == OBJ_SHIP ) {
1370 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1376 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1381 shipp = &Ships[A->instance]; // get a pointer to the ship information
1383 if ( !hud_team_matches_filter(team, shipp->team) ) {
1384 // if we're in multiplayer dogfight, ignore this
1385 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1390 if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1394 // if we've reached here, it is a valid next target
1395 if ( Player_ai->target_objnum != A-Objects ) {
1396 target_found = TRUE;
1397 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1398 // if ship is BIG|HUGE and last subsys is NULL, get turret
1399 hud_maybe_set_sorted_turret_subsys(shipp);
1400 hud_restore_subsystem_target(shipp);
1403 target_found = TRUE;
1404 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1410 if ( target_found == FALSE ) {
1411 snd_play( &Snds[SND_TARGET_FAIL] );
1415 void hud_target_next(int team)
1417 hud_target_common(team, 1);
1420 void hud_target_prev(int team)
1422 hud_target_common(team, 0);
1425 // -------------------------------------------------------------------
1426 // advance_missile_obj()
1428 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1431 return GET_NEXT(mo);
1434 return GET_LAST(mo);
1437 ship_obj *advance_ship(ship_obj *so, int next_flag)
1440 return GET_NEXT(so);
1443 return GET_LAST(so);
1446 ship_obj *get_ship_obj_ptr_from_index(int index);
1447 // -------------------------------------------------------------------
1448 // hud_target_missile()
1450 // Target the closest locked missile that is locked on locked_obj
1452 // input: source_obj => pointer to object that fired weapon
1453 // next_flag => 0 -> previous 1 -> next
1455 // NOTE: this function is only allows targeting bombs
1456 void hud_target_missile(object *source_obj, int next_flag)
1458 missile_obj *end, *start, *mo;
1459 object *A, *target_objp;
1463 int target_found = 0;
1465 if ( source_obj->type != OBJ_SHIP )
1468 Assert( Ships[source_obj->instance].ai_index != -1 );
1469 aip = &Ai_info[Ships[source_obj->instance].ai_index];
1471 end = &Missile_obj_list;
1472 if (aip->target_objnum != -1) {
1473 target_objp = &Objects[aip->target_objnum];
1474 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
1475 end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1479 start = advance_missile_obj(end, next_flag);
1481 for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1482 if ( mo == &Missile_obj_list ){
1486 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1487 A = &Objects[mo->objnum];
1489 Assert(A->type == OBJ_WEAPON);
1490 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1491 wp = &Weapons[A->instance];
1492 wip = &Weapon_info[wp->weapon_info_index];
1494 // only allow targeting of bombs
1495 if ( !(wip->wi_flags & WIF_BOMB) ) {
1499 // only allow targeting of hostile bombs
1500 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1504 if(hud_target_invalid_awacs(A)){
1508 // if we've reached here, got a new target
1509 target_found = TRUE;
1510 set_target_objnum( aip, OBJ_INDEX(A) );
1514 if ( !target_found ) {
1515 // if no bomb is found, search for bombers
1516 ship_obj *start, *so;
1518 //extern ship_obj *Ship_objs;
1519 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) ) {
1520 int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1521 start = get_ship_obj_ptr_from_index(index);
1523 start = GET_FIRST(&Ship_obj_list);
1526 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1527 object *ship_obj = &Objects[so->objnum];
1529 // don't look at header
1530 if (so == &Ship_obj_list) {
1534 // only allow targeting of hostile bombs
1535 if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1539 if(hud_target_invalid_awacs(ship_obj)){
1543 // check if ship type is bomber
1544 if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1549 if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1554 target_found = TRUE;
1555 set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1560 if ( !target_found ) {
1561 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1565 // Return !0 if shipp can be scanned, otherwise return 0
1566 int hud_target_ship_can_be_scanned(ship *shipp)
1570 sip = &Ship_info[shipp->ship_info_index];
1572 // ignore cargo that has already been scanned
1573 if ( shipp->flags & SF_CARGO_REVEALED ) {
1577 // allow ships with scannable flag set
1578 if ( shipp->flags & SF_SCANNABLE ) {
1582 // ignore ships that don't carry cargo
1583 if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1590 // target the next/prev uninspected cargo container
1591 void hud_target_uninspected_cargo(int next_flag)
1593 object *A, *start, *start2;
1595 int target_found = 0;
1597 if (Player_ai->target_objnum == -1) {
1598 start = &obj_used_list;
1600 start = &Objects[Player_ai->target_objnum];
1603 start2 = advance_fb(start, next_flag);
1605 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1606 if ( A == &obj_used_list ) {
1610 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1614 shipp = &Ships[A->instance]; // get a pointer to the ship information
1616 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1620 // ignore all non-cargo carrying craft
1621 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1625 if(hud_target_invalid_awacs(A)){
1629 // if we've reached here, it is a valid next target
1630 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1631 target_found = TRUE;
1632 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1636 if ( target_found == FALSE ) {
1637 snd_play( &Snds[SND_TARGET_FAIL]);
1641 // target the newest ship in the area
1642 void hud_target_newest_ship()
1644 object *A, *player_target_objp;
1645 object *newest_obj=NULL;
1648 uint current_target_arrived_time = 0xffffffff, newest_time = 0;
1650 if ( Player_ai->target_objnum >= 0 ) {
1651 player_target_objp = &Objects[Player_ai->target_objnum];
1652 if ( player_target_objp->type == OBJ_SHIP ) {
1653 current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1656 player_target_objp = NULL;
1659 // If no target is selected, then simply target the closest uninspected cargo
1660 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1661 current_target_arrived_time = 0xffffffff;
1664 Target_newest_ship_timestamp = timestamp(TL_RESET);
1666 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1667 A = &Objects[so->objnum];
1668 shipp = &Ships[A->instance]; // get a pointer to the ship information
1670 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1674 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1678 if ( A == player_target_objp ) {
1682 if(hud_target_invalid_awacs(A)){
1686 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1687 newest_time = shipp->create_time;
1693 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1694 // if BIG|HUGE and no selected subsystem, get sorted turret
1695 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1696 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1699 snd_play( &Snds[SND_TARGET_FAIL]);
1704 #define TYPE_FACING_BEAM 1
1705 #define TYPE_FACING_FLAK 2
1706 #define TYPE_FACING_MISSILE 3
1707 #define TYPE_FACING_LASER 4
1708 #define TYPE_NONFACING_BEAM 5
1709 #define TYPE_NONFACING_FLAK 6
1710 #define TYPE_NONFACING_MISSILE 7
1711 #define TYPE_NONFACING_LASER 8
1712 #define TYPE_NONFACING_INC 4
1714 typedef struct eval_next_turret {
1720 int sort_turret_func(const void *e1, const void *e2)
1722 eval_next_turret *p1 = (eval_next_turret*)e1;
1723 eval_next_turret *p2 = (eval_next_turret*)e2;
1725 Assert(p1->type != TYPE_NONE);
1726 Assert(p2->type != TYPE_NONE);
1728 if (p1->type != p2->type) {
1729 return (p1->type - p2->type);
1731 float delta_dist = p1->dist - p2->dist;
1732 if (delta_dist < 0) {
1734 } else if (delta_dist > 0) {
1742 // target the next/prev live turret on the current target
1743 // auto_advance from hud_update_closest_turret
1744 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1747 ship_subsys *live_turret=NULL;
1750 eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1751 int num_live_turrets = 0;
1753 // make sure we're targeting a ship
1754 if (Player_ai->target_objnum == -1 && !auto_advance) {
1755 snd_play(&Snds[SND_TARGET_FAIL]);
1759 // only targeting subsystems on ship
1760 if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1761 snd_play( &Snds[SND_TARGET_FAIL]);
1765 // set some pointers
1766 objp = &Objects[Player_ai->target_objnum];
1767 target_shipp = &Ships[objp->instance];
1770 int timestamp_val = 0;
1771 if (!auto_advance) {
1772 timestamp_val = Target_next_turret_timestamp;
1773 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1776 // If no target is selected, then simply target the closest (or facing) turret
1777 int last_subsys_turret = FALSE;
1778 if (Player_ai->targeted_subsys != NULL) {
1779 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1780 if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1781 last_subsys_turret = TRUE;
1786 // do we want the closest turret (or the one our ship is pointing at)
1787 int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1789 // initialize eval struct
1790 memset(ent,0, sizeof(ent));
1791 int use_straigh_ahead_turret = FALSE;
1793 // go through list of turrets
1794 for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
1796 if (A->system_info->type == SUBSYSTEM_TURRET) {
1797 // check turret has hit points and has a weapon
1798 if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1799 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1800 vector gsubpos, vec_to_subsys;
1801 float distance, dot;
1802 // get world pos of subsystem and its distance
1803 get_subsystem_world_pos(objp, A, &gsubpos);
1804 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1806 // check if facing and in view
1807 int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1809 if (!auto_advance && get_closest_turret && !only_player_target) {
1810 // if within 3 degrees and not previous subsys, use subsys in front
1811 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.v.fvec);
1812 if ((dot > 0.9986) && facing) {
1813 use_straigh_ahead_turret = TRUE;
1818 // set weapon_type to allow sort of ent on type
1819 if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1820 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1821 } else if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1822 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1824 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1825 ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1826 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1827 ent[num_live_turrets].type = TYPE_FACING_LASER;
1830 ent[num_live_turrets].type = TYPE_FACING_LASER;
1834 // fill out ent struct
1835 ent[num_live_turrets].ss = A;
1836 ent[num_live_turrets].dist = distance;
1838 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1846 // sort the list if we're not using turret straigh ahead of us
1847 if (!use_straigh_ahead_turret) {
1848 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1851 if (use_straigh_ahead_turret) {
1852 // use the straight ahead turret
1855 // check if we have a currently targeted turret and find its position after the sort
1856 int i, start_index, next_index;
1857 if (get_closest_turret) {
1861 for (i=0; i<num_live_turrets; i++) {
1862 if (ent[i].ss == Player_ai->targeted_subsys) {
1867 // check that we started with a turret
1868 if (start_index == -1) {
1873 // set next live turret
1874 if (num_live_turrets == 0) {
1877 } else if (num_live_turrets == 1 || get_closest_turret) {
1878 // only 1 live turret, so set it
1879 live_turret = ent[0].ss;
1882 // advance to next closest turret
1883 next_index = start_index + 1;
1884 if (next_index == num_live_turrets) {
1888 // go to next farther turret
1889 next_index = start_index - 1;
1890 if (next_index == -1) {
1891 next_index = num_live_turrets - 1;
1895 // set the next turret to be targeted based on next_index
1896 live_turret = ent[next_index].ss;
1899 //if (live_turret) {
1901 // mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1905 if ( live_turret != NULL ) {
1906 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1907 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1909 if (!auto_advance) {
1910 snd_play( &Snds[SND_TARGET_FAIL]);
1916 // -------------------------------------------------------------------
1917 // hud_target_closest_locked_missile()
1919 // Target the closest locked missile that is locked on locked_obj
1921 // input: locked_obj => pointer to object that you want to find
1922 // closest missile to
1924 void hud_target_closest_locked_missile(object *locked_obj)
1926 object *A, *nearest_obj=NULL;
1929 float nearest_dist, dist;
1930 int target_found = FALSE;
1933 nearest_dist = 10000.0f;
1935 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1936 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1937 A = &Objects[mo->objnum];
1939 if (A->type != OBJ_WEAPON){
1943 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1944 wp = &Weapons[A->instance];
1945 wip = &Weapon_info[wp->weapon_info_index];
1947 if ( wip->subtype != WP_MISSILE ){
1951 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1955 if(hud_target_invalid_awacs(A)){
1959 if (wp->homing_object == locked_obj) {
1960 dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos); // Find distance!
1962 if (dist < nearest_dist) {
1964 nearest_dist = dist;
1969 if (nearest_dist < 10000.0f) {
1970 Assert(nearest_obj);
1971 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1972 target_found = TRUE;
1975 if ( !target_found ){
1976 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1980 // Return bitmask of all opponents.
1981 int opposing_team_mask(int team_mask)
1983 return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1986 // select a new target, by auto-targeting
1987 void hud_target_auto_target_next()
1989 if ( Framecount < 2 ) {
1993 // No auto-targeting after dead.
1994 if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1999 valid_team = opposing_team_mask(Player_ship->team);
2001 // try target closest ship attacking player
2002 hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
2004 // if none, try targeting closest hostile fighter/bomber
2005 if ( Player_ai->target_objnum == -1 ){
2006 hud_target_closest(valid_team, -1, FALSE, TRUE);
2009 // No fighter/bombers exists, so go ahead an target the closest hostile
2010 if ( Player_ai->target_objnum == -1 ){
2011 hud_target_closest(valid_team, -1, FALSE);
2014 // um, ok. Try targeting asteroids that are on a collision course for an escort ship
2015 if ( Player_ai->target_objnum == -1 ) {
2016 asteroid_target_closest_danger();
2021 // Given that object 'targeter' is targetting object 'targetee',
2022 // how far are they? This uses the point closest to the targeter
2023 // object on the targetee's bounding box. So if targeter is inside
2024 // targtee's bounding box, the distance is 0.
2025 float hud_find_target_distance( object *targetee, object *targeter )
2031 // Which model is it?
2032 switch( targetee->type ) {
2034 model_num = Ships[targetee->instance].modelnum;
2037 // model_num = Debris[targetee->instance].model_num;
2040 // Don't find model_num since circles would work better
2041 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2044 // Don't find model_num since circles would work better
2045 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2048 // Don't find model_num since circles would work better
2049 //model_num = Jump_nodes[targetee->instance].modelnum;
2055 // New way, that uses bounding box.
2056 if ( model_num > -1 ) {
2057 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2059 // Old way, that uses radius.
2060 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2061 if ( dist < 0.0f ) {
2068 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2069 // ship to the player that matches the team passed as a paramater
2071 // The current algorithm is to simply iterate through the objects and calculate the
2072 // magnitude of the vector that connects the player to the target. The smallest magnitude
2073 // is tracked, and then used to locate the closest hostile ship. Note only the square of the
2074 // magnitude is required, since we are only comparing magnitudes
2076 // parameters: team => team of closest ship that should be targeted.
2077 // Default value is -1, if team doesn't matter.
2079 // attacked_objnum => object number of ship that is being attacked
2080 // play_fail_snd => boolean, whether to play SND_TARGET_FAIL
2081 // (needed, since function called repeatedly when auto-targeting is
2082 // enabled, and we don't want a string of fail sounds playing).
2083 // This is a default parameter with a value of TRUE
2084 // filter => OPTIONAL parameter (default value 0): when set to TRUE, only
2085 // fighters and bombers are considered for new targets
2087 // returns: TRUE ==> a target was acquired
2088 // FALSE ==> no target was acquired
2090 // eval target as closest struct
2097 int check_nearest_turret;
2098 int attacked_objnum;
2099 int check_all_turrets;
2100 int turret_attacking_target; // check that turret is actually attacking the attacked_objnum
2103 // evaluate a ship (and maybe turrets) as a potential target
2104 // check if shipp (or its turrets) is attacking attacked_objnum
2105 // special case for player trying to select target (don't check if turrets are aimed at player)
2106 void evaluate_ship_as_closest_target(esct *esct)
2108 int targeting_player, turret_is_attacking;
2113 esct->min_distance = FLT_MAX;
2114 esct->check_nearest_turret = FALSE;
2115 turret_is_attacking = FALSE;
2118 object *objp = &Objects[esct->shipp->objnum];
2119 Assert(objp->type == OBJ_SHIP);
2120 if (objp->type != OBJ_SHIP) {
2124 // player being targeted, so we will want closest distance from player
2125 targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2127 // filter on team, except in multiplayer
2128 if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2129 // if we're in multiplayer dogfight, ignore this
2130 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2135 // check if player or ignore ship
2136 if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2141 if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2145 // only look at targets that are AWACS valid
2146 if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2150 // If filter is set, only target fighters and bombers
2151 if ( esct->filter ) {
2152 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2157 // find closest turret to player if BIG or HUGE ship
2158 if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2159 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2160 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2162 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2163 turret_is_attacking = 1;
2164 esct->check_nearest_turret = TRUE;
2166 if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2168 // get world pos of subsystem
2169 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2170 vm_vec_add2(&gsubpos, &objp->pos);
2171 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2174 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2175 int turret_type = ss->system_info->turret_weapon_type;
2176 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2177 new_distance *= 0.3f;
2178 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2179 new_distance *= 0.6f;
2182 // get the closest distance
2183 if (new_distance <= esct->min_distance) {
2184 esct->min_distance = new_distance;
2192 // If no turret is attacking, check if objp is actually targetting attacked_objnum
2193 // dont bail if targeting is for player
2194 if ( !targeting_player && !turret_is_attacking ) {
2195 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2197 if (aip->target_objnum != esct->attacked_objnum) {
2201 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)) {
2206 // consider the ship alone if there are no attacking turrets
2207 if ( !turret_is_attacking ) {
2208 //new_distance = hud_find_target_distance(objp, Player_obj);
2209 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2211 if (new_distance <= esct->min_distance) {
2212 esct->min_distance = new_distance;
2213 esct->check_nearest_turret = FALSE;
2218 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2221 object *nearest_obj = &obj_used_list;
2224 int check_nearest_turret = FALSE;
2226 // evaluate ship closest target struct
2229 float min_distance = FLT_MAX;
2230 int target_found = FALSE;
2232 int player_obj_index = OBJ_INDEX(Player_obj);
2233 ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2235 if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2236 // bail if player does not have target
2237 if ( Player_ai->target_objnum == -1) {
2238 if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2239 goto Target_closest_done;
2242 // bail if ship is to be ignored
2243 if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2244 goto Target_closest_done;
2249 if (attacked_objnum == -1) {
2250 attacked_objnum = player_obj_index;
2253 // check all turrets if for player.
2254 esct.check_all_turrets = (attacked_objnum == player_obj_index);
2255 esct.filter = filter;
2257 esct.attacked_objnum = attacked_objnum;
2258 esct.turret_attacking_target = get_closest_turret_attacking_player;
2260 for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2262 A = &Objects[so->objnum];
2263 shipp = &Ships[A->instance]; // get a pointer to the ship information
2265 // fill in rest of esct
2268 // check each shipp on list and update nearest obj and subsys
2269 evaluate_ship_as_closest_target(&esct);
2270 if (esct.min_distance < min_distance) {
2271 target_found = TRUE;
2272 min_distance = esct.min_distance;
2274 check_nearest_turret = esct.check_nearest_turret;
2278 Target_closest_done:
2280 // maybe ignore target if too far away
2281 // DKA 9/8/99 Remove distance check
2284 // get distance to nearest attacker
2285 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2287 // no distance limit for player obj
2288 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2289 target_found = FALSE;
2294 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2295 if ( check_nearest_turret ) {
2297 // if former subobject was not a turret do, not change subsystem
2298 ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2299 if (ss == NULL || get_closest_turret_attacking_player) {
2300 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2301 // update nearest turret with later func
2302 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2303 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2306 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2309 // no target found, maybe play fail sound
2310 if (play_fail_snd == TRUE) {
2311 snd_play(&Snds[SND_TARGET_FAIL]);
2315 return target_found;
2318 // auto update closest turret to attack on big or huge ships
2319 void hud_update_closest_turret()
2321 hud_target_live_turret(1, 1);
2324 float nearest_distance, new_distance;
2325 ship_subsys *ss, *closest_subsys;
2329 nearest_distance = FLT_MAX;
2330 objp = &Objects[Player_ai->target_objnum];
2331 shipp = &Ships[objp->instance];
2332 closest_subsys = NULL;
2335 Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2337 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2338 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2339 // make sure turret is not "unused"
2340 if (ss->system_info->turret_weapon_type >= 0) {
2342 // get world pos of subsystem
2343 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2344 vm_vec_add2(&gsubpos, &objp->pos);
2345 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2347 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2348 int turret_type = ss->system_info->turret_weapon_type;
2349 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2350 new_distance *= 0.3f;
2351 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2352 new_distance *= 0.6f;
2355 // check if facing and in view
2356 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2359 new_distance *= 0.5f;
2362 // get the closest distance
2363 if (new_distance <= nearest_distance) {
2364 nearest_distance = new_distance;
2365 closest_subsys = ss;
2371 // check if new subsys to target
2372 if (Player_ai->targeted_subsys != NULL) {
2373 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
2374 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2380 // --------------------------------------------------------------------
2381 // hud_target_targets_target()
2383 // Target your target's target. Your target is specified by objnum passed
2386 void hud_target_targets_target()
2391 if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2395 objp = &Objects[Player_ai->target_objnum];
2396 if ( objp->type != OBJ_SHIP ) {
2400 if (hud_target_invalid_awacs(objp)) {
2404 if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2408 tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2409 if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2413 if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2417 // if we've reached here, found player target's target
2418 set_target_objnum( Player_ai, tt_objnum );
2419 if (Objects[tt_objnum].type == OBJ_SHIP) {
2420 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2422 hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2426 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2429 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2430 int object_targetable_in_reticle(object *target_objp)
2433 if (target_objp == Player_obj ) {
2437 obj_type = target_objp->type;
2439 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2447 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is
2448 // intersected by a ray passed from the center of the reticle out along the forward vector of the
2451 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2453 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2454 // the ray intersects. We take the ship closest to us that intersects an object.
2456 // Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2457 // is called if no intersections are found.
2460 #define TARGET_IN_RETICLE_DISTANCE 10000.0f
2462 void hud_target_in_reticle_new()
2469 hud_reticle_clear_list(&Reticle_cur_list);
2470 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2472 // Get 3d vector through center of reticle
2473 vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.v.fvec, TARGET_IN_RETICLE_DISTANCE);
2476 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2478 if ( !object_targetable_in_reticle(A) ) {
2482 if ( A->type == OBJ_WEAPON ) {
2483 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2488 if ( A->type == OBJ_SHIP ) {
2489 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2494 if(hud_target_invalid_awacs(A)){
2500 mc.model_num = Ships[A->instance].modelnum;
2503 mc.model_num = Debris[A->instance].model_num;
2506 mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2510 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2512 subtype = Asteroids[A->instance].asteroid_subtype;
2513 mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2518 mc.model_num = Jump_nodes[A->instance].modelnum;
2521 Int3(); // Illegal object type.
2524 model_clear_instance( mc.model_num );
2525 mc.orient = &A->orient; // The object's orient
2526 mc.pos = &A->pos; // The object's position
2527 mc.p0 = &Eye_position; // Point 1 of ray to check
2528 mc.p1 = &terminus; // Point 2 of ray to check
2529 mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
2532 if ( mc.num_hits ) {
2533 dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2534 hud_reticle_list_update(A, dist, 0);
2536 } // end for (go to next object)
2538 hud_target_in_reticle_old(); // try the old method (works well with ships far away)
2541 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
2544 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2547 // Method: take the dot product of the foward vector and the vector to target. Take
2548 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2550 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2551 // is only valid for the HUD reticle in use at that time.
2553 #define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
2555 void hud_target_in_reticle_old()
2557 object *A, *target_obj;
2559 vector vec_to_target;
2561 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2563 if ( !object_targetable_in_reticle(A) ) {
2567 if ( A->type == OBJ_WEAPON ) {
2568 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2573 if ( A->type == OBJ_SHIP ) {
2574 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2579 if(hud_target_invalid_awacs(A)){
2583 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2587 dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2588 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2590 if ( dot > MIN_DOT_FOR_TARGET ) {
2591 hud_reticle_list_update(A, dot, 1);
2595 target_obj = hud_reticle_pick_target();
2596 if ( target_obj != NULL ) {
2597 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2598 if ( target_obj->type == OBJ_SHIP ) {
2599 // if BIG|HUGE, maybe set subsys to turret
2600 hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2601 hud_restore_subsystem_target(&Ships[target_obj->instance]);
2605 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2609 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
2610 // is closest to the reticle center. The current target is the only object that is searched for
2613 // Method: take the dot product of the foward vector and the vector to target. Take
2614 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2616 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2617 // is only valid for the HUD reticle in use at that time.
2620 void hud_target_subsystem_in_reticle()
2623 ship_subsys *subsys;
2624 ship_subsys *nearest_subsys = NULL;
2627 float dist, dot, best_dot;
2628 vector vec_to_target;
2631 if ( Player_ai->target_objnum == -1){
2632 hud_target_in_reticle_old();
2635 if ( Player_ai->target_objnum == -1) {
2636 snd_play( &Snds[SND_TARGET_FAIL]);
2640 targetp = &Objects[Player_ai->target_objnum];
2642 if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
2646 int shipnum = targetp->instance;
2648 for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
2649 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2651 dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2652 dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
2654 if ( dot > best_dot ) {
2656 if ( best_dot > MIN_DOT_FOR_TARGET )
2657 nearest_subsys = subsys;
2660 Assert(best_dot <= 1.0f);
2663 if ( nearest_subsys != NULL ) {
2664 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2665 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2666 Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2669 snd_play( &Snds[SND_TARGET_FAIL]);
2674 #define T_OFFSET_FROM_CIRCLE -13
2675 #define T_BASE_LENGTH 4
2679 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2682 vector target_to_obj;
2683 float x1,y1,x2,y2,x3,y3,x4,y4;
2685 vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2687 vm_vec_normalize(&target_to_obj);
2689 // calculate the dot product between the target_to_player vector and the targets forward vector
2691 // 0 - vectors are perpendicular
2692 // 1 - vectors are collinear and in the same direction (target is facing player)
2693 // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2694 dot_product = vm_vec_dotprod(&from_orientp->v.fvec, &target_to_obj);
2696 if (vm_vec_dotprod(&from_orientp->v.rvec, &target_to_obj) >= 0) {
2697 if (dot_product >= 0){
2698 dot_product = -PI/2*dot_product + PI;
2700 dot_product = -PI/2*dot_product - PI;
2704 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2707 y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2708 x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2710 y1 += Hud_reticle_center[gr_screen.res][1];
2711 x1 += Hud_reticle_center[gr_screen.res][0];
2716 y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2717 x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2719 y2 += Hud_reticle_center[gr_screen.res][1];
2720 x2 += Hud_reticle_center[gr_screen.res][0];
2725 x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2726 y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2727 x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2728 y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2730 // HACK! Should be antialiased!
2731 gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
2732 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
2736 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2740 // Make the triangle always be the correct handiness so
2741 // the tmapper won't think its back-facing and throw it out.
2742 float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2743 if ( det >= 0.0f ) {
2757 vertex * vertlist[3];
2760 for (i=0; i<3; i++ )
2761 vertlist[i] = &verts[i];
2763 verts[0].sx = x1; verts[0].sy = y1;
2764 verts[1].sx = x2; verts[1].sy = y2;
2765 verts[2].sx = x3; verts[2].sy = y3;
2767 uint saved_mode = gr_zbuffer_get();
2769 gr_zbuffer_set( GR_ZBUFF_NONE );
2771 gr_tmapper( 3, vertlist, 0 );
2773 gr_zbuffer_set( saved_mode );
2777 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2779 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2780 gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2781 gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2785 // Render a missile warning triangle that has a tail on it to indicate distance
2786 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2795 float sin_ang, cos_ang, tail_len;
2797 float max_tail_len=20.0f;
2799 sin_ang=(float)sin(ang);
2800 cos_ang=(float)cos(ang);
2802 if ( cur_dist < Min_warning_missile_dist ) {
2804 } else if ( cur_dist > Max_warning_missile_dist ) {
2805 tail_len = max_tail_len;
2807 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2810 if ( draw_inside ) {
2811 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2812 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2813 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2814 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2816 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2817 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2819 if ( tail_len > 0 ) {
2820 xtail = xpos - tail_len * cos_ang;
2821 ytail = ypos + tail_len * sin_ang;
2825 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2826 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2827 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2828 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2830 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2831 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2833 if ( tail_len > 0 ) {
2834 xtail = xpos + tail_len * cos_ang;
2835 ytail = ypos - tail_len * sin_ang;
2840 hud_tri(xpos,ypos,x1,y1,x2,y2);
2842 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2845 // draw the tail indicating length
2846 if ( tail_len > 0 ) {
2847 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2851 // Render a missile warning triangle, that splits apart to indicate distance
2852 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2854 // points to draw triangles
2868 float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2870 sin_ang=(float)sin(ang);
2871 cos_ang=(float)cos(ang);
2873 if ( cur_dist < Min_warning_missile_dist ) {
2874 triangle_sep = 0.0f;
2875 } else if ( cur_dist > Max_warning_missile_dist ) {
2876 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2878 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2881 // calculate these values only once, since it will be used in several places
2882 half_triangle_sep = 0.5f * triangle_sep;
2884 xpos = (float)floor(xpos);
2885 ypos = (float)floor(ypos);
2887 if ( triangle_sep == 0 ) {
2888 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2889 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2890 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2891 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2892 if ( draw_inside ) {
2894 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2895 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2898 hud_tri(xpos,ypos,x1,y1,x2,y2);
2900 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2903 // calc left side points
2904 x5 = xpos - half_triangle_sep * -sin_ang;
2905 y5 = ypos + half_triangle_sep * cos_ang;
2907 x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2908 y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2912 if ( draw_inside ) {
2913 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2914 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2916 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2917 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2920 // calc right side points
2921 x2 = xpos + half_triangle_sep * -sin_ang;
2922 y2 = ypos - half_triangle_sep * cos_ang;
2924 x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2925 y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2929 if ( draw_inside ) {
2930 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2931 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2933 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2934 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2937 // draw both tris with a line connecting them
2939 hud_tri(x3,y3,x2,y2,x1,y1);
2940 hud_tri(x4,y4,x5,y5,x6,y6);
2942 hud_tri_empty(x3,y3,x2,y2,x1,y1);
2943 hud_tri_empty(x4,y4,x5,y5,x6,y6);
2945 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2949 // Render a triangle on the outside of the targeting circle.
2950 // Must be inside a g3_start_frame().
2951 // If aspect_flag !0, then render filled, indicating aspect lock.
2952 // If show_interior !0, then point inwards to positions inside reticle
2953 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2955 vertex hostile_vertex;
2957 float xpos,ypos,cur_dist,sin_ang,cos_ang;
2960 // determine if the closest firing object is within the targeting reticle (which means the triangle
2963 cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2965 g3_rotate_vertex(&hostile_vertex, hostile_pos);
2967 if (hostile_vertex.codes == 0) {// on screen
2968 float projected_x, projected_y;
2970 g3_project_vertex(&hostile_vertex);
2972 if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
2975 projected_x = hostile_vertex.sx;
2976 projected_y = hostile_vertex.sy;
2978 mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) +
2979 (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2981 if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2982 if ( !show_interior ) {
2991 ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2992 sin_ang=(float)sin(ang);
2993 cos_ang=(float)cos(ang);
2995 if ( draw_inside ) {
2996 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
2997 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
2999 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
3000 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
3003 xpos += HUD_offset_x;
3004 ypos += HUD_offset_y;
3007 // hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3008 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3015 if ( draw_inside ) {
3016 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3017 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3018 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3019 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3021 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3022 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3025 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3026 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3027 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3028 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3030 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3031 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3035 hud_tri(xpos,ypos,x1,y1,x2,y2);
3037 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3042 // Show all homing missiles locked onto the player.
3043 // Also, play the beep!
3044 void hud_show_homing_missiles()
3049 float dist, nearest_dist;
3050 int closest_is_aspect=0;
3052 gr_set_color_fast(&HUD_color_homing_indicator);
3053 nearest_dist = Homing_beep.max_cycle_dist;
3055 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3056 A = &Objects[mo->objnum];
3057 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3059 wp = &Weapons[A->instance];
3061 if (wp->homing_object == Player_obj) {
3062 hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3063 dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3065 if (dist < nearest_dist) {
3066 nearest_dist = dist;
3067 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3068 closest_is_aspect=1;
3070 closest_is_aspect=0;
3076 // See if need to play warning beep.
3077 if (nearest_dist < Homing_beep.max_cycle_dist ) {
3081 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3083 // figure out the cycle time by doing a linear interpretation
3084 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3086 // play a new 'beep' if cycle time has elapsed
3087 if ( (delta_time*1000) > cycle_time ) {
3088 Homing_beep.last_time_played = Missiontime;
3089 if ( snd_is_playing(Homing_beep.snd_handle) ) {
3090 snd_stop(Homing_beep.snd_handle);
3093 if ( closest_is_aspect ) {
3094 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3096 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3102 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
3103 // outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
3104 // is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
3105 // the target is facing 90 away from the player.
3106 void hud_show_orientation_tee()
3110 if (Player_ai->target_objnum == -1)
3113 targetp = &Objects[Player_ai->target_objnum];
3115 if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3116 hud_set_iff_color( targetp );
3118 hud_set_iff_color( targetp, 1);
3120 hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3123 // routine to draw a bounding box around a remote detonate missile and distance to
3124 void hud_show_remote_detonate_missile()
3129 vertex target_point;
3132 // check for currently locked missiles (highest precedence)
3133 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3134 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3135 mobjp = &Objects[mo->objnum];
3137 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3138 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3140 distance = hud_find_target_distance(mobjp, Player_obj);
3142 // get box center point
3143 g3_rotate_vertex(&target_point,&mobjp->pos);
3146 g3_project_vertex(&target_point);
3148 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3149 int modelnum, bound_rval;
3151 switch ( mobjp->type ) {
3153 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3154 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3158 Int3(); // should never happen
3162 if ( bound_rval == 0 ) {
3163 // draw brackets and distance
3165 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3166 gr_set_color_fast(&IFF_colors[color][1]);
3167 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3170 // do only for the first remote detonate missile
3178 // routine to possibly draw a bouding box around a ship sending a message to the player
3179 void hud_show_message_sender()
3182 vertex target_point; // temp vertex used to find screen position for 3-D object;
3187 // don't draw brackets if no ship sending a message
3188 if ( Message_shipnum == -1 )
3191 targetp = &Objects[Ships[Message_shipnum].objnum];
3192 Assert ( targetp != NULL );
3194 Assert ( targetp->type == OBJ_SHIP );
3196 // Don't do this for the ship you're flying!
3197 if ( targetp == Player_obj ) {
3201 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3202 target_shipp = &Ships[Message_shipnum];
3204 // check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
3205 if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3206 Message_shipnum = -1;
3210 // find the current target vertex
3212 g3_rotate_vertex(&target_point,&targetp->pos);
3214 hud_set_iff_color( targetp, 1);
3216 g3_project_vertex(&target_point);
3218 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3219 int modelnum, bound_rval;
3221 switch ( targetp->type ) {
3223 modelnum = target_shipp->modelnum;
3224 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3228 Int3(); // should never happen
3232 if ( bound_rval == 0 ) {
3234 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3235 gr_set_color_fast(&IFF_colors[color][1]);
3236 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3240 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3241 if (target_point.codes != 0) { // target center is not on screen
3242 // draw the offscreen indicator at the edge of the screen where the target is closest to
3243 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3244 if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3245 if ( hud_sensors_ok(Player_ship, 0) ) {
3247 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3248 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3249 dist = hud_find_target_distance( targetp, Player_obj );
3250 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3257 // hud_prune_hotkeys()
3259 // Check for ships that are dying, departed or dead. These should be removed from the player's
3261 void hud_prune_hotkeys()
3264 htarget_list *hitem, *plist;
3268 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3269 plist = &(Players[Player_num].keyed_targets[i]);
3270 if ( EMPTY( plist ) ) // no items in list, then do nothing
3273 hitem = GET_FIRST(plist);
3274 while ( hitem != END_OF_LIST(plist) ) {
3280 Assert ( objp != NULL );
3281 if ( objp->type == OBJ_SHIP ) {
3282 Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3283 sp = &Ships[objp->instance];
3285 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3290 // check to see if the object is dying -- if so, remove it from the list
3291 // check to see if the ship is departing -- if so, remove it from the list
3292 if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3294 nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3298 temp = GET_NEXT(hitem);
3299 list_remove( plist, hitem );
3300 list_append( &htarget_free_list, hitem );
3305 hitem = GET_NEXT( hitem );
3309 // save the hotkey sets with mission time reaches a certain point. Code was put here because this
3310 // function always called for both single/multiplayer. Maybe not the best location, but whatever.
3311 mission_hotkey_maybe_save_sets();
3314 int HUD_drew_selection_bracket_on_target;
3316 // hud_show_selection_set draws some indicator around all the ships in the current selection set. No
3317 // indicators will be drawn if there is only 1 ship in the set.
3318 void hud_show_selection_set()
3320 htarget_list *hitem, *plist;
3323 vertex target_point; // temp vertex used to find screen position for 3-D object;
3326 HUD_drew_selection_bracket_on_target = 0;
3328 set = Players[Player_num].current_hotkey_set;
3332 Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3333 plist = &(Players[Player_num].keyed_targets[set]);
3336 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3339 if ( count == 0 ) { // only one ship, do nothing
3340 Players[Player_num].current_hotkey_set = -1;
3344 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3345 targetp = hitem->objp;
3346 Assert ( targetp != NULL );
3348 ship *target_shipp = NULL;
3350 Assert ( targetp->type == OBJ_SHIP );
3351 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3352 target_shipp = &Ships[targetp->instance];
3354 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3358 // find the current target vertex
3360 g3_rotate_vertex(&target_point,&targetp->pos);
3362 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3366 hud_set_iff_color( targetp, 1 );
3368 g3_project_vertex(&target_point);
3370 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3371 int modelnum, bound_rval;
3373 switch ( targetp->type ) {
3375 modelnum = target_shipp->modelnum;
3376 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3380 Int3(); // should never happen
3384 if ( bound_rval == 0 ) {
3385 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3386 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3387 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3388 HUD_drew_selection_bracket_on_target = 1;
3393 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3394 if (target_point.codes != 0) { // target center is not on screen
3395 // draw the offscreen indicator at the edge of the screen where the target is closest to
3396 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3398 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3399 if ( hud_sensors_ok(Player_ship, 0) ) {
3401 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3402 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3403 dist = hud_find_target_distance( targetp, Player_obj );
3404 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3412 void hud_show_brackets(object *targetp, vertex *projected_v)
3415 int draw_box = TRUE;
3418 if ( Player->target_is_dying <= 0 ) {
3421 switch ( targetp->type ) {
3423 modelnum = Ships[targetp->instance].modelnum;
3424 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3425 if ( bound_rc != 0 ) {
3431 modelnum = Debris[targetp->instance].model_num;
3432 bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3433 if ( bound_rc != 0 ) {
3439 Assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3440 modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3441 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3444 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
3448 subtype = Asteroids[targetp->instance].asteroid_subtype;
3449 modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3450 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3456 modelnum = Jump_nodes[targetp->instance].modelnum;
3457 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3461 Int3(); // should never happen
3465 Hud_target_w = x2-x1+1;
3466 if ( Hud_target_w > gr_screen.clip_width ) {
3467 Hud_target_w = gr_screen.clip_width;
3470 Hud_target_h = y2-y1+1;
3471 if ( Hud_target_h > gr_screen.clip_height ) {
3472 Hud_target_h = gr_screen.clip_height;
3475 if ( targetp->type == OBJ_ASTEROID ) {
3476 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3477 team = TEAM_TRAITOR;
3479 team = SELECTION_SET;
3482 team = obj_team(targetp);
3485 if ( draw_box == TRUE ) {
3488 color = hud_brackets_get_iff_color(team);
3489 // maybe color as tagged
3490 if ( ship_is_tagged(targetp) ) {
3491 color = IFF_COLOR_TAGGED;
3493 distance = hud_find_target_distance( targetp, Player_obj );
3494 gr_set_color_fast(&IFF_colors[color][1]);
3495 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3498 if ( targetp->type == OBJ_SHIP ) {
3499 draw_bounding_brackets_subobject();
3504 void hud_update_target_in_reticle(vertex *projected_v)
3507 mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) +
3508 (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3510 if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3511 // this information can be used elsewhere
3512 Target_in_reticle = 1;
3515 // this information can be used elsewhere
3516 Target_in_reticle = 0;
3523 // hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
3525 // Must be inside a g3_start_frame()
3526 // input: frametime => time in seconds since last update
3527 // in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
3528 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3530 vertex target_point; // temp vertex used to find screen position for 3-D object;
3533 // draw the triangle that points to the closest hostile ship that is firing on the player
3534 // This is always drawn, even if there is no current target. There is also a hook that will
3535 // maybe warn the player via a voice message of an attacking ship.
3537 hud_show_hostile_triangle();
3540 if (Player_ai->target_objnum == -1)
3543 object * targetp = &Objects[Player_ai->target_objnum];
3544 Players[Player_num].lead_indicator_active = 0;
3546 // check to see if there is even a current target
3547 if ( targetp == &obj_used_list ) {
3551 Target_in_reticle = 0;
3553 // AL 1/20/97: Point to targted subsystem if one exists
3554 if ( Player_ai->targeted_subsys != NULL ) {
3555 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3557 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3559 target_pos = targetp->pos;
3561 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3564 // find the current target vertex
3566 // The 2D screen pos depends on the current viewer position and orientation.
3567 g3_rotate_vertex(&target_point,&target_pos);
3570 hud_set_iff_color( targetp, 1 );
3571 g3_project_vertex(&target_point);
3573 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3574 if (target_point.codes == 0) { // target center is not on screen
3575 hud_show_brackets(targetp, &target_point);
3577 hud_update_target_in_reticle(&target_point);
3584 // show the leading target indicator
3585 if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3586 hud_show_lead_indicator(&target_pos);
3590 // show the indicator that orbits the outer reticle and points in the direction of the target
3591 hud_show_target_triangle_indicator(&target_point);
3593 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3594 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3595 hud_show_orientation_tee();
3598 // display the information about the target
3599 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3600 if ( !hud_targetbox_static_maybe_blit(frametime) )
3601 hud_show_target_data(frametime);
3604 // update cargo scanning
3605 hud_cargo_scan_update(targetp, frametime);
3607 // draw the shield icon for the current target
3608 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3609 hud_shield_show(targetp);
3612 // draw the mini target+shield gauge that sits near the bottom of the retcle
3613 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3614 int show_gauge_flag=1;
3615 // is gauge configured as a popup?
3616 if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3617 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3622 if ( show_gauge_flag ) {
3623 hud_shield_show_mini(targetp);
3627 Player->cargo_inspect_time = 0;
3628 player_stop_cargo_scan_sound();
3631 // display the lock indicator
3632 if (!Player->target_is_dying) {
3633 hud_update_lock_indicator(frametime);
3634 hud_show_lock_indicator(frametime);
3636 // update and render artillery
3637 hud_artillery_update();
3638 hud_artillery_render();
3641 // Point to offscreen target
3642 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3643 if (target_point.codes != 0) { // target center is not on screen
3644 // draw the offscreen indicator at the edge of the screen where the target is closest to
3645 Assert(Player_ai->target_objnum != -1);
3647 // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3648 // in the message sending color in hud_show_message_sender()
3649 if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3650 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3652 hud_set_iff_color( targetp, 1 );
3653 //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3654 dist = hud_find_target_distance( targetp, Player_obj );
3655 hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3662 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3663 // circle of the reticle. It will point to the closest enemy that is firing on the player.
3664 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3665 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3667 void hud_show_hostile_triangle()
3670 float min_distance=1e20f;
3671 float new_distance=0.0f;
3672 object* hostile_obj = &obj_used_list;
3673 object* nearest_obj = &obj_used_list;
3677 ship_subsys *ss, *nearest_turret_subsys = NULL;
3679 int player_obj_index = OBJ_INDEX(Player_obj);
3680 int turret_is_attacking = 0;
3682 so = GET_FIRST(&Ship_obj_list);
3683 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3685 A = &Objects[so->objnum];
3686 sp = &Ships[A->instance];
3688 // only look at ships on other team
3689 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3693 aip = &Ai_info[Ships[A->instance].ai_index];
3695 // dont look at ignore ships
3696 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3700 // always ignore cargo containers and navbuoys
3701 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3705 // check if ship is stealthy
3706 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3710 turret_is_attacking = 0;
3712 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3713 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3714 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3715 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3717 if ( ss->turret_enemy_objnum == player_obj_index ) {
3718 turret_is_attacking = 1;
3721 // get world pos of subsystem
3722 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3723 vm_vec_add2(&gsubpos, &A->pos);
3724 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3726 if (new_distance <= min_distance) {
3727 min_distance=new_distance;
3729 nearest_turret_subsys = ss;
3736 if ( !turret_is_attacking ) {
3737 // check for ships attacking the player
3738 if ( aip->target_objnum != Player_ship->objnum ) {
3742 // ignore enemy if not in chase mode
3743 if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3747 new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3749 if (new_distance <= min_distance) {
3750 min_distance=new_distance;
3752 nearest_turret_subsys = NULL;
3757 if ( nearest_obj == &obj_used_list ) {
3761 if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3765 hostile_obj = nearest_obj;
3767 // hook to maybe warn player about this attacking ship
3768 ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3770 // check if the closest firing hostile is the current target, if so return
3771 if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3774 if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3775 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3776 // hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3777 hud_set_iff_color( hostile_obj, 1 );
3778 hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3783 // Return the bank number for the primary weapon that can fire the farthest, from
3784 // the number of active primary weapons
3785 // input: range => output parameter... it is the range of the selected bank
3786 int hud_get_best_primary_bank(float *range)
3788 int i, best_bank, bank_to_fire, num_to_test;
3789 float weapon_range, farthest_weapon_range;
3793 swp = &Player_ship->weapons;
3795 farthest_weapon_range = 0.0f;
3798 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3799 num_to_test = swp->num_primary_banks;
3801 num_to_test = min(1, swp->num_primary_banks);
3804 for ( i = 0; i < num_to_test; i++ ) {
3806 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
3808 // calculate the range of the weapon, and only display the lead target indicator when
3809 // if the weapon can actually hit the target
3810 Assert(bank_to_fire >= 0);
3811 Assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3812 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3813 weapon_range = wip->max_speed * wip->lifetime;
3815 if ( weapon_range > farthest_weapon_range ) {
3816 best_bank = bank_to_fire;
3817 farthest_weapon_range = weapon_range;
3821 *range = farthest_weapon_range;
3825 // -----------------------------------------------------------------------------
3826 // polish_predicted_target_pos()
3828 // Called by the draw lead indicator code to predict where the enemy is going to be
3830 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps)
3833 vector player_pos = Player_obj->pos;
3834 float time_to_enemy;
3835 vector last_predicted_enemy_pos = *predicted_enemy_pos;
3838 shipp = &Ships[Player_obj->instance];
3839 Assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3840 weapon_info *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3842 float weapon_speed = wip->max_speed;
3844 vm_vec_zero(last_delta_vec);
3846 for (iteration=0; iteration < num_polish_steps; iteration++) {
3847 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3848 time_to_enemy = dist_to_enemy/weapon_speed;
3849 // vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3850 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3851 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3852 last_predicted_enemy_pos= *predicted_enemy_pos;
3856 // determine the correct frame to draw for the lead indicator
3857 // 0 -> center only (in secondary range only)
3858 // 1 -> full (in secondary and primary range)
3859 // 2 -> oustide only (in primary range only)
3861 // input: prange => range of current primary weapon
3862 // srange => range of current secondary weapon
3863 // dist_to_target => current dist to target
3865 // exit: 0-2 => frame offset
3866 // -1 => don't draw anything
3867 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3869 int frame_offset=-1;
3870 int in_prange=0, in_srange=0;
3872 if ( dist_to_target < prange ) {
3876 if ( dist_to_target < srange ) {
3880 if ( in_prange && in_srange ) {
3882 } else if ( in_prange && !in_srange ) {
3884 } else if ( !in_prange && in_srange ) {
3890 return frame_offset;
3893 // decide what frame of lead indicator to draw
3895 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3896 void hud_show_lead_indicator(vector *target_world_pos)
3898 vector target_moving_direction, last_delta_vector, source_pos;
3900 vertex lead_target_vertex;
3905 float dist_to_target, time_to_target, target_moved_dist, prange, srange;
3906 int bank_to_fire, indicator_frame, frame_offset;
3908 if (Player_ai->target_objnum == -1)
3911 targetp = &Objects[Player_ai->target_objnum];
3912 if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3916 // only allow bombs to have lead indicator displayed
3917 if ( targetp->type == OBJ_WEAPON ) {
3918 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3923 // If the target is out of range, then draw the correct frame for the lead indicator
3924 if ( Lead_indicator_gauge.first_frame == -1 ) {
3929 po = model_get( Player_ship->modelnum );
3930 swp = &Player_ship->weapons;
3932 // Added to take care of situation where there are no primary banks on the player ship
3933 // (this may not be possible, depending on what we decide for the weapons loadout rules)
3934 if ( swp->num_primary_banks == 0 )
3937 bank_to_fire = hud_get_best_primary_bank(&prange);
3938 if ( bank_to_fire < 0 )
3940 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3942 if (po->n_guns && bank_to_fire != -1 ) {
3943 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3948 // source_pos will contain the world coordinate of where to base the lead indicator prediction
3949 // from. Normally, this will be the world pos of the gun turret of the currently selected primary
3951 source_pos = Player_obj->pos;
3952 if (rel_pos != NULL) {
3954 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3955 vm_vec_add2(&source_pos, &gun_point);
3958 // Determine "accurate" distance to target. This is the distance from the player ship
3959 // to the closest point on the bounding box of the target
3960 dist_to_target = hud_find_target_distance(targetp, Player_obj);
3962 srange = ship_get_secondary_weapon_range(Player_ship);
3964 if ( swp->current_secondary_bank >= 0 ) {
3966 int bank = swp->current_secondary_bank;
3967 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3968 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3969 if ( !Player->target_in_lock_cone ) {
3975 frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3976 if ( frame_offset < 0 ) {
3980 indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3982 Assert(wip->max_speed != 0);
3983 time_to_target = dist_to_target / wip->max_speed;
3985 target_moved_dist = targetp->phys_info.speed * time_to_target;
3987 target_moving_direction = targetp->phys_info.vel;
3989 // if we've reached here, the lead target indicator will be displayed
3990 Players[Player_num].lead_indicator_active = 1;
3992 // test if the target is moving at all
3993 if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f) // Find distance!
3994 Players[Player_num].lead_target_pos = *target_world_pos;
3996 vm_vec_normalize(&target_moving_direction);
3997 vm_vec_scale(&target_moving_direction,target_moved_dist);
3998 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
3999 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)
4002 g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
4004 if (lead_target_vertex.codes == 0) { // on screen
4006 g3_project_vertex(&lead_target_vertex);
4007 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
4009 if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
4010 hud_set_iff_color(targetp, 0);
4012 hud_set_iff_color(targetp, 1);
4015 if ( indicator_frame >= 0 ) {
4016 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]));
4022 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4024 void hud_cease_subsystem_targeting(int print_message)
4028 ship_index = Objects[Player_ai->target_objnum].instance;
4029 if ( ship_index < 0 )
4032 Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4033 Player_ai->targeted_subsys = NULL;
4034 Player_ai->targeted_subsys_parent = -1;
4035 if ( print_message ) {
4036 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4039 hud_stop_looped_locking_sounds();
4043 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4045 void hud_cease_targeting()
4047 set_target_objnum( Player_ai, -1 );
4048 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4049 hud_cease_subsystem_targeting(0);
4050 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4054 // hud_restore_subsystem_target() will remember the last targeted subsystem
4057 void hud_restore_subsystem_target(ship* shipp)
4059 // check if there was a previously targeted sub-system for this target
4060 if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4061 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4062 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4065 Player_ai->targeted_subsys = NULL;
4066 Player_ai->targeted_subsys_parent = -1;
4070 // --------------------------------------------------------------------------------
4071 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4073 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4075 if (subsys == NULL) {
4076 *world_pos = parent_obj->pos;
4080 vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4081 vm_vec_add2(world_pos, &parent_obj->pos);
4086 // If Pl_objp is docking, see if it (or the dockee) are in the target view. If so, flash dock
4088 void hud_maybe_flash_docking_text(object *objp)
4091 int docker_objnum, dockee_objnum;
4093 if ( Player_ai->target_objnum < 0 ) {
4097 if ( objp->type != OBJ_SHIP ) {
4101 aip = &Ai_info[Ships[objp->instance].ai_index];
4105 if ( aip->ai_flags & AIF_DOCKED ) {
4106 docker_objnum = OBJ_INDEX(objp);
4107 dockee_objnum = aip->dock_objnum;
4110 if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4111 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4116 // ----------------------------------------------------------------------------
4117 // hud_target_change_check()
4119 // called once per frame to account for when the target changes
4121 void hud_target_change_check()
4123 float current_speed=0.0f;
4125 // Check if player subsystem target has changed, and reset necessary player flag
4126 if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4127 Player->subsys_in_view=-1;
4130 // check if the main target has changed
4131 if (Player_ai->last_target != Player_ai->target_objnum) {
4133 if ( Player_ai->target_objnum != -1){
4134 snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4137 // if we have a hotkey set active, see if new target is in set. If not in
4138 // set, deselect the current hotkey set.
4139 if ( Player->current_hotkey_set != -1 ) {
4140 htarget_list *hitem, *plist;
4142 plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4143 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4144 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4148 if ( hitem == END_OF_LIST(plist) ){
4149 Player->current_hotkey_set = -1;
4153 player_stop_cargo_scan_sound();
4154 hud_shield_hit_reset();
4155 hud_targetbox_init_flash();
4156 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4157 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4158 Player->cargo_inspect_time=0;
4159 Player->locking_subsys=NULL;
4160 Player->locking_on_center=0;
4161 Player->locking_subsys_parent=-1;
4163 Player_ai->current_target_dist_trend = NO_CHANGE;
4164 Player_ai->current_target_speed_trend = NO_CHANGE;
4166 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4167 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4168 // player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4169 player_match_target_speed();
4172 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4173 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
4178 if ( Player_ai->target_objnum != -1) {
4179 if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4180 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4184 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4185 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4186 if ( Player_ai->target_objnum >= 0 ) {
4187 hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4191 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4192 Player_ai->current_target_dist_trend = DECREASING;
4193 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4194 Player_ai->current_target_dist_trend = INCREASING;
4196 Player_ai->current_target_dist_trend = NO_CHANGE;
4199 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4201 if (current_speed < Player_ai->last_speed-0.01){
4202 Player_ai->current_target_speed_trend = DECREASING;
4203 } else if (current_speed > Player_ai->last_speed+0.01) {
4204 Player_ai->current_target_speed_trend = INCREASING;
4206 Player_ai->current_target_speed_trend = NO_CHANGE;
4209 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4210 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4211 // player_match_target_speed("", "", XSTR("Matching target speed",-1));
4212 player_match_target_speed();
4217 Player_ai->last_dist = Player_ai->current_target_distance;
4218 Player_ai->last_speed = current_speed;
4220 Player_ai->last_target = Player_ai->target_objnum;
4221 Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4224 // ---------------------------------------------------------------------
4225 // hud_draw_offscreen_indicator()
4227 // draws the offscreen target indicator
4229 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4233 int on_top, on_right, on_left, on_bottom;
4234 float target_x, target_y;
4237 // points to draw triangles
4251 vector targ_to_player;
4254 float half_gauge_length, half_triangle_sep;
4257 // calculate the dot product between the players forward vector and the vector connecting
4258 // the player to the target. Normalize targ_to_player since we want the dot product
4259 // to range between 0 -> 1.
4260 vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4261 vm_vec_normalize(&targ_to_player);
4262 dist_behind = vm_vec_dot(&Player_obj->orient.v.fvec, &targ_to_player);
4266 if (dist_behind < 0) { // still in front of player, but not in view
4268 dist_behind = dist_behind + 1.0f;
4269 if (dist_behind > 0.2 ){
4270 triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4272 triangle_sep = 0.0f;
4276 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4279 if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4280 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4283 // calculate these values only once, since it will be used in several places
4284 half_triangle_sep = 0.5f * triangle_sep;
4285 half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4287 target_x = target_point->x;
4288 target_y = target_point->y;
4290 // We need to find the screen (x,y) for where to draw the offscreen indicator
4292 // The best way I've found is to draw a line from the eye_pos to the target, and
4293 // then use clip_line() to find the screen (x,y) for where the line hits the edge
4296 // The weird thing about clip_line() is that is flips around the two verticies,
4297 // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4299 vertex *eye_vertex = NULL;
4300 vertex real_eye_vertex;
4301 eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
4303 vm_vec_add( &eye_pos, &Eye_position, &View_matrix.v.fvec);
4304 g3_rotate_vertex(eye_vertex, &eye_pos);
4307 codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4308 clip_line(&target_point,&eye_vertex,codes_or,0);
4310 if (!(target_point->flags&PF_PROJECTED))
4311 g3_project_vertex(target_point);
4313 if (!(eye_vertex->flags&PF_PROJECTED))
4314 g3_project_vertex(eye_vertex);
4316 if (eye_vertex->flags&PF_OVERFLOW) {
4317 Int3(); // This is unlikely to happen, but can if a clip goes through the player's eye.
4318 Player_ai->target_objnum = -1;
4322 if (target_point->flags & PF_TEMP_POINT)
4323 free_temp_point(target_point);
4325 if (eye_vertex->flags & PF_TEMP_POINT)
4326 free_temp_point(eye_vertex);
4328 xpos = eye_vertex->sx;
4329 ypos = eye_vertex->sy;
4331 on_left = on_right = on_top = on_bottom = 0;
4332 xpos = (xpos<1) ? 0 : xpos;
4333 ypos = (ypos<1) ? 0 : ypos;
4335 if ( xpos <= gr_screen.clip_left ) {
4336 xpos = i2fl(gr_screen.clip_left);
4339 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4340 ypos = half_gauge_length;
4343 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4344 ypos = gr_screen.clip_bottom - half_gauge_length;
4347 else if ( xpos >= gr_screen.clip_right) {
4348 xpos = i2fl(gr_screen.clip_right);
4351 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4352 ypos = half_gauge_length;
4354 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4355 ypos = gr_screen.clip_bottom - half_gauge_length;
4358 else if ( ypos <= gr_screen.clip_top ) {
4359 ypos = i2fl(gr_screen.clip_top);
4362 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4363 xpos = half_gauge_length;
4365 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4366 xpos = gr_screen.clip_right - half_gauge_length;
4369 else if ( ypos >= gr_screen.clip_bottom ) {
4370 ypos = i2fl(gr_screen.clip_bottom);
4373 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4374 xpos = half_gauge_length;
4376 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4377 xpos = gr_screen.clip_right - half_gauge_length;
4384 // The offscreen target triangles are drawn according the the diagram below
4393 // ......|...........|...............(xpos,ypos)
4402 xpos = (float)floor(xpos);
4403 ypos = (float)floor(ypos);
4405 if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4406 sprintf(buf,"%d",fl2i(distance+0.5f));
4407 hud_num_make_mono(buf);
4408 gr_get_string_size(&w, &h, buf);
4416 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4417 y1 = y2 = ypos - half_triangle_sep;
4418 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4420 y4 = y5 = ypos + half_triangle_sep;
4421 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4424 gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4430 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4431 y1 = y2 = ypos - half_triangle_sep;
4432 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4434 y4 = y5 = ypos + half_triangle_sep;
4435 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4438 gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4444 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4445 x1 = x2 = xpos - half_triangle_sep;
4446 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4448 x4 = x5 = xpos + half_triangle_sep;
4449 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4452 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4455 else if (on_bottom) {
4458 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4459 x1 = x2 = xpos - half_triangle_sep;
4460 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4462 x4 = x5 = xpos + half_triangle_sep;
4463 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4466 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4470 hud_tri(x3,y3,x2,y2,x1,y1);
4471 hud_tri(x4,y4,x5,y5,x6,y6);
4472 if (on_right || on_bottom){
4473 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4474 } else if (on_left) {
4475 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4477 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4482 // Render the HUD afterburner energy gauge
4483 void hud_show_afterburner_gauge()
4488 if ( Energy_bar_gauges.first_frame == -1 ){
4492 Assert(Player_ship);
4493 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4494 percent_left = 0.0f;
4496 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4499 if ( percent_left > 1 ) {
4500 percent_left = 1.0f;
4503 clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4505 bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4508 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);
4511 if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {
4512 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);
4516 // Render the player weapon energy on the HUD
4517 void hud_show_weapon_energy_gauge()
4520 int clip_h, i, w, h;
4522 if ( Energy_bar_gauges.first_frame == -1 ){
4526 if ( Player_ship->weapons.num_primary_banks <= 0 ){
4530 percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4531 if ( percent_left > 1 ) {
4532 percent_left = 1.0f;
4535 if ( percent_left <= 0.3 ) {
4537 if ( percent_left < 0.1 ) {
4538 gr_set_color_fast(&Color_bright_red);
4540 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4541 hud_num_make_mono(buf);
4542 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4545 hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4546 for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4547 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4548 if ( Weapon_flash_info.is_bright & (1<<i) ) {
4549 // hud_set_bright_color();
4550 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4556 clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4558 bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4561 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);
4564 if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4565 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);
4568 // hud_set_default_color();
4571 // --------------------------------------------------------------------------------------
4572 // hud_show_target_triangle_indicator()
4574 // Draw the solid triangle that orbits the reticle and points to the nearest target
4576 void hud_show_target_triangle_indicator(vertex *projected_v)
4579 float xpos,ypos,ang;
4581 if ( Player_ai->target_objnum == -1)
4584 object *targetp = &Objects[Player_ai->target_objnum];
4586 // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4587 if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4588 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4592 hud_set_iff_color(targetp, 1);
4594 ang = atan2_safe(projected_v->y,projected_v->x);
4595 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4596 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4598 xpos += HUD_offset_x;
4599 ypos += HUD_offset_y;
4601 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4602 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4603 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4604 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4606 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4607 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4609 hud_tri(xpos,ypos,x3,y3,x4,y4);
4613 // called from hud_show_weapons() to plot out the secondary weapon name and amo
4614 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4617 char weapon_name[NAME_LENGTH + 10];
4622 if ( sw->num_primary_banks == 2 ) {
4626 for ( i = 0; i < count; i++ ) {
4627 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4628 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4630 // HACK - make Cluster Bomb fit on the HUD.
4631 if(!stricmp(wip->name,"cluster bomb")){
4632 strcpy(weapon_name, NOX("Cluster"));
4634 strcpy(weapon_name, wip->name);
4637 hud_end_string_at_first_hash_symbol(weapon_name);
4639 if ( sw->current_secondary_bank == i ) {
4640 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);
4643 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);
4646 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);
4648 if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4649 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4650 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4651 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));
4655 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);
4658 // print out the ammo right justified
4659 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4660 hud_num_make_mono(ammo_str);
4661 gr_get_string_size(&w, &h, ammo_str);
4663 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);
4665 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4669 // start the weapon line (on the HUD) flashing
4670 void hud_start_flash_weapon(int index)
4672 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4677 if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4678 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4679 Weapon_flash_info.is_bright &= ~(1<<index);
4682 Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4685 // maybe change the text color for the weapon line indicated by index
4686 void hud_maybe_flash_weapon(int index)
4688 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4693 // hud_set_default_color();
4694 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4695 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4696 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4697 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4698 Weapon_flash_info.is_bright ^= (1<<index);
4701 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4702 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4703 // hud_set_bright_color();
4705 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4706 // hud_set_dim_color();
4711 // render the coutermeasure HUD gauge
4712 void hud_show_cmeasure_gague()
4714 if ( Cmeasure_gauge.first_frame == -1 ) {
4715 Int3(); // failed to load coutermeasure gauge background
4719 // hud_set_default_color();
4720 hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4722 // blit the background
4723 GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);
4726 gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4727 if ( !Player_ship ) {
4728 Int3(); // player ship doesn't exist?
4731 gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4735 // ------------------------------------------------------------------
4736 // hud_show_weapons()
4738 // Show the player's primary and secondary weapons, along with ammo and % energy
4740 void hud_show_weapons()
4743 int np, ns; // np == num primary, ns == num secondary
4744 char name[NAME_LENGTH];
4746 if(Player_obj->type == OBJ_OBSERVER)
4749 Assert(Player_obj->type == OBJ_SHIP);
4750 Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4752 sw = &Ships[Player_obj->instance].weapons;
4754 np = sw->num_primary_banks;
4755 ns = sw->num_secondary_banks;
4757 // NOTE: I hate to hard-code numbers, but there is no clean way to organize these coords... they
4758 // are all over the place. UGLY.
4760 // BAH. You're a moron, above guy. :)
4762 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4764 // draw top of primary display
4765 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]);
4767 emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
4771 // draw bottom of border
4772 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]);
4774 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));
4780 // draw bottom of border
4781 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]);
4783 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4785 lcl_translate_wep_name(name);
4788 // maybe modify name here to fit
4789 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4790 // hud_set_bright_color();
4791 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4793 hud_maybe_flash_weapon(0);
4796 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);
4797 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);
4801 // draw border to accomodate second primary weapon
4802 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]);
4804 // draw bottom of border
4805 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]);
4807 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4809 lcl_translate_wep_name(name);
4811 // maybe modify name here to fit
4813 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4814 // hud_set_bright_color();
4815 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4817 hud_maybe_flash_weapon(0);
4819 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4820 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);
4822 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);
4824 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4826 lcl_translate_wep_name(name);
4828 // maybe modify name here to fit
4829 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4830 // hud_set_bright_color();
4831 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4833 hud_maybe_flash_weapon(1);
4835 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4836 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);
4838 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);
4843 Int3(); // can't happen - get Alan
4848 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4852 // draw the bottom of the secondary weapons
4853 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);
4855 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));
4859 // draw the bottom of the secondary weapons
4860 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);
4862 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4866 // draw the middle border, only present when there are 2 or more secondaries
4867 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);
4869 // draw the bottom of the secondary weapons
4870 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);
4872 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4876 // draw the middle border, only present when there are 2 or more secondaries
4877 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);
4879 // draw the bottm border, only present when there are 3 secondaries
4880 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);
4882 // draw the bottom of the secondary weapons
4883 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);
4885 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4889 Int3(); // can't happen - get Alan
4895 // check if targeting is possible based on sensors strength
4896 int hud_sensors_ok(ship *sp, int show_msg)
4900 // If playing on lowest skill level, sensors don't affect targeting
4901 // If dead, still allow player to target, despite any subsystem damage
4902 // If i'm a multiplayer observer, allow me to target
4903 if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4907 // if the ship is currently being affected by EMP
4908 if(emp_active_local()){
4912 // ensure targeting functions are not disabled through damage
4913 sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4914 if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4916 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4917 snd_play(&Snds[SND_TARGET_FAIL]);
4925 int hud_communications_state(ship *sp, int show_msg)
4928 int comm_state = COMM_OK;
4930 // If playing on the lowest skill level, communications always ok
4931 // If dead, still allow player to communicate, despite any subsystem damage
4932 if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4936 str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4937 // str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4938 // Change this back when comm systems have been better placed.
4940 if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4942 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4944 comm_state = COMM_DESTROYED;
4945 } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4946 comm_state = COMM_DAMAGED;
4952 // target the next or previous hostile/friendly ship
4953 void hud_target_next_list(int hostile, int next_flag)
4955 object *A, *min_obj, *max_obj, *nearest_obj;
4958 // vector target_vec;
4959 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
4960 int timestamp_val, valid_team;
4963 timestamp_val = Tl_hostile_reset_timestamp;
4964 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4965 valid_team = opposing_team_mask(Player_ship->team);
4967 timestamp_val = Tl_friendly_reset_timestamp;
4968 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4969 valid_team = Player_ship->team;
4972 // If no target is selected, then simply target the closest ship
4973 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4974 hud_target_closest(valid_team);
4978 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4980 min_obj = max_obj = nearest_obj = NULL;
4984 nearest_dist = 1e20f;
4986 nearest_dist = 0.0f;
4989 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4990 A = &Objects[so->objnum];
4991 shipp = &Ships[A->instance]; // get a pointer to the ship information
4993 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4996 // choose from the correct team
4997 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4998 // if we're in multiplayer dogfight, ignore this
4999 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5004 // always ignore navbuoys and cargo
5005 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
5009 // don't use object if it is already a target
5010 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5014 if(hud_target_invalid_awacs(A)){
5018 new_dist = hud_find_target_distance(A,Player_obj);
5020 if (new_dist <= min_dist) {
5021 min_dist = new_dist;
5025 if (new_dist >= max_dist) {
5026 max_dist = new_dist;
5031 diff = new_dist - cur_dist;
5033 if ( diff < ( nearest_dist - cur_dist ) ) {
5034 nearest_dist = new_dist;
5039 diff = cur_dist - new_dist;
5041 if ( diff < ( cur_dist - nearest_dist ) ) {
5042 nearest_dist = new_dist;
5049 if ( nearest_obj == NULL ) {
5052 if ( min_obj != NULL ) {
5053 nearest_obj = min_obj;
5056 if ( max_obj != NULL ) {
5057 nearest_obj = max_obj;
5062 if (nearest_obj != NULL) {
5064 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5066 // maybe set new turret subsystem
5067 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5068 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5071 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5075 // draw auto-target icon
5076 void hud_auto_target_icon()
5080 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5086 // draw the box background
5087 hud_set_gauge_color(HUD_AUTO_TARGET);
5088 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]);
5090 #ifndef MAKE_FS1 // Text already on bitmap
5091 // draw the text on top
5092 if (frame_offset == 1) {
5094 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha, AC_TYPE_HUD);
5095 gr_set_color_fast(&text_color);
5098 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));
5099 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));
5103 // draw auto-speed match icon
5104 void hud_auto_speed_match_icon()
5108 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5114 hud_set_gauge_color(HUD_AUTO_SPEED);
5116 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);
5118 #ifndef MAKE_FS1 // Text already on bitmap
5119 // draw the text on top
5120 if (frame_offset == 3) {
5122 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha, AC_TYPE_HUD);
5123 gr_set_color_fast(&text_color);
5125 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));
5126 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));
5130 // display the auto-targeting and auto-speed-matching icons on the HUD
5131 void hud_show_auto_icons()
5134 if ( Toggle_gauge.first_frame == -1 )
5137 // display auto target icon
5138 if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5140 // is gauge configured as a popup?
5141 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5142 if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5148 hud_auto_target_icon();
5152 // display auto speed match icon
5153 if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5155 // is gauge configured as a popup?
5156 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5157 if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5163 hud_auto_speed_match_icon();
5168 // Set the player target to the closest friendly repair ship
5169 // input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
5170 // output: 1 => A repair ship was targeted
5171 // 0 => No targeting change
5172 int hud_target_closest_repair_ship(int goal_objnum)
5175 object *nearest_obj=&obj_used_list;
5178 float min_distance=1e20f;
5179 float new_distance=0.0f;
5182 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5183 A = &Objects[so->objnum];
5184 shipp = &Ships[A->instance]; // get a pointer to the ship information
5186 // ignore all ships that aren't repair ships
5187 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5191 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5194 // only consider friendly ships
5195 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5196 // if we're in multiplayer dogfight, ignore this
5197 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5202 if(hud_target_invalid_awacs(A)){
5206 if ( goal_objnum >= 0 ) {
5207 if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5212 new_distance = hud_find_target_distance(A,Player_obj);
5214 if (new_distance <= min_distance) {
5215 min_distance=new_distance;
5220 if (nearest_obj != &obj_used_list) {
5221 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5222 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5226 // inform player how to get a support ship
5227 if ( goal_objnum == -1 ) {
5228 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area. Use messaging to call one in.", 332));
5236 void hud_target_toggle_hidden_from_sensors()
5238 if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5239 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5240 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5242 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5243 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5247 // target the closest uninspected object
5248 void hud_target_closest_uninspected_object()
5250 object *A, *nearest_obj = NULL;
5253 float min_distance = 1e20f;
5254 float new_distance = 0.0f;
5256 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5258 A = &Objects[so->objnum];
5259 shipp = &Ships[A->instance]; // get a pointer to the ship information
5261 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5265 if(hud_target_invalid_awacs(A)){
5269 // ignore all non-cargo carrying craft
5270 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5274 new_distance = hud_find_target_distance(A,Player_obj);
5276 if (new_distance <= min_distance) {
5277 min_distance=new_distance;
5282 if (nearest_obj != NULL) {
5283 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5284 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5287 snd_play( &Snds[SND_TARGET_FAIL] );
5291 // target the next or previous uninspected/unscanned object
5292 void hud_target_uninspected_object(int next_flag)
5294 object *A, *min_obj, *max_obj, *nearest_obj;
5297 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
5299 // If no target is selected, then simply target the closest uninspected cargo
5300 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5301 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5302 hud_target_closest_uninspected_object();
5306 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5308 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5310 min_obj = max_obj = nearest_obj = NULL;
5314 nearest_dist = 1e20f;
5316 nearest_dist = 0.0f;
5319 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5320 A = &Objects[so->objnum];
5321 shipp = &Ships[A->instance]; // get a pointer to the ship information
5323 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5326 // ignore all non-cargo carrying craft
5327 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5331 // don't use object if it is already a target
5332 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5336 if(hud_target_invalid_awacs(A)){
5340 new_dist = hud_find_target_distance(A, Player_obj);
5342 if (new_dist <= min_dist) {
5343 min_dist = new_dist;
5347 if (new_dist >= max_dist) {
5348 max_dist = new_dist;
5353 diff = new_dist - cur_dist;
5355 if ( diff < ( nearest_dist - cur_dist ) ) {
5356 nearest_dist = new_dist;
5361 diff = cur_dist - new_dist;
5363 if ( diff < ( cur_dist - nearest_dist ) ) {
5364 nearest_dist = new_dist;
5371 if ( nearest_obj == NULL ) {
5374 if ( min_obj != NULL ) {
5375 nearest_obj = min_obj;
5378 if ( max_obj != NULL ) {
5379 nearest_obj = max_obj;
5384 if (nearest_obj != NULL) {
5385 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5386 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5389 snd_play( &Snds[SND_TARGET_FAIL] );
5393 // ----------------------------------------------------------------
5395 // Target Last Transmission Sender code START
5397 // ----------------------------------------------------------------
5399 typedef struct transmit_target
5405 static int Transmit_target_next_slot = 0;
5406 static int Transmit_target_current_slot = -1;
5407 static int Transmit_target_reset_timer = timestamp(0);
5409 #define MAX_TRANSMIT_TARGETS 10
5410 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5412 // called once per level to initialize the target last transmission sender list
5413 void hud_target_last_transmit_level_init()
5417 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5418 Transmit_target_list[i].objnum = -1;
5419 Transmit_target_list[i].objsig = -1;
5422 Transmit_target_next_slot = 0;
5423 Transmit_target_current_slot = 0;
5424 Transmit_target_reset_timer = timestamp(0);
5427 // internal function only.. used to find index for last recorded ship transmission
5428 int hud_target_last_transmit_newest()
5432 latest_slot = Transmit_target_next_slot - 1;
5433 if ( latest_slot < 0 ) {
5434 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5440 // called externally to set the player target to the last ship which sent a tranmission to the player
5441 void hud_target_last_transmit()
5445 if ( Transmit_target_current_slot < 0 ) {
5446 Transmit_target_current_slot = hud_target_last_transmit_newest();
5449 // If timed out, then simply target the last ship to transmit
5450 if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5451 Transmit_target_current_slot = hud_target_last_transmit_newest();
5454 Transmit_target_reset_timer = timestamp(TL_RESET);
5456 int play_fail_sound = 1;
5457 int transmit_index = Transmit_target_current_slot;
5458 Assert(transmit_index >= 0);
5459 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5460 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5461 int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5463 if ( Player_ai->target_objnum == transmit_objnum ) {
5464 play_fail_sound = 0;
5466 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5467 if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5468 Transmit_target_current_slot = transmit_index-1;
5469 if ( Transmit_target_current_slot < 0 ) {
5470 Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5479 if ( transmit_index < 0 ) {
5480 transmit_index = MAX_TRANSMIT_TARGETS - 1;
5484 if ( i == MAX_TRANSMIT_TARGETS ) {
5485 if ( play_fail_sound ) {
5486 snd_play( &Snds[SND_TARGET_FAIL] );
5488 Transmit_target_current_slot = -1;
5492 if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5497 // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5498 // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5499 int targeted_objnum;
5500 targeted_objnum = Transmit_target_list[transmit_index].objnum;
5501 Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5503 if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5504 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5505 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5509 // called externally to add a message sender to the list
5510 void hud_target_last_transmit_add(int ship_num)
5515 ship_objnum = Ships[ship_num].objnum;
5516 Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5517 ship_objp = &Objects[ship_objnum];
5518 Assert(ship_objp->type == OBJ_SHIP);
5520 Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5521 Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5522 Transmit_target_next_slot++;
5523 if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5524 Transmit_target_next_slot = 0;
5528 // target a random ship (useful for EMP stuff)
5529 void hud_target_random_ship()
5534 shipnum = ship_get_random_ship();
5535 if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5538 objnum = Ships[shipnum].objnum;
5540 if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
5541 // never target yourself
5542 if(objnum == OBJ_INDEX(Player_obj)){
5543 set_target_objnum(Player_ai, -1);
5545 set_target_objnum(Player_ai, objnum);
5550 // ----------------------------------------------------------------
5552 // Target Last Transmission Sender code END
5554 // ----------------------------------------------------------------
5556 void hudtarget_page_in()
5560 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5561 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5563 bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5564 bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5565 bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5566 bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);