2 * $Logfile: /Freespace2/code/Hud/HUDtarget.cpp $
7 * C module to provide HUD targeting functions
10 * Revision 1.2 2002/05/07 03:16:45 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 43 11/01/99 11:22a Jefff
18 * some weapon name translations
20 * 42 9/15/99 1:59p Mikek
21 * Fix bug in targeting due to Alt-Y (target last ship sending
22 * transmission). Was just bogus code in the call to
23 * hud_restore_subsystem_target().pm.
25 * 41 9/08/99 11:42p Andsager
26 * Remove maximum target distance check when finding enemy target
28 * 40 9/07/99 11:26p Andsager
29 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
30 * hud_target_live_turret() consider if turret is targeting player
32 * 39 9/01/99 12:58a Andsager
33 * Make all targeting keys able to choose turret on BIG|HUGE ships
35 * 38 8/24/99 2:55p Andsager
36 * Add new prioritized turret selection code.
38 * 37 8/18/99 10:59p Andsager
39 * Enable "b" key to target bombers.
41 * 36 8/17/99 8:32p Jefff
42 * fixes to auto-speed/target so it looks much better in the nebula
44 * 35 8/17/99 7:15p Jefff
45 * auto-target & auto-speed text drawn in code
47 * 34 8/04/99 9:54a Andsager
48 * Auto target turrets on big ships.
50 * 33 8/02/99 4:03p Andsager
51 * target closest favors beams and flak
53 * 32 8/01/99 12:39p Dave
54 * Added HUD contrast control key (for nebula).
56 * 31 7/30/99 11:10a Andsager
57 * Modify hud_target_closest() to consider turrets against all ships, not
60 * 30 7/15/99 5:41p Andsager
63 * 29 7/15/99 9:20a Andsager
64 * FS2_DEMO initial checkin
66 * 28 7/09/99 12:00a Andsager
67 * Added target box with distance for remote detonate weapons
69 * 27 7/07/99 4:31p Andsager
70 * Make closest_attacking_hostile guage respect stealth. Kill a bunch of
73 * 26 7/01/99 11:44a Dave
74 * Updated object sound system to allow multiple obj sounds per ship.
75 * Added hit-by-beam sound. Added killed by beam sound.
77 * 25 6/17/99 9:04a Andsager
80 * 24 6/16/99 5:32p Andsager
83 * 23 6/15/99 9:24a Andsager
84 * Make hotkeys work with stealth
86 * 22 6/10/99 3:43p Dave
87 * Do a better job of syncing text colors to HUD gauges.
89 * 21 6/09/99 2:55p Andsager
90 * Allow multiple asteroid subtypes (of large, medium, small) and follow
93 * 20 6/08/99 8:35a Jasenw
94 * new coords for new lead indicator
96 * 19 6/07/99 4:20p Andsager
97 * Add HUD color for tagged object. Apply to target and radar.
99 * 18 6/02/99 3:23p Andsager
100 * Make AI aware of team visibility. Allow player targeting with team
101 * visibility info. Make stealth ships not targetable by AI in nebula
104 * 17 5/24/99 9:00a Andsager
105 * modify target next/prev live turret only when turret has a weapon
107 * 16 4/20/99 6:39p Dave
108 * Almost done with artillery targeting. Added support for downloading
109 * images on the PXO screen.
111 * 15 2/25/99 4:19p Dave
112 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
113 * release build warnings. Added more data to the squad war request and
116 * 14 1/27/99 3:02p Anoop
117 * Fixed 640 HUD afterburner and weapon energy gauge.
119 * 13 1/25/99 5:03a Dave
120 * First run of stealth, AWACS and TAG missile support. New mission type
123 * 12 1/07/99 10:07a Jasen
126 * 11 1/07/99 9:06a Jasen
129 * 10 1/06/99 2:24p Dave
130 * Stubs and release build fixes.
132 * 9 12/29/98 7:21p Dave
133 * Put in a bunch of missing hi-res coord globalizations.
135 * 8 12/29/98 2:29p Jasen
136 * added new coords for some 1024 HUD stuff.
138 * 7 12/28/98 3:17p Dave
139 * Support for multiple hud bitmap filenames for hi-res mode.
141 * 5 12/21/98 5:03p Dave
142 * Modified all hud elements to be multi-resolution friendly.
144 * 4 11/05/98 4:18p Dave
145 * First run nebula support. Beefed up localization a bit. Removed all
146 * conditional compiles for foreign versions. Modified mission file
149 * 3 10/13/98 9:28a Dave
150 * Started neatening up freespace.h. Many variables renamed and
151 * reorganized. Added AlphaColors.[h,cpp]
153 * 2 10/07/98 10:53a Dave
156 * 1 10/07/98 10:49a Dave
158 * 407 9/21/98 9:27a Dave
159 * Special case code to draw Cluster Bomb as Cluster on the HUD.
161 * 406 8/28/98 3:28p Dave
162 * EMP effect done. AI effects may need some tweaking as required.
164 * 405 8/25/98 1:48p Dave
165 * First rev of EMP effect. Player side stuff basically done. Next comes
168 * 404 6/12/98 4:52p Hoffoss
169 * Added support for special characters in in forgeign languages.
171 * 403 6/09/98 5:17p Lawrance
172 * French/German localization
174 * 402 6/09/98 10:31a Hoffoss
175 * Created index numbers for all xstr() references. Any new xstr() stuff
176 * added from here on out should be added to the end if the list. The
177 * current list count can be found in FreeSpace.cpp (search for
180 * 401 5/27/98 1:24p Allender
181 * make targeting dots work (as well as other targeting features) properly
182 * in multiplayer. Don't query for CD when entering debrief in
185 * 400 5/27/98 1:20p Mike
186 * Fix bug in target nearest ship attacking target.
192 #include "hudtarget.h"
193 #include "hudreticle.h"
198 #include "3dinternal.h"
200 #include "linklist.h"
205 #include "freespace.h" // for flFrametime
209 #include "missionparse.h"
210 #include "player.h" // for MAX_PLAYERS
212 #include "hudbrackets.h"
214 #include "eventmusic.h"
216 #include "missionmessage.h"
219 #include "hudtargetbox.h"
221 #include "subsysdamage.h"
222 #include "hudshield.h"
223 #include "missionhotkey.h"
224 #include "asteroid.h"
225 #include "jumpnode.h"
228 #include "alphacolors.h"
229 #include "localize.h"
231 #include "hudartillery.h"
233 // If any of these bits in the ship->flags are set, ignore this ship when targetting
234 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
236 // Global values for the target bracket width and height, used for debugging
237 int Hud_target_w, Hud_target_h;
239 // offscreen triangle that point the the off-screen target
240 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
244 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
248 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
252 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
257 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
258 // This means the variables are not player-specific
259 static int Target_in_reticle = 0;
261 extern object obj_used_list; // dummy node in linked list of active objects
262 extern char *Cargo_names[];
264 // shader is used to shade the target box
265 shader Training_msg_glass;
267 // the target triangle (that orbits the reticle) dimensions
268 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
272 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
277 // stuff for hotkey targeting lists
278 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
279 htarget_list htarget_free_list;
281 // coordinates and widths used to render the HUD afterburner energy gauge
282 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
291 // coordinates and widths used to render the HUD weapons energy gauge
292 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
301 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
303 //////////////////////////////////////////////////////////////////////////
304 // lists for target in reticle cycling
305 //////////////////////////////////////////////////////////////////////////
306 #define RL_USED (1<<0)
307 #define RL_USE_DOT (1<<1) // use dot product result, not distance
309 typedef struct _reticle_list {
310 _reticle_list *next, *prev;
316 #define RESET_TARGET_IN_RETICLE 750
317 int Reticle_save_timestamp;
318 reticle_list Reticle_cur_list;
319 reticle_list Reticle_save_list;
320 #define MAX_RETICLE_TARGETS 50
321 reticle_list Reticle_list[MAX_RETICLE_TARGETS];
323 //////////////////////////////////////////////////////////////////////////
324 // used for closest target cycling
325 //////////////////////////////////////////////////////////////////////////
326 #define TL_RESET 1500
327 #define TURRET_RESET 1000
328 static int Tl_hostile_reset_timestamp;
329 static int Tl_friendly_reset_timestamp;
330 static int Target_next_uninspected_object_timestamp;
331 static int Target_newest_ship_timestamp;
332 static int Target_next_turret_timestamp;
334 // animation frames for the hud targeting gauges
335 // frames: 0 => out of range lead
336 // 1 => in range lead
337 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
347 hud_frames Lead_indicator_gauge;
348 int Lead_indicator_gauge_loaded = 0;
349 char Lead_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
354 // animation frames for the afterburner gauge and the weapon energy gauge
355 // frames: 0 => afterburner dark
356 // 1 => afterburner light
357 // 2 => gun energy dark
358 // 3 => gun energy light
359 hud_frames Energy_bar_gauges;
360 int Energy_bar_gauges_loaded = 0;
361 char Energy_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
365 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
374 // animation frames for the countermeasures gauge
375 // frames: 0 => background
376 hud_frames Cmeasure_gauge;
377 int Cmeasure_gauge_loaded = 0;
378 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
386 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
394 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
402 char Cm_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
407 // animation frames for the auto-target and auto-match_speed icons
408 // frames: 0 => auto-target off
409 // 1 => auto-target on
410 // 2 => auto-match-speed on
411 // 3 => auto-match-speed off
412 hud_frames Toggle_gauge;
413 int Toggle_gauge_loaded = 0;
414 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
422 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
430 char Toggle_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
435 #define TOGGLE_TEXT_AUTOT 0
436 #define TOGGLE_TEXT_TARGET 1
437 #define TOGGLE_TEXT_AUTOS 2
438 #define TOGGLE_TEXT_SPEED 3
439 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
454 static int Toggle_text_alpha = 255;
457 // animation files for the weapons gauge
458 #define NUM_WEAPON_GAUGES 5
459 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
460 int Weapon_gauges_loaded = 0;
462 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
464 // based on the # of primaries
465 {509, 273}, // top of weapon gauge, first frame, always
466 {497, 293}, // for the first primary
467 {497, 305} // for the second primary
470 // based on the # of primaries
471 {892, 525}, // top of weapon gauge, first frame, always
472 {880, 545}, // for the first primary
473 {880, 557} // for the second primary
476 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
478 // based on the # of secondaries
479 {497, 318}, // bottom of gauge, 0 secondaries
480 {497, 318}, // bottom of gauge, 1 secondaries
481 {497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
482 {497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
483 {497, 335} // bottom of gauge, 3 secondaries
486 // based on the # of secondaries
487 {880, 570}, // bottom of gauge, 0 secondaries
488 {880, 570}, // bottom of gauge, 1 secondaries
489 {880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
490 {880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
491 {880, 587} // bottom of gauge, 3 secondaries
494 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
502 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
504 {530, 285}, // fire-linked thingie, for the first primary
505 {530, 295} // fire-linked thingie, for the second primary
508 {913, 537}, // fire-linked thingie, for the first primary
509 {913, 547} // fire-linked thingie, for the second primary
512 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
514 {536, 285}, // weapon name, first primary
515 {536, 295} // weapon name, second primary
518 {919, 537}, // weapon name, first primary
519 {919, 547} // weapon name, second primary
522 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
523 525, // where to draw the second thingie if this weapon is fire-linked
526 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
527 530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
530 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
532 309, // y location of where to draw text for the first secondary
533 318, // y location of where to draw text for the second secondary
534 327 // y location of where to draw text for the third secondary
537 561, // y location of where to draw text for the third secondary
538 570, // y location of where to draw text for the third secondary
539 579 // y location of where to draw text for the third secondary
542 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
543 536, // x location of where to draw weapon name
546 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
547 525, // x location of where to draw weapon ammo count
550 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
551 615, // x location of where to draw the weapon reload time
554 char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
574 // Flash the line for a weapon. This normally occurs when the player tries to fire that
575 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
576 #define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
577 typedef struct weapon_flash
579 int flash_duration[MAX_WEAPON_FLASH_LINES];
580 int flash_next[MAX_WEAPON_FLASH_LINES];
583 weapon_flash Weapon_flash_info;
585 // Data used for the proximity warning
586 typedef struct homing_beep_info
588 int snd_handle; // sound handle for last played beep
589 fix last_time_played; // time beep was last played
590 int min_cycle_time; // time (in ms) for fastest cycling of the sound
591 int max_cycle_time; // time (in ms) for slowest cycling of the sound
592 float min_cycle_dist; // distance at which fastest cycling occurs
593 float max_cycle_dist; // distance at which slowest cycling occurs
594 float precalced_interp; // a precalculated value used in a linear interpretation
597 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f };
599 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
600 float Min_warning_missile_dist;
601 float Max_warning_missile_dist;
603 void hud_maybe_flash_weapon(int index);
605 // if a given object should be ignored because of AWACS effects
606 int hud_target_invalid_awacs(object *objp)
608 // if objp is ship object, first check if can be targeted with team info
609 if (objp->type == OBJ_SHIP) {
610 if (Player_ship != NULL) {
611 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
617 // check for invalid status
618 if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
626 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
629 return GET_NEXT(cur);
631 return GET_LAST(cur);
635 // select a sorted turret subsystem on a ship if no other subsys has been selected
636 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
638 Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
639 if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
642 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
643 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
647 if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
648 if (shipp->last_targeted_subobject[Player_num] == NULL) {
649 hud_target_live_turret(1, 1);
655 // -----------------------------------------------------------------------
656 // clear out the linked list of targets in the reticle
657 void hud_reticle_clear_list(reticle_list *rlist)
660 for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
666 // --------------------------------------------------------------------------------------
667 // hud_reticle_list_init()
668 void hud_reticle_list_init()
672 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
673 Reticle_list[i].flags = 0;
676 Reticle_save_timestamp = 1;
677 list_init(&Reticle_save_list);
678 list_init(&Reticle_cur_list);
681 // --------------------------------------------------------------------------------------
682 // hud_check_reticle_list()
685 void hud_check_reticle_list()
687 reticle_list *rl, *temp;
689 // cull dying objects from reticle list
690 rl = GET_FIRST(&Reticle_cur_list);
691 while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
693 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
694 list_remove( &Reticle_cur_list, rl );
700 if ( timestamp_elapsed(Reticle_save_timestamp) ) {
701 hud_reticle_clear_list(&Reticle_save_list);
702 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
706 // --------------------------------------------------------------------------------------
707 // hud_reticle_list_find_free()
710 int hud_reticle_list_find_free()
714 // find a free reticle_list element
715 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
716 if ( !(Reticle_list[i].flags & RL_USED) ) {
721 if ( i == MAX_RETICLE_TARGETS ) {
722 // nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
729 // --------------------------------------------------------------------------------------
730 // hud_stuff_reticle_list()
733 #define RETICLE_DEFAULT_DIST 100000.0f
734 #define RETICLE_DEFAULT_DOT 1.0f
735 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
739 rl->dist = RETICLE_DEFAULT_DIST;
740 rl->flags |= RL_USE_DOT;
744 rl->dot = RETICLE_DEFAULT_DOT;
749 // --------------------------------------------------------------------------------------
750 // hud_reticle_list_update()
752 // Update Reticle_cur_list with an object that lies in the reticle
754 // parmeters: objp => object pointer to target
755 // measure => distance or dot product, depending on dot_flag
756 // dot_flag => if 0, measure is distance, if 1 measure is dot
758 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
760 reticle_list *rl, *new_rl;
763 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
764 if ( rl->objp == objp )
768 i = hud_reticle_list_find_free();
772 new_rl = &Reticle_list[i];
773 new_rl->flags |= RL_USED;
774 hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
776 int was_inserted = 0;
778 if ( EMPTY(&Reticle_cur_list) ) {
779 list_insert(&Reticle_cur_list, new_rl);
783 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
785 // compare based on distance
786 if ( measure < rl->dist ) {
787 list_insert_before(rl, new_rl);
793 // compare based on dot
794 if ( measure > rl->dot ) {
795 list_insert_before(rl, new_rl);
803 if ( !was_inserted ) {
804 list_append(&Reticle_cur_list, new_rl);
808 // --------------------------------------------------------------------------------------
809 // hud_reticle_pick_target()
811 // Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
814 object *hud_reticle_pick_target()
816 reticle_list *cur_rl, *save_rl, *new_rl;
822 // As a first step, see if both ships and debris are in the list. If so, cull the debris.
823 int debris_in_list = 0;
824 int ship_in_list = 0;
825 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
826 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
831 if ( cur_rl->objp->type == OBJ_WEAPON ) {
832 if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
838 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
844 if ( ship_in_list && debris_in_list ) {
846 reticle_list *rl, *next;
848 rl = GET_FIRST(&Reticle_cur_list);
849 while ( rl != &Reticle_cur_list ) {
851 if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
852 list_remove(&Reticle_cur_list,rl);
859 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
861 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
862 if ( cur_rl->objp == save_rl->objp ) {
868 if ( !in_save_list ) {
869 return_objp = cur_rl->objp;
870 i = hud_reticle_list_find_free();
874 new_rl = &Reticle_list[i];
875 new_rl->flags |= RL_USED;
876 if ( cur_rl->flags & RL_USE_DOT ) {
877 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
880 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
883 list_append(&Reticle_save_list, new_rl);
888 if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
889 i = hud_reticle_list_find_free();
892 new_rl = &Reticle_list[i];
893 cur_rl = GET_FIRST(&Reticle_cur_list);
895 return_objp = cur_rl->objp;
896 hud_reticle_clear_list(&Reticle_save_list);
897 list_append(&Reticle_save_list, new_rl);
903 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
904 // target from. This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
905 // the current target in and out of the selection set.
906 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
908 htarget_list *hitem, *plist;
910 // don't do anything if a standalone multiplayer server
911 if ( MULTIPLAYER_STANDALONE )
914 if ( k < 0 || k > 7 ) {
915 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
919 plist = &(Players[Player_num].keyed_targets[k]);
921 // we must operate only on ships
922 if ( ctarget->type != OBJ_SHIP )
925 // don't allow player into hotkey set
926 if ( ctarget == Player_obj )
929 // don't put dying or departing
930 if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
933 // don't add mission file added hotkey assignments if there are player added assignments
934 // already in the list
935 if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
936 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
937 if ( hitem->how_added == HOTKEY_USER_ADDED )
942 // determine if the current target is currently in the set or not
943 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
944 if ( hitem->objp == ctarget )
948 // if hitem == end of the list, then the target should be added, else it should be removed
949 if ( hitem == END_OF_LIST(plist) ) {
950 if ( EMPTY(&htarget_free_list) ) {
951 Int3(); // get Allender -- no more free hotkey target items
955 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
956 hitem = GET_FIRST( &htarget_free_list );
957 list_remove( &htarget_free_list, hitem );
958 list_append( plist, hitem );
959 hitem->objp = ctarget;
960 hitem->how_added = how_to_add;
962 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
963 list_remove( plist, hitem );
964 list_append( &htarget_free_list, hitem );
965 hitem->objp = NULL; // for safety
969 // the following function clears the hotkey set given by parameter passed in
970 void hud_target_hotkey_clear( int k )
972 htarget_list *hitem, *plist, *temp;
974 plist = &(Players[Player_num].keyed_targets[k]);
975 hitem = GET_FIRST(plist);
976 while ( hitem != END_OF_LIST(plist) ) {
977 temp = GET_NEXT(hitem);
978 list_remove( plist, hitem );
979 list_append( &htarget_free_list, hitem );
983 if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
984 Players[Player_num].current_hotkey_set = -1;
987 // the next function sets the current selected set to be N. If there is just one ship in the selection
988 // set, this ship will become the new target. If there is more than one ship in the selection set,
989 // then the current_target will remain what it was.
990 void hud_target_hotkey_select( int k )
992 int visible_count = 0;
993 htarget_list *hitem, *plist, *target, *next_target, *first_target;
996 plist = &(Players[Player_num].keyed_targets[k]);
998 if ( EMPTY( plist ) ) // no items in list, then do nothing
1001 // a simple walk of the list to get the count
1002 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1003 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1008 // no visible ships in list
1009 if (visible_count == 0) {
1013 // set the current target to be the "next" ship in the list. Scan the list to see if our
1014 // current target is in the set. If so, target the next ship in the list, otherwise target
1016 // set first_target - first visible item in list
1017 // target - item in list that is the player's currently selected target
1018 // next_target - next visible item in list following target
1019 target_objnum = Player_ai->target_objnum;
1022 first_target = NULL;
1023 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) {
1026 // get the first valid target
1027 if (first_target == NULL) {
1028 first_target = hitem;
1031 // get the next target in the list following the player currently selected target
1032 if (target != NULL) {
1033 next_target = hitem;
1038 // mark the player currently selected target
1039 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1044 // if current target is not in list, then target and next_target will be NULL
1045 // so we use the first found target
1046 if (target == NULL) {
1047 Assert(first_target != NULL);
1048 if (first_target != NULL) {
1049 target = first_target;
1050 next_target = first_target;
1052 // this should not happen
1057 // update target if more than 1 is visible
1058 if (visible_count > 1) {
1059 // next already found (after current target in list)
1060 if (next_target != NULL) {
1061 target = next_target;
1064 // next is before current target, so search from start of list
1065 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1066 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1074 Assert( target != END_OF_LIST(plist) );
1076 if ( Player_obj != target->objp ){
1077 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1080 Players[Player_num].current_hotkey_set = k;
1083 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1087 color HUD_color_homing_indicator;
1089 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1093 // The m matrix converts all colors to shades of green
1094 float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1099 cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1101 gr_create_shader( sh, rf, gf, bf, cf );
1104 void hud_init_targeting_colors()
1106 gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
1108 hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1110 hud_init_brackets();
1113 void hud_keyed_targets_clear()
1117 // clear out the keyed target list
1118 for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1119 list_init( &(Players[Player_num].keyed_targets[i]) );
1120 Players[Player_num].current_hotkey_set = -1;
1122 // place all of the hoykey target items back onto the free list
1123 list_init( &htarget_free_list );
1124 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1125 list_append( &htarget_free_list, &htarget_items[i] );
1128 // Init data used for the weapons display on the HUD
1129 void hud_weapons_init()
1133 Weapon_flash_info.is_bright = 0;
1134 for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1135 Weapon_flash_info.flash_duration[i] = 1;
1136 Weapon_flash_info.flash_next[i] = 1;
1139 if ( !Weapon_gauges_loaded ) {
1140 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1141 Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1142 if ( Weapon_gauges[i].first_frame < 0 ) {
1143 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1146 Weapon_gauges_loaded = 1;
1150 // init data used to play the homing "proximity warning" sound
1151 void hud_init_homing_beep()
1153 Homing_beep.snd_handle = -1;
1154 Homing_beep.last_time_played = 0;
1155 Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1158 // hud_init_targeting() will set the current target to point to the dummy node
1159 // in the object used list
1161 void hud_init_targeting()
1163 Assert(Player_ai != NULL);
1165 // make sure there is no current target
1166 set_target_objnum( Player_ai, -1 );
1167 Player_ai->last_target = -1;
1168 Player_ai->last_subsys_target = NULL;
1169 Player_ai->last_dist = 0.0f;
1170 Player_ai->last_speed = 0.0f;
1172 hud_keyed_targets_clear();
1173 hud_init_missile_lock();
1174 hud_init_artillery();
1176 // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1177 hud_reticle_list_init();
1178 hud_init_homing_beep();
1180 // Load in the frames need for the lead indicator
1181 if (!Lead_indicator_gauge_loaded) {
1182 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1183 if ( Lead_indicator_gauge.first_frame < 0 ) {
1184 Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1186 Lead_indicator_gauge_loaded = 1;
1189 if (!Energy_bar_gauges_loaded) {
1190 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1191 if ( Energy_bar_gauges.first_frame < 0 ) {
1192 Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1194 Energy_bar_gauges_loaded = 1;
1197 if (!Toggle_gauge_loaded) {
1198 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1199 if ( Toggle_gauge.first_frame < 0 ) {
1200 Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1202 Toggle_gauge_loaded = 1;
1205 if (!Cmeasure_gauge_loaded) {
1206 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1207 if ( Cmeasure_gauge.first_frame < 0 ) {
1208 Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1210 Cmeasure_gauge_loaded = 1;
1216 Min_warning_missile_dist = 2.5f*Player_obj->radius;
1217 Max_warning_missile_dist = 1500.0f;
1219 Tl_hostile_reset_timestamp = timestamp(0);
1220 Tl_friendly_reset_timestamp = timestamp(0);
1221 Target_next_uninspected_object_timestamp = timestamp(0);
1222 Target_newest_ship_timestamp = timestamp(0);
1223 Target_next_turret_timestamp = timestamp(0);
1225 if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1226 Toggle_text_alpha = 127;
1228 Toggle_text_alpha = 160;
1234 // Target the next or previous subobject on the currently selected ship, based on next_flag.
1235 void hud_target_subobject_common(int next_flag)
1237 if (Player_ai->target_objnum == -1) {
1238 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1239 snd_play( &Snds[SND_TARGET_FAIL] );
1243 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1244 snd_play( &Snds[SND_TARGET_FAIL]);
1248 ship_subsys *start, *start2, *A;
1249 ship_subsys *subsys_to_target=NULL;
1252 target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1254 if (!Player_ai->targeted_subsys) {
1255 start = GET_FIRST(&target_shipp->subsys_list);
1257 start = Player_ai->targeted_subsys;
1260 start2 = advance_subsys(start, next_flag);
1262 for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1264 if ( A == &target_shipp->subsys_list ) {
1269 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1273 subsys_to_target = A;
1278 if ( subsys_to_target == NULL ) {
1279 snd_play( &Snds[SND_TARGET_FAIL]);
1281 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1282 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1286 object *advance_fb(object *objp, int next_flag)
1289 return GET_NEXT(objp);
1291 return GET_LAST(objp);
1294 // Target the previous subobject on the currently selected ship.
1297 void hud_target_prev_subobject()
1299 hud_target_subobject_common(0);
1302 void hud_target_next_subobject()
1304 hud_target_subobject_common(1);
1307 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1308 // used list whose team matches the team parameter. The player is NOT included in the target list.
1310 // parameters: team => team of ship to target next. Default value is -1, if team doesn't matter.
1313 void hud_target_common(int team, int next_flag)
1315 object *A, *start, *start2;
1317 int is_ship, target_found = FALSE;
1319 if (Player_ai->target_objnum == -1)
1320 start = &obj_used_list;
1322 start = &Objects[Player_ai->target_objnum];
1324 start2 = advance_fb(start, next_flag);
1326 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1329 if ( A == &obj_used_list ) {
1333 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1337 if(hud_target_invalid_awacs(A)){
1341 if ( A->type == OBJ_WEAPON ) {
1342 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1347 if ( A->type == OBJ_SHIP ) {
1348 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1354 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1359 shipp = &Ships[A->instance]; // get a pointer to the ship information
1361 if ( !hud_team_matches_filter(team, shipp->team) ) {
1362 // if we're in multiplayer dogfight, ignore this
1363 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1368 if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1372 // if we've reached here, it is a valid next target
1373 if ( Player_ai->target_objnum != A-Objects ) {
1374 target_found = TRUE;
1375 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1376 // if ship is BIG|HUGE and last subsys is NULL, get turret
1377 hud_maybe_set_sorted_turret_subsys(shipp);
1378 hud_restore_subsystem_target(shipp);
1381 target_found = TRUE;
1382 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1388 if ( target_found == FALSE ) {
1389 snd_play( &Snds[SND_TARGET_FAIL] );
1393 void hud_target_next(int team)
1395 hud_target_common(team, 1);
1398 void hud_target_prev(int team)
1400 hud_target_common(team, 0);
1403 // -------------------------------------------------------------------
1404 // advance_missile_obj()
1406 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1409 return GET_NEXT(mo);
1412 return GET_LAST(mo);
1415 ship_obj *advance_ship(ship_obj *so, int next_flag)
1418 return GET_NEXT(so);
1421 return GET_LAST(so);
1424 ship_obj *get_ship_obj_ptr_from_index(int index);
1425 // -------------------------------------------------------------------
1426 // hud_target_missile()
1428 // Target the closest locked missile that is locked on locked_obj
1430 // input: source_obj => pointer to object that fired weapon
1431 // next_flag => 0 -> previous 1 -> next
1433 // NOTE: this function is only allows targeting bombs
1434 void hud_target_missile(object *source_obj, int next_flag)
1436 missile_obj *end, *start, *mo;
1437 object *A, *target_objp;
1441 int target_found = 0;
1443 if ( source_obj->type != OBJ_SHIP )
1446 Assert( Ships[source_obj->instance].ai_index != -1 );
1447 aip = &Ai_info[Ships[source_obj->instance].ai_index];
1449 end = &Missile_obj_list;
1450 if (aip->target_objnum != -1) {
1451 target_objp = &Objects[aip->target_objnum];
1452 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
1453 end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1457 start = advance_missile_obj(end, next_flag);
1459 for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1460 if ( mo == &Missile_obj_list ){
1464 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1465 A = &Objects[mo->objnum];
1467 Assert(A->type == OBJ_WEAPON);
1468 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1469 wp = &Weapons[A->instance];
1470 wip = &Weapon_info[wp->weapon_info_index];
1472 // only allow targeting of bombs
1473 if ( !(wip->wi_flags & WIF_BOMB) ) {
1477 // only allow targeting of hostile bombs
1478 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1482 if(hud_target_invalid_awacs(A)){
1486 // if we've reached here, got a new target
1487 target_found = TRUE;
1488 set_target_objnum( aip, OBJ_INDEX(A) );
1492 if ( !target_found ) {
1493 // if no bomb is found, search for bombers
1494 ship_obj *start, *so;
1496 extern ship_obj *Ship_objs;
1497 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) ) {
1498 int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1499 start = get_ship_obj_ptr_from_index(index);
1501 start = GET_FIRST(&Ship_obj_list);
1504 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1505 object *ship_obj = &Objects[so->objnum];
1507 // don't look at header
1508 if (so == &Ship_obj_list) {
1512 // only allow targeting of hostile bombs
1513 if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1517 if(hud_target_invalid_awacs(ship_obj)){
1521 // check if ship type is bomber
1522 if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1527 if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1532 target_found = TRUE;
1533 set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1538 if ( !target_found ) {
1539 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1543 // Return !0 if shipp can be scanned, otherwise return 0
1544 int hud_target_ship_can_be_scanned(ship *shipp)
1548 sip = &Ship_info[shipp->ship_info_index];
1550 // ignore cargo that has already been scanned
1551 if ( shipp->flags & SF_CARGO_REVEALED ) {
1555 // allow ships with scannable flag set
1556 if ( shipp->flags & SF_SCANNABLE ) {
1560 // ignore ships that don't carry cargo
1561 if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1568 // target the next/prev uninspected cargo container
1569 void hud_target_uninspected_cargo(int next_flag)
1571 object *A, *start, *start2;
1573 int target_found = 0;
1575 if (Player_ai->target_objnum == -1) {
1576 start = &obj_used_list;
1578 start = &Objects[Player_ai->target_objnum];
1581 start2 = advance_fb(start, next_flag);
1583 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1584 if ( A == &obj_used_list ) {
1588 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1592 shipp = &Ships[A->instance]; // get a pointer to the ship information
1594 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1598 // ignore all non-cargo carrying craft
1599 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1603 if(hud_target_invalid_awacs(A)){
1607 // if we've reached here, it is a valid next target
1608 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1609 target_found = TRUE;
1610 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1614 if ( target_found == FALSE ) {
1615 snd_play( &Snds[SND_TARGET_FAIL]);
1619 // target the newest ship in the area
1620 void hud_target_newest_ship()
1622 object *A, *player_target_objp;
1623 object *newest_obj=NULL;
1626 uint current_target_arrived_time = 0xffffffff, newest_time = 0;
1628 if ( Player_ai->target_objnum >= 0 ) {
1629 player_target_objp = &Objects[Player_ai->target_objnum];
1630 if ( player_target_objp->type == OBJ_SHIP ) {
1631 current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1634 player_target_objp = NULL;
1637 // If no target is selected, then simply target the closest uninspected cargo
1638 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1639 current_target_arrived_time = 0xffffffff;
1642 Target_newest_ship_timestamp = timestamp(TL_RESET);
1644 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1645 A = &Objects[so->objnum];
1646 shipp = &Ships[A->instance]; // get a pointer to the ship information
1648 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1652 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1656 if ( A == player_target_objp ) {
1660 if(hud_target_invalid_awacs(A)){
1664 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1665 newest_time = shipp->create_time;
1671 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1672 // if BIG|HUGE and no selected subsystem, get sorted turret
1673 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1674 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1677 snd_play( &Snds[SND_TARGET_FAIL]);
1682 #define TYPE_FACING_BEAM 1
1683 #define TYPE_FACING_FLAK 2
1684 #define TYPE_FACING_MISSILE 3
1685 #define TYPE_FACING_LASER 4
1686 #define TYPE_NONFACING_BEAM 5
1687 #define TYPE_NONFACING_FLAK 6
1688 #define TYPE_NONFACING_MISSILE 7
1689 #define TYPE_NONFACING_LASER 8
1690 #define TYPE_NONFACING_INC 4
1692 typedef struct eval_next_turret {
1698 int sort_turret_func(const void *e1, const void *e2)
1700 eval_next_turret *p1 = (eval_next_turret*)e1;
1701 eval_next_turret *p2 = (eval_next_turret*)e2;
1703 Assert(p1->type != TYPE_NONE);
1704 Assert(p2->type != TYPE_NONE);
1706 if (p1->type != p2->type) {
1707 return (p1->type - p2->type);
1709 float delta_dist = p1->dist - p2->dist;
1710 if (delta_dist < 0) {
1712 } else if (delta_dist > 0) {
1720 // target the next/prev live turret on the current target
1721 // auto_advance from hud_update_closest_turret
1722 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1725 ship_subsys *live_turret=NULL;
1728 eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1729 int num_live_turrets = 0;
1731 // make sure we're targeting a ship
1732 if (Player_ai->target_objnum == -1 && !auto_advance) {
1733 snd_play(&Snds[SND_TARGET_FAIL]);
1737 // only targeting subsystems on ship
1738 if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1739 snd_play( &Snds[SND_TARGET_FAIL]);
1743 // set some pointers
1744 objp = &Objects[Player_ai->target_objnum];
1745 target_shipp = &Ships[objp->instance];
1748 int timestamp_val = 0;
1749 if (!auto_advance) {
1750 timestamp_val = Target_next_turret_timestamp;
1751 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1754 // If no target is selected, then simply target the closest (or facing) turret
1755 int last_subsys_turret = FALSE;
1756 if (Player_ai->targeted_subsys != NULL) {
1757 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1758 if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1759 last_subsys_turret = TRUE;
1764 // do we want the closest turret (or the one our ship is pointing at)
1765 int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1767 // initialize eval struct
1768 memset(ent,0, sizeof(ent));
1769 int use_straigh_ahead_turret = FALSE;
1771 // go through list of turrets
1772 for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
1774 if (A->system_info->type == SUBSYSTEM_TURRET) {
1775 // check turret has hit points and has a weapon
1776 if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1777 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1778 vector gsubpos, vec_to_subsys;
1779 float distance, dot;
1780 // get world pos of subsystem and its distance
1781 get_subsystem_world_pos(objp, A, &gsubpos);
1782 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1784 // check if facing and in view
1785 int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1787 if (!auto_advance && get_closest_turret && !only_player_target) {
1788 // if within 3 degrees and not previous subsys, use subsys in front
1789 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.fvec);
1790 if ((dot > 0.9986) && facing) {
1791 use_straigh_ahead_turret = TRUE;
1796 // set weapon_type to allow sort of ent on type
1797 if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1798 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1799 } else if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1800 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1802 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1803 ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1804 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1805 ent[num_live_turrets].type = TYPE_FACING_LASER;
1808 ent[num_live_turrets].type = TYPE_FACING_LASER;
1812 // fill out ent struct
1813 ent[num_live_turrets].ss = A;
1814 ent[num_live_turrets].dist = distance;
1816 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1824 // sort the list if we're not using turret straigh ahead of us
1825 if (!use_straigh_ahead_turret) {
1826 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1829 if (use_straigh_ahead_turret) {
1830 // use the straight ahead turret
1833 // check if we have a currently targeted turret and find its position after the sort
1834 int i, start_index, next_index;
1835 if (get_closest_turret) {
1839 for (i=0; i<num_live_turrets; i++) {
1840 if (ent[i].ss == Player_ai->targeted_subsys) {
1845 // check that we started with a turret
1846 if (start_index == -1) {
1851 // set next live turret
1852 if (num_live_turrets == 0) {
1855 } else if (num_live_turrets == 1 || get_closest_turret) {
1856 // only 1 live turret, so set it
1857 live_turret = ent[0].ss;
1860 // advance to next closest turret
1861 next_index = start_index + 1;
1862 if (next_index == num_live_turrets) {
1866 // go to next farther turret
1867 next_index = start_index - 1;
1868 if (next_index == -1) {
1869 next_index = num_live_turrets - 1;
1873 // set the next turret to be targeted based on next_index
1874 live_turret = ent[next_index].ss;
1877 //if (live_turret) {
1879 // mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1883 if ( live_turret != NULL ) {
1884 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1885 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1887 if (!auto_advance) {
1888 snd_play( &Snds[SND_TARGET_FAIL]);
1894 // -------------------------------------------------------------------
1895 // hud_target_closest_locked_missile()
1897 // Target the closest locked missile that is locked on locked_obj
1899 // input: locked_obj => pointer to object that you want to find
1900 // closest missile to
1902 void hud_target_closest_locked_missile(object *locked_obj)
1904 object *A, *nearest_obj=NULL;
1907 float nearest_dist, dist;
1908 int target_found = FALSE;
1911 nearest_dist = 10000.0f;
1913 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1914 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1915 A = &Objects[mo->objnum];
1917 if (A->type != OBJ_WEAPON){
1921 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1922 wp = &Weapons[A->instance];
1923 wip = &Weapon_info[wp->weapon_info_index];
1925 if ( wip->subtype != WP_MISSILE ){
1929 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1933 if(hud_target_invalid_awacs(A)){
1937 if (wp->homing_object == locked_obj) {
1938 dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos); // Find distance!
1940 if (dist < nearest_dist) {
1942 nearest_dist = dist;
1947 if (nearest_dist < 10000.0f) {
1948 Assert(nearest_obj);
1949 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1950 target_found = TRUE;
1953 if ( !target_found ){
1954 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1958 // Return bitmask of all opponents.
1959 int opposing_team_mask(int team_mask)
1961 return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1964 // select a new target, by auto-targeting
1965 void hud_target_auto_target_next()
1967 if ( Framecount < 2 ) {
1971 // No auto-targeting after dead.
1972 if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1977 valid_team = opposing_team_mask(Player_ship->team);
1979 // try target closest ship attacking player
1980 hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
1982 // if none, try targeting closest hostile fighter/bomber
1983 if ( Player_ai->target_objnum == -1 ){
1984 hud_target_closest(valid_team, -1, FALSE, TRUE);
1987 // No fighter/bombers exists, so go ahead an target the closest hostile
1988 if ( Player_ai->target_objnum == -1 ){
1989 hud_target_closest(valid_team, -1, FALSE);
1992 // um, ok. Try targeting asteroids that are on a collision course for an escort ship
1993 if ( Player_ai->target_objnum == -1 ) {
1994 asteroid_target_closest_danger();
1999 // Given that object 'targeter' is targetting object 'targetee',
2000 // how far are they? This uses the point closest to the targeter
2001 // object on the targetee's bounding box. So if targeter is inside
2002 // targtee's bounding box, the distance is 0.
2003 float hud_find_target_distance( object *targetee, object *targeter )
2009 // Which model is it?
2010 switch( targetee->type ) {
2012 model_num = Ships[targetee->instance].modelnum;
2015 // model_num = Debris[targetee->instance].model_num;
2018 // Don't find model_num since circles would work better
2019 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2022 // Don't find model_num since circles would work better
2023 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2026 // Don't find model_num since circles would work better
2027 //model_num = Jump_nodes[targetee->instance].modelnum;
2033 // New way, that uses bounding box.
2034 if ( model_num > -1 ) {
2035 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2037 // Old way, that uses radius.
2038 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2039 if ( dist < 0.0f ) {
2046 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2047 // ship to the player that matches the team passed as a paramater
2049 // The current algorithm is to simply iterate through the objects and calculate the
2050 // magnitude of the vector that connects the player to the target. The smallest magnitude
2051 // is tracked, and then used to locate the closest hostile ship. Note only the square of the
2052 // magnitude is required, since we are only comparing magnitudes
2054 // parameters: team => team of closest ship that should be targeted.
2055 // Default value is -1, if team doesn't matter.
2057 // attacked_objnum => object number of ship that is being attacked
2058 // play_fail_snd => boolean, whether to play SND_TARGET_FAIL
2059 // (needed, since function called repeatedly when auto-targeting is
2060 // enabled, and we don't want a string of fail sounds playing).
2061 // This is a default parameter with a value of TRUE
2062 // filter => OPTIONAL parameter (default value 0): when set to TRUE, only
2063 // fighters and bombers are considered for new targets
2065 // returns: TRUE ==> a target was acquired
2066 // FALSE ==> no target was acquired
2068 // eval target as closest struct
2075 int check_nearest_turret;
2076 int attacked_objnum;
2077 int check_all_turrets;
2078 int turret_attacking_target; // check that turret is actually attacking the attacked_objnum
2081 // evaluate a ship (and maybe turrets) as a potential target
2082 // check if shipp (or its turrets) is attacking attacked_objnum
2083 // special case for player trying to select target (don't check if turrets are aimed at player)
2084 void evaluate_ship_as_closest_target(esct *esct)
2086 int targeting_player, turret_is_attacking;
2091 esct->min_distance = FLT_MAX;
2092 esct->check_nearest_turret = FALSE;
2093 turret_is_attacking = FALSE;
2096 object *objp = &Objects[esct->shipp->objnum];
2097 Assert(objp->type == OBJ_SHIP);
2098 if (objp->type != OBJ_SHIP) {
2102 // player being targeted, so we will want closest distance from player
2103 targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2105 // filter on team, except in multiplayer
2106 if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2107 // if we're in multiplayer dogfight, ignore this
2108 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2113 // check if player or ignore ship
2114 if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2119 if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2123 // only look at targets that are AWACS valid
2124 if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2128 // If filter is set, only target fighters and bombers
2129 if ( esct->filter ) {
2130 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2135 // find closest turret to player if BIG or HUGE ship
2136 if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2137 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2138 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2140 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2141 turret_is_attacking = 1;
2142 esct->check_nearest_turret = TRUE;
2144 if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2146 // get world pos of subsystem
2147 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2148 vm_vec_add2(&gsubpos, &objp->pos);
2149 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2152 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2153 int turret_type = ss->system_info->turret_weapon_type;
2154 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2155 new_distance *= 0.3f;
2156 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2157 new_distance *= 0.6f;
2160 // get the closest distance
2161 if (new_distance <= esct->min_distance) {
2162 esct->min_distance = new_distance;
2170 // If no turret is attacking, check if objp is actually targetting attacked_objnum
2171 // dont bail if targeting is for player
2172 if ( !targeting_player && !turret_is_attacking ) {
2173 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2175 if (aip->target_objnum != esct->attacked_objnum) {
2179 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)) {
2184 // consider the ship alone if there are no attacking turrets
2185 if ( !turret_is_attacking ) {
2186 //new_distance = hud_find_target_distance(objp, Player_obj);
2187 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2189 if (new_distance <= esct->min_distance) {
2190 esct->min_distance = new_distance;
2191 esct->check_nearest_turret = FALSE;
2196 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2199 object *nearest_obj = &obj_used_list;
2202 int check_nearest_turret = FALSE;
2204 // evaluate ship closest target struct
2207 float min_distance = FLT_MAX;
2208 int target_found = FALSE;
2210 int player_obj_index = OBJ_INDEX(Player_obj);
2211 ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2213 if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2214 // bail if player does not have target
2215 if ( Player_ai->target_objnum == -1) {
2216 if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2217 goto Target_closest_done;
2220 // bail if ship is to be ignored
2221 if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2222 goto Target_closest_done;
2227 if (attacked_objnum == -1) {
2228 attacked_objnum = player_obj_index;
2231 // check all turrets if for player.
2232 esct.check_all_turrets = (attacked_objnum == player_obj_index);
2233 esct.filter = filter;
2235 esct.attacked_objnum = attacked_objnum;
2236 esct.turret_attacking_target = get_closest_turret_attacking_player;
2238 for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2240 A = &Objects[so->objnum];
2241 shipp = &Ships[A->instance]; // get a pointer to the ship information
2243 // fill in rest of esct
2246 // check each shipp on list and update nearest obj and subsys
2247 evaluate_ship_as_closest_target(&esct);
2248 if (esct.min_distance < min_distance) {
2249 target_found = TRUE;
2250 min_distance = esct.min_distance;
2252 check_nearest_turret = esct.check_nearest_turret;
2256 Target_closest_done:
2258 // maybe ignore target if too far away
2259 // DKA 9/8/99 Remove distance check
2262 // get distance to nearest attacker
2263 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2265 // no distance limit for player obj
2266 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2267 target_found = FALSE;
2272 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2273 if ( check_nearest_turret ) {
2275 // if former subobject was not a turret do, not change subsystem
2276 ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2277 if (ss == NULL || get_closest_turret_attacking_player) {
2278 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2279 // update nearest turret with later func
2280 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2281 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2284 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2287 // no target found, maybe play fail sound
2288 if (play_fail_snd == TRUE) {
2289 snd_play(&Snds[SND_TARGET_FAIL]);
2293 return target_found;
2296 // auto update closest turret to attack on big or huge ships
2297 void hud_update_closest_turret()
2299 hud_target_live_turret(1, 1);
2302 float nearest_distance, new_distance;
2303 ship_subsys *ss, *closest_subsys;
2307 nearest_distance = FLT_MAX;
2308 objp = &Objects[Player_ai->target_objnum];
2309 shipp = &Ships[objp->instance];
2310 closest_subsys = NULL;
2313 Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2315 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2316 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2317 // make sure turret is not "unused"
2318 if (ss->system_info->turret_weapon_type >= 0) {
2320 // get world pos of subsystem
2321 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2322 vm_vec_add2(&gsubpos, &objp->pos);
2323 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2325 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2326 int turret_type = ss->system_info->turret_weapon_type;
2327 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2328 new_distance *= 0.3f;
2329 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2330 new_distance *= 0.6f;
2333 // check if facing and in view
2334 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2337 new_distance *= 0.5f;
2340 // get the closest distance
2341 if (new_distance <= nearest_distance) {
2342 nearest_distance = new_distance;
2343 closest_subsys = ss;
2349 // check if new subsys to target
2350 if (Player_ai->targeted_subsys != NULL) {
2351 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
2352 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2358 // --------------------------------------------------------------------
2359 // hud_target_targets_target()
2361 // Target your target's target. Your target is specified by objnum passed
2364 void hud_target_targets_target()
2369 if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2373 objp = &Objects[Player_ai->target_objnum];
2374 if ( objp->type != OBJ_SHIP ) {
2378 if (hud_target_invalid_awacs(objp)) {
2382 if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2386 tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2387 if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2391 if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2395 // if we've reached here, found player target's target
2396 set_target_objnum( Player_ai, tt_objnum );
2397 if (Objects[tt_objnum].type == OBJ_SHIP) {
2398 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2400 hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2404 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2407 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2408 int object_targetable_in_reticle(object *target_objp)
2411 if (target_objp == Player_obj ) {
2415 obj_type = target_objp->type;
2417 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2425 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is
2426 // intersected by a ray passed from the center of the reticle out along the forward vector of the
2429 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2431 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2432 // the ray intersects. We take the ship closest to us that intersects an object.
2434 // Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2435 // is called if no intersections are found.
2438 #define TARGET_IN_RETICLE_DISTANCE 10000.0f
2440 void hud_target_in_reticle_new()
2447 hud_reticle_clear_list(&Reticle_cur_list);
2448 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2450 // Get 3d vector through center of reticle
2451 vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.fvec, TARGET_IN_RETICLE_DISTANCE);
2454 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2456 if ( !object_targetable_in_reticle(A) ) {
2460 if ( A->type == OBJ_WEAPON ) {
2461 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2466 if ( A->type == OBJ_SHIP ) {
2467 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2472 if(hud_target_invalid_awacs(A)){
2478 mc.model_num = Ships[A->instance].modelnum;
2481 mc.model_num = Debris[A->instance].model_num;
2484 mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2490 subtype = Asteroids[A->instance].asteroid_subtype;
2491 mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2496 mc.model_num = Jump_nodes[A->instance].modelnum;
2499 Int3(); // Illegal object type.
2502 model_clear_instance( mc.model_num );
2503 mc.orient = &A->orient; // The object's orient
2504 mc.pos = &A->pos; // The object's position
2505 mc.p0 = &Eye_position; // Point 1 of ray to check
2506 mc.p1 = &terminus; // Point 2 of ray to check
2507 mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
2510 if ( mc.num_hits ) {
2511 dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2512 hud_reticle_list_update(A, dist, 0);
2514 } // end for (go to next object)
2516 hud_target_in_reticle_old(); // try the old method (works well with ships far away)
2519 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
2522 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2525 // Method: take the dot product of the foward vector and the vector to target. Take
2526 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2528 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2529 // is only valid for the HUD reticle in use at that time.
2531 #define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
2533 void hud_target_in_reticle_old()
2535 object *A, *target_obj;
2537 vector vec_to_target;
2539 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2541 if ( !object_targetable_in_reticle(A) ) {
2545 if ( A->type == OBJ_WEAPON ) {
2546 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2551 if ( A->type == OBJ_SHIP ) {
2552 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2557 if(hud_target_invalid_awacs(A)){
2561 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2565 dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2566 dot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
2568 if ( dot > MIN_DOT_FOR_TARGET ) {
2569 hud_reticle_list_update(A, dot, 1);
2573 target_obj = hud_reticle_pick_target();
2574 if ( target_obj != NULL ) {
2575 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2576 if ( target_obj->type == OBJ_SHIP ) {
2577 // if BIG|HUGE, maybe set subsys to turret
2578 hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2579 hud_restore_subsystem_target(&Ships[target_obj->instance]);
2583 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2587 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
2588 // is closest to the reticle center. The current target is the only object that is searched for
2591 // Method: take the dot product of the foward vector and the vector to target. Take
2592 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2594 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2595 // is only valid for the HUD reticle in use at that time.
2598 void hud_target_subsystem_in_reticle()
2601 ship_subsys *subsys;
2602 ship_subsys *nearest_subsys = NULL;
2605 float dist, dot, best_dot;
2606 vector vec_to_target;
2609 if ( Player_ai->target_objnum == -1){
2610 hud_target_in_reticle_old();
2613 if ( Player_ai->target_objnum == -1) {
2614 snd_play( &Snds[SND_TARGET_FAIL]);
2618 targetp = &Objects[Player_ai->target_objnum];
2620 if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
2624 int shipnum = targetp->instance;
2626 for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
2627 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2629 dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2630 dot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
2632 if ( dot > best_dot ) {
2634 if ( best_dot > MIN_DOT_FOR_TARGET )
2635 nearest_subsys = subsys;
2638 Assert(best_dot <= 1.0f);
2641 if ( nearest_subsys != NULL ) {
2642 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2643 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2644 Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2647 snd_play( &Snds[SND_TARGET_FAIL]);
2652 #define T_OFFSET_FROM_CIRCLE -13
2653 #define T_BASE_LENGTH 4
2657 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2660 vector target_to_obj;
2661 float x1,y1,x2,y2,x3,y3,x4,y4;
2663 vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2665 vm_vec_normalize(&target_to_obj);
2667 // calculate the dot product between the target_to_player vector and the targets forward vector
2669 // 0 - vectors are perpendicular
2670 // 1 - vectors are collinear and in the same direction (target is facing player)
2671 // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2672 dot_product = vm_vec_dotprod(&from_orientp->fvec, &target_to_obj);
2674 if (vm_vec_dotprod(&from_orientp->rvec, &target_to_obj) >= 0) {
2675 if (dot_product >= 0){
2676 dot_product = -PI/2*dot_product + PI;
2678 dot_product = -PI/2*dot_product - PI;
2682 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2685 y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2686 x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2688 y1 += Hud_reticle_center[gr_screen.res][1];
2689 x1 += Hud_reticle_center[gr_screen.res][0];
2694 y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2695 x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2697 y2 += Hud_reticle_center[gr_screen.res][1];
2698 x2 += Hud_reticle_center[gr_screen.res][0];
2703 x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2704 y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2705 x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2706 y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2708 // HACK! Should be antialiased!
2709 gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
2710 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
2714 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2718 // Make the triangle always be the correct handiness so
2719 // the tmapper won't think its back-facing and throw it out.
2720 float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2721 if ( det >= 0.0f ) {
2735 vertex * vertlist[3];
2738 for (i=0; i<3; i++ )
2739 vertlist[i] = &verts[i];
2741 verts[0].sx = x1; verts[0].sy = y1;
2742 verts[1].sx = x2; verts[1].sy = y2;
2743 verts[2].sx = x3; verts[2].sy = y3;
2745 uint saved_mode = gr_zbuffer_get();
2747 gr_zbuffer_set( GR_ZBUFF_NONE );
2749 gr_tmapper( 3, vertlist, 0 );
2751 gr_zbuffer_set( saved_mode );
2755 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2757 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2758 gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2759 gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2763 // Render a missile warning triangle that has a tail on it to indicate distance
2764 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2773 float sin_ang, cos_ang, tail_len;
2775 float max_tail_len=20.0f;
2777 sin_ang=(float)sin(ang);
2778 cos_ang=(float)cos(ang);
2780 if ( cur_dist < Min_warning_missile_dist ) {
2782 } else if ( cur_dist > Max_warning_missile_dist ) {
2783 tail_len = max_tail_len;
2785 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2788 if ( draw_inside ) {
2789 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2790 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2791 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2792 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2794 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2795 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2797 if ( tail_len > 0 ) {
2798 xtail = xpos - tail_len * cos_ang;
2799 ytail = ypos + tail_len * sin_ang;
2803 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2804 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2805 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2806 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2808 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2809 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2811 if ( tail_len > 0 ) {
2812 xtail = xpos + tail_len * cos_ang;
2813 ytail = ypos - tail_len * sin_ang;
2818 hud_tri(xpos,ypos,x1,y1,x2,y2);
2820 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2823 // draw the tail indicating length
2824 if ( tail_len > 0 ) {
2825 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2829 // Render a missile warning triangle, that splits apart to indicate distance
2830 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2832 // points to draw triangles
2846 float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2848 sin_ang=(float)sin(ang);
2849 cos_ang=(float)cos(ang);
2851 if ( cur_dist < Min_warning_missile_dist ) {
2852 triangle_sep = 0.0f;
2853 } else if ( cur_dist > Max_warning_missile_dist ) {
2854 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2856 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2859 // calculate these values only once, since it will be used in several places
2860 half_triangle_sep = 0.5f * triangle_sep;
2862 xpos = (float)floor(xpos);
2863 ypos = (float)floor(ypos);
2865 if ( triangle_sep == 0 ) {
2866 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2867 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2868 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2869 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2870 if ( draw_inside ) {
2872 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2873 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2876 hud_tri(xpos,ypos,x1,y1,x2,y2);
2878 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2881 // calc left side points
2882 x5 = xpos - half_triangle_sep * -sin_ang;
2883 y5 = ypos + half_triangle_sep * cos_ang;
2885 x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2886 y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2890 if ( draw_inside ) {
2891 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2892 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2894 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2895 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2898 // calc right side points
2899 x2 = xpos + half_triangle_sep * -sin_ang;
2900 y2 = ypos - half_triangle_sep * cos_ang;
2902 x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2903 y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2907 if ( draw_inside ) {
2908 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2909 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2911 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2912 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2915 // draw both tris with a line connecting them
2917 hud_tri(x3,y3,x2,y2,x1,y1);
2918 hud_tri(x4,y4,x5,y5,x6,y6);
2920 hud_tri_empty(x3,y3,x2,y2,x1,y1);
2921 hud_tri_empty(x4,y4,x5,y5,x6,y6);
2923 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2927 // Render a triangle on the outside of the targeting circle.
2928 // Must be inside a g3_start_frame().
2929 // If aspect_flag !0, then render filled, indicating aspect lock.
2930 // If show_interior !0, then point inwards to positions inside reticle
2931 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2933 vertex hostile_vertex;
2935 float xpos,ypos,cur_dist,sin_ang,cos_ang;
2938 // determine if the closest firing object is within the targeting reticle (which means the triangle
2941 cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2943 g3_rotate_vertex(&hostile_vertex, hostile_pos);
2945 if (hostile_vertex.codes == 0) {// on screen
2946 float projected_x, projected_y;
2948 g3_project_vertex(&hostile_vertex);
2950 if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
2953 projected_x = hostile_vertex.sx;
2954 projected_y = hostile_vertex.sy;
2956 mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) +
2957 (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2959 if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2960 if ( !show_interior ) {
2969 ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2970 sin_ang=(float)sin(ang);
2971 cos_ang=(float)cos(ang);
2973 if ( draw_inside ) {
2974 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
2975 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
2977 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
2978 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
2981 xpos += HUD_offset_x;
2982 ypos += HUD_offset_y;
2985 // hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
2986 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
2993 if ( draw_inside ) {
2994 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2995 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2996 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2997 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2999 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3000 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3003 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3004 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3005 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3006 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3008 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3009 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3013 hud_tri(xpos,ypos,x1,y1,x2,y2);
3015 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3020 // Show all homing missiles locked onto the player.
3021 // Also, play the beep!
3022 void hud_show_homing_missiles()
3027 float dist, nearest_dist;
3028 int closest_is_aspect=0;
3030 gr_set_color_fast(&HUD_color_homing_indicator);
3031 nearest_dist = Homing_beep.max_cycle_dist;
3033 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3034 A = &Objects[mo->objnum];
3035 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3037 wp = &Weapons[A->instance];
3039 if (wp->homing_object == Player_obj) {
3040 hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3041 dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3043 if (dist < nearest_dist) {
3044 nearest_dist = dist;
3045 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3046 closest_is_aspect=1;
3048 closest_is_aspect=0;
3054 // See if need to play warning beep.
3055 if (nearest_dist < Homing_beep.max_cycle_dist ) {
3059 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3061 // figure out the cycle time by doing a linear interpretation
3062 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3064 // play a new 'beep' if cycle time has elapsed
3065 if ( (delta_time*1000) > cycle_time ) {
3066 Homing_beep.last_time_played = Missiontime;
3067 if ( snd_is_playing(Homing_beep.snd_handle) ) {
3068 snd_stop(Homing_beep.snd_handle);
3071 if ( closest_is_aspect ) {
3072 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3074 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3080 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
3081 // outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
3082 // is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
3083 // the target is facing 90 away from the player.
3084 void hud_show_orientation_tee()
3088 if (Player_ai->target_objnum == -1)
3091 targetp = &Objects[Player_ai->target_objnum];
3093 if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3094 hud_set_iff_color( targetp );
3096 hud_set_iff_color( targetp, 1);
3098 hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3101 // routine to draw a bounding box around a remote detonate missile and distance to
3102 void hud_show_remote_detonate_missile()
3107 vertex target_point;
3110 // check for currently locked missiles (highest precedence)
3111 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3112 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3113 mobjp = &Objects[mo->objnum];
3115 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3116 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3118 distance = hud_find_target_distance(mobjp, Player_obj);
3120 // get box center point
3121 g3_rotate_vertex(&target_point,&mobjp->pos);
3124 g3_project_vertex(&target_point);
3126 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3127 int modelnum, bound_rval;
3129 switch ( mobjp->type ) {
3131 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3132 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3136 Int3(); // should never happen
3140 if ( bound_rval == 0 ) {
3141 // draw brackets and distance
3143 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3144 gr_set_color_fast(&IFF_colors[color][1]);
3145 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3148 // do only for the first remote detonate missile
3156 // routine to possibly draw a bouding box around a ship sending a message to the player
3157 void hud_show_message_sender()
3160 vertex target_point; // temp vertex used to find screen position for 3-D object;
3165 // don't draw brackets if no ship sending a message
3166 if ( Message_shipnum == -1 )
3169 targetp = &Objects[Ships[Message_shipnum].objnum];
3170 Assert ( targetp != NULL );
3172 Assert ( targetp->type == OBJ_SHIP );
3174 // Don't do this for the ship you're flying!
3175 if ( targetp == Player_obj ) {
3179 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3180 target_shipp = &Ships[Message_shipnum];
3182 // check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
3183 if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3184 Message_shipnum = -1;
3188 // find the current target vertex
3190 g3_rotate_vertex(&target_point,&targetp->pos);
3192 hud_set_iff_color( targetp, 1);
3194 g3_project_vertex(&target_point);
3196 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3197 int modelnum, bound_rval;
3199 switch ( targetp->type ) {
3201 modelnum = target_shipp->modelnum;
3202 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3206 Int3(); // should never happen
3210 if ( bound_rval == 0 ) {
3212 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3213 gr_set_color_fast(&IFF_colors[color][1]);
3214 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3218 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3219 if (target_point.codes != 0) { // target center is not on screen
3220 // draw the offscreen indicator at the edge of the screen where the target is closest to
3221 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3222 if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3223 if ( hud_sensors_ok(Player_ship, 0) ) {
3225 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3226 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3227 dist = hud_find_target_distance( targetp, Player_obj );
3228 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3235 // hud_prune_hotkeys()
3237 // Check for ships that are dying, departed or dead. These should be removed from the player's
3239 void hud_prune_hotkeys()
3242 htarget_list *hitem, *plist;
3246 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3247 plist = &(Players[Player_num].keyed_targets[i]);
3248 if ( EMPTY( plist ) ) // no items in list, then do nothing
3251 hitem = GET_FIRST(plist);
3252 while ( hitem != END_OF_LIST(plist) ) {
3258 Assert ( objp != NULL );
3259 if ( objp->type == OBJ_SHIP ) {
3260 Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3261 sp = &Ships[objp->instance];
3263 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3268 // check to see if the object is dying -- if so, remove it from the list
3269 // check to see if the ship is departing -- if so, remove it from the list
3270 if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3272 nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3276 temp = GET_NEXT(hitem);
3277 list_remove( plist, hitem );
3278 list_append( &htarget_free_list, hitem );
3283 hitem = GET_NEXT( hitem );
3287 // save the hotkey sets with mission time reaches a certain point. Code was put here because this
3288 // function always called for both single/multiplayer. Maybe not the best location, but whatever.
3289 mission_hotkey_maybe_save_sets();
3292 int HUD_drew_selection_bracket_on_target;
3294 // hud_show_selection_set draws some indicator around all the ships in the current selection set. No
3295 // indicators will be drawn if there is only 1 ship in the set.
3296 void hud_show_selection_set()
3298 htarget_list *hitem, *plist;
3301 vertex target_point; // temp vertex used to find screen position for 3-D object;
3304 HUD_drew_selection_bracket_on_target = 0;
3306 set = Players[Player_num].current_hotkey_set;
3310 Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3311 plist = &(Players[Player_num].keyed_targets[set]);
3314 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3317 if ( count == 0 ) { // only one ship, do nothing
3318 Players[Player_num].current_hotkey_set = -1;
3322 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3323 targetp = hitem->objp;
3324 Assert ( targetp != NULL );
3326 ship *target_shipp = NULL;
3328 Assert ( targetp->type == OBJ_SHIP );
3329 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3330 target_shipp = &Ships[targetp->instance];
3332 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3336 // find the current target vertex
3338 g3_rotate_vertex(&target_point,&targetp->pos);
3340 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3344 hud_set_iff_color( targetp, 1 );
3346 g3_project_vertex(&target_point);
3348 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3349 int modelnum, bound_rval;
3351 switch ( targetp->type ) {
3353 modelnum = target_shipp->modelnum;
3354 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3358 Int3(); // should never happen
3362 if ( bound_rval == 0 ) {
3363 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3364 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3365 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3366 HUD_drew_selection_bracket_on_target = 1;
3371 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3372 if (target_point.codes != 0) { // target center is not on screen
3373 // draw the offscreen indicator at the edge of the screen where the target is closest to
3374 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3376 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3377 if ( hud_sensors_ok(Player_ship, 0) ) {
3379 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3380 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3381 dist = hud_find_target_distance( targetp, Player_obj );
3382 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3390 void hud_show_brackets(object *targetp, vertex *projected_v)
3393 int draw_box = TRUE;
3396 if ( Player->target_is_dying <= 0 ) {
3399 switch ( targetp->type ) {
3401 modelnum = Ships[targetp->instance].modelnum;
3402 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3403 if ( bound_rc != 0 ) {
3409 modelnum = Debris[targetp->instance].model_num;
3410 bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3411 if ( bound_rc != 0 ) {
3417 Assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3418 modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3419 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3426 subtype = Asteroids[targetp->instance].asteroid_subtype;
3427 modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3428 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3434 modelnum = Jump_nodes[targetp->instance].modelnum;
3435 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3439 Int3(); // should never happen
3443 Hud_target_w = x2-x1+1;
3444 if ( Hud_target_w > gr_screen.clip_width ) {
3445 Hud_target_w = gr_screen.clip_width;
3448 Hud_target_h = y2-y1+1;
3449 if ( Hud_target_h > gr_screen.clip_height ) {
3450 Hud_target_h = gr_screen.clip_height;
3453 if ( targetp->type == OBJ_ASTEROID ) {
3454 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3455 team = TEAM_TRAITOR;
3457 team = SELECTION_SET;
3460 team = obj_team(targetp);
3463 if ( draw_box == TRUE ) {
3466 color = hud_brackets_get_iff_color(team);
3467 // maybe color as tagged
3468 if ( ship_is_tagged(targetp) ) {
3469 color = IFF_COLOR_TAGGED;
3471 distance = hud_find_target_distance( targetp, Player_obj );
3472 gr_set_color_fast(&IFF_colors[color][1]);
3473 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3476 if ( targetp->type == OBJ_SHIP ) {
3477 draw_bounding_brackets_subobject();
3482 void hud_update_target_in_reticle(vertex *projected_v)
3485 mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) +
3486 (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3488 if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3489 // this information can be used elsewhere
3490 Target_in_reticle = 1;
3493 // this information can be used elsewhere
3494 Target_in_reticle = 0;
3501 // hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
3503 // Must be inside a g3_start_frame()
3504 // input: frametime => time in seconds since last update
3505 // in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
3506 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3508 vertex target_point; // temp vertex used to find screen position for 3-D object;
3511 // draw the triangle that points to the closest hostile ship that is firing on the player
3512 // This is always drawn, even if there is no current target. There is also a hook that will
3513 // maybe warn the player via a voice message of an attacking ship.
3515 hud_show_hostile_triangle();
3518 if (Player_ai->target_objnum == -1)
3521 object * targetp = &Objects[Player_ai->target_objnum];
3522 Players[Player_num].lead_indicator_active = 0;
3524 // check to see if there is even a current target
3525 if ( targetp == &obj_used_list ) {
3529 Target_in_reticle = 0;
3531 // AL 1/20/97: Point to targted subsystem if one exists
3532 if ( Player_ai->targeted_subsys != NULL ) {
3533 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3535 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3537 target_pos = targetp->pos;
3539 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3542 // find the current target vertex
3544 // The 2D screen pos depends on the current viewer position and orientation.
3545 g3_rotate_vertex(&target_point,&target_pos);
3548 hud_set_iff_color( targetp, 1 );
3549 g3_project_vertex(&target_point);
3551 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3552 if (target_point.codes == 0) { // target center is not on screen
3553 hud_show_brackets(targetp, &target_point);
3555 hud_update_target_in_reticle(&target_point);
3562 // show the leading target indicator
3563 if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3564 hud_show_lead_indicator(&target_pos);
3568 // show the indicator that orbits the outer reticle and points in the direction of the target
3569 hud_show_target_triangle_indicator(&target_point);
3571 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3572 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3573 hud_show_orientation_tee();
3576 // display the information about the target
3577 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3578 if ( !hud_targetbox_static_maybe_blit(frametime) )
3579 hud_show_target_data(frametime);
3582 // update cargo scanning
3583 hud_cargo_scan_update(targetp, frametime);
3585 // draw the shield icon for the current target
3586 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3587 hud_shield_show(targetp);
3590 // draw the mini target+shield gauge that sits near the bottom of the retcle
3591 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3592 int show_gauge_flag=1;
3593 // is gauge configured as a popup?
3594 if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3595 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3600 if ( show_gauge_flag ) {
3601 hud_shield_show_mini(targetp);
3605 Player->cargo_inspect_time = 0;
3606 player_stop_cargo_scan_sound();
3609 // display the lock indicator
3610 if (!Player->target_is_dying) {
3611 hud_update_lock_indicator(frametime);
3612 hud_show_lock_indicator(frametime);
3614 // update and render artillery
3615 hud_artillery_update();
3616 hud_artillery_render();
3619 // Point to offscreen target
3620 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3621 if (target_point.codes != 0) { // target center is not on screen
3622 // draw the offscreen indicator at the edge of the screen where the target is closest to
3623 Assert(Player_ai->target_objnum != -1);
3625 // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3626 // in the message sending color in hud_show_message_sender()
3627 if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3628 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3630 hud_set_iff_color( targetp, 1 );
3631 //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3632 dist = hud_find_target_distance( targetp, Player_obj );
3633 hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3640 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3641 // circle of the reticle. It will point to the closest enemy that is firing on the player.
3642 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3643 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3645 void hud_show_hostile_triangle()
3648 float min_distance=1e20f;
3649 float new_distance=0.0f;
3650 object* hostile_obj = &obj_used_list;
3651 object* nearest_obj = &obj_used_list;
3655 ship_subsys *ss, *nearest_turret_subsys = NULL;
3657 int player_obj_index = OBJ_INDEX(Player_obj);
3658 int turret_is_attacking = 0;
3660 so = GET_FIRST(&Ship_obj_list);
3661 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3663 A = &Objects[so->objnum];
3664 sp = &Ships[A->instance];
3666 // only look at ships on other team
3667 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3671 aip = &Ai_info[Ships[A->instance].ai_index];
3673 // dont look at ignore ships
3674 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3678 // always ignore cargo containers and navbuoys
3679 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3683 // check if ship is stealthy
3684 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3688 turret_is_attacking = 0;
3690 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3691 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3692 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3693 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3695 if ( ss->turret_enemy_objnum == player_obj_index ) {
3696 turret_is_attacking = 1;
3699 // get world pos of subsystem
3700 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3701 vm_vec_add2(&gsubpos, &A->pos);
3702 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3704 if (new_distance <= min_distance) {
3705 min_distance=new_distance;
3707 nearest_turret_subsys = ss;
3714 if ( !turret_is_attacking ) {
3715 // check for ships attacking the player
3716 if ( aip->target_objnum != Player_ship->objnum ) {
3720 // ignore enemy if not in chase mode
3721 if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3725 new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3727 if (new_distance <= min_distance) {
3728 min_distance=new_distance;
3730 nearest_turret_subsys = NULL;
3735 if ( nearest_obj == &obj_used_list ) {
3739 if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3743 hostile_obj = nearest_obj;
3745 // hook to maybe warn player about this attacking ship
3746 ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3748 // check if the closest firing hostile is the current target, if so return
3749 if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3752 if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3753 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3754 // hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3755 hud_set_iff_color( hostile_obj, 1 );
3756 hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3761 // Return the bank number for the primary weapon that can fire the farthest, from
3762 // the number of active primary weapons
3763 // input: range => output parameter... it is the range of the selected bank
3764 int hud_get_best_primary_bank(float *range)
3766 int i, best_bank, bank_to_fire, num_to_test;
3767 float weapon_range, farthest_weapon_range;
3771 swp = &Player_ship->weapons;
3773 farthest_weapon_range = 0.0f;
3776 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3777 num_to_test = swp->num_primary_banks;
3779 num_to_test = min(1, swp->num_primary_banks);
3782 for ( i = 0; i < num_to_test; i++ ) {
3784 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
3786 // calculate the range of the weapon, and only display the lead target indicator when
3787 // if the weapon can actually hit the target
3788 Assert(bank_to_fire >= 0);
3789 Assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3790 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3791 weapon_range = wip->max_speed * wip->lifetime;
3793 if ( weapon_range > farthest_weapon_range ) {
3794 best_bank = bank_to_fire;
3795 farthest_weapon_range = weapon_range;
3799 *range = farthest_weapon_range;
3803 // -----------------------------------------------------------------------------
3804 // polish_predicted_target_pos()
3806 // Called by the draw lead indicator code to predict where the enemy is going to be
3808 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps)
3811 vector player_pos = Player_obj->pos;
3812 float time_to_enemy;
3813 vector last_predicted_enemy_pos = *predicted_enemy_pos;
3816 shipp = &Ships[Player_obj->instance];
3817 Assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3818 weapon_info *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3820 float weapon_speed = wip->max_speed;
3822 vm_vec_zero(last_delta_vec);
3824 for (iteration=0; iteration < num_polish_steps; iteration++) {
3825 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3826 time_to_enemy = dist_to_enemy/weapon_speed;
3827 // vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3828 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3829 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3830 last_predicted_enemy_pos= *predicted_enemy_pos;
3834 // determine the correct frame to draw for the lead indicator
3835 // 0 -> center only (in secondary range only)
3836 // 1 -> full (in secondary and primary range)
3837 // 2 -> oustide only (in primary range only)
3839 // input: prange => range of current primary weapon
3840 // srange => range of current secondary weapon
3841 // dist_to_target => current dist to target
3843 // exit: 0-2 => frame offset
3844 // -1 => don't draw anything
3845 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3847 int frame_offset=-1;
3848 int in_prange=0, in_srange=0;
3850 if ( dist_to_target < prange ) {
3854 if ( dist_to_target < srange ) {
3858 if ( in_prange && in_srange ) {
3860 } else if ( in_prange && !in_srange ) {
3862 } else if ( !in_prange && in_srange ) {
3868 return frame_offset;
3871 // decide what frame of lead indicator to draw
3873 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3874 void hud_show_lead_indicator(vector *target_world_pos)
3876 vector target_moving_direction, last_delta_vector, source_pos;
3878 vertex lead_target_vertex;
3883 float dist_to_target, time_to_target, target_moved_dist, prange, srange;
3884 int bank_to_fire, indicator_frame, frame_offset;
3886 if (Player_ai->target_objnum == -1)
3889 targetp = &Objects[Player_ai->target_objnum];
3890 if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3894 // only allow bombs to have lead indicator displayed
3895 if ( targetp->type == OBJ_WEAPON ) {
3896 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3901 // If the target is out of range, then draw the correct frame for the lead indicator
3902 if ( Lead_indicator_gauge.first_frame == -1 ) {
3907 po = model_get( Player_ship->modelnum );
3908 swp = &Player_ship->weapons;
3910 // Added to take care of situation where there are no primary banks on the player ship
3911 // (this may not be possible, depending on what we decide for the weapons loadout rules)
3912 if ( swp->num_primary_banks == 0 )
3915 bank_to_fire = hud_get_best_primary_bank(&prange);
3916 if ( bank_to_fire < 0 )
3918 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3920 if (po->n_guns && bank_to_fire != -1 ) {
3921 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3926 // source_pos will contain the world coordinate of where to base the lead indicator prediction
3927 // from. Normally, this will be the world pos of the gun turret of the currently selected primary
3929 source_pos = Player_obj->pos;
3930 if (rel_pos != NULL) {
3932 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3933 vm_vec_add2(&source_pos, &gun_point);
3936 // Determine "accurate" distance to target. This is the distance from the player ship
3937 // to the closest point on the bounding box of the target
3938 dist_to_target = hud_find_target_distance(targetp, Player_obj);
3940 srange = ship_get_secondary_weapon_range(Player_ship);
3942 if ( swp->current_secondary_bank >= 0 ) {
3944 int bank = swp->current_secondary_bank;
3945 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3946 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3947 if ( !Player->target_in_lock_cone ) {
3953 frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3954 if ( frame_offset < 0 ) {
3958 indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3960 Assert(wip->max_speed != 0);
3961 time_to_target = dist_to_target / wip->max_speed;
3963 target_moved_dist = targetp->phys_info.speed * time_to_target;
3965 target_moving_direction = targetp->phys_info.vel;
3967 // if we've reached here, the lead target indicator will be displayed
3968 Players[Player_num].lead_indicator_active = 1;
3970 // test if the target is moving at all
3971 if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f) // Find distance!
3972 Players[Player_num].lead_target_pos = *target_world_pos;
3974 vm_vec_normalize(&target_moving_direction);
3975 vm_vec_scale(&target_moving_direction,target_moved_dist);
3976 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
3977 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)
3980 g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
3982 if (lead_target_vertex.codes == 0) { // on screen
3984 g3_project_vertex(&lead_target_vertex);
3985 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
3987 if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
3988 hud_set_iff_color(targetp, 0);
3990 hud_set_iff_color(targetp, 1);
3993 if ( indicator_frame >= 0 ) {
3994 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]));
4000 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4002 void hud_cease_subsystem_targeting(int print_message)
4006 ship_index = Objects[Player_ai->target_objnum].instance;
4007 if ( ship_index < 0 )
4010 Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4011 Player_ai->targeted_subsys = NULL;
4012 Player_ai->targeted_subsys_parent = -1;
4013 if ( print_message ) {
4014 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4017 hud_stop_looped_locking_sounds();
4021 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4023 void hud_cease_targeting()
4025 set_target_objnum( Player_ai, -1 );
4026 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4027 hud_cease_subsystem_targeting(0);
4028 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4032 // hud_restore_subsystem_target() will remember the last targeted subsystem
4035 void hud_restore_subsystem_target(ship* shipp)
4037 // check if there was a previously targeted sub-system for this target
4038 if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4039 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4040 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4043 Player_ai->targeted_subsys = NULL;
4044 Player_ai->targeted_subsys_parent = -1;
4048 // --------------------------------------------------------------------------------
4049 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4051 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4053 if (subsys == NULL) {
4054 *world_pos = parent_obj->pos;
4058 vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4059 vm_vec_add2(world_pos, &parent_obj->pos);
4064 // If Pl_objp is docking, see if it (or the dockee) are in the target view. If so, flash dock
4066 void hud_maybe_flash_docking_text(object *objp)
4069 int docker_objnum, dockee_objnum;
4071 if ( Player_ai->target_objnum < 0 ) {
4075 if ( objp->type != OBJ_SHIP ) {
4079 aip = &Ai_info[Ships[objp->instance].ai_index];
4083 if ( aip->ai_flags & AIF_DOCKED ) {
4084 docker_objnum = OBJ_INDEX(objp);
4085 dockee_objnum = aip->dock_objnum;
4088 if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4089 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4094 // ----------------------------------------------------------------------------
4095 // hud_target_change_check()
4097 // called once per frame to account for when the target changes
4099 void hud_target_change_check()
4101 float current_speed=0.0f;
4103 // Check if player subsystem target has changed, and reset necessary player flag
4104 if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4105 Player->subsys_in_view=-1;
4108 // check if the main target has changed
4109 if (Player_ai->last_target != Player_ai->target_objnum) {
4111 if ( Player_ai->target_objnum != -1){
4112 snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4115 // if we have a hotkey set active, see if new target is in set. If not in
4116 // set, deselect the current hotkey set.
4117 if ( Player->current_hotkey_set != -1 ) {
4118 htarget_list *hitem, *plist;
4120 plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4121 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4122 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4126 if ( hitem == END_OF_LIST(plist) ){
4127 Player->current_hotkey_set = -1;
4131 player_stop_cargo_scan_sound();
4132 hud_shield_hit_reset();
4133 hud_targetbox_init_flash();
4134 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4135 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4136 Player->cargo_inspect_time=0;
4137 Player->locking_subsys=NULL;
4138 Player->locking_on_center=0;
4139 Player->locking_subsys_parent=-1;
4141 Player_ai->current_target_dist_trend = NO_CHANGE;
4142 Player_ai->current_target_speed_trend = NO_CHANGE;
4144 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4145 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4146 // player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4147 player_match_target_speed();
4150 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4151 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
4156 if ( Player_ai->target_objnum != -1) {
4157 if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4158 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4162 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4163 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4164 if ( Player_ai->target_objnum >= 0 ) {
4165 hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4169 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4170 Player_ai->current_target_dist_trend = DECREASING;
4171 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4172 Player_ai->current_target_dist_trend = INCREASING;
4174 Player_ai->current_target_dist_trend = NO_CHANGE;
4177 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4179 if (current_speed < Player_ai->last_speed-0.01){
4180 Player_ai->current_target_speed_trend = DECREASING;
4181 } else if (current_speed > Player_ai->last_speed+0.01) {
4182 Player_ai->current_target_speed_trend = INCREASING;
4184 Player_ai->current_target_speed_trend = NO_CHANGE;
4187 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4188 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4189 // player_match_target_speed("", "", XSTR("Matching target speed",-1));
4190 player_match_target_speed();
4195 Player_ai->last_dist = Player_ai->current_target_distance;
4196 Player_ai->last_speed = current_speed;
4198 Player_ai->last_target = Player_ai->target_objnum;
4199 Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4202 // ---------------------------------------------------------------------
4203 // hud_draw_offscreen_indicator()
4205 // draws the offscreen target indicator
4207 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4211 int on_top, on_right, on_left, on_bottom;
4212 float target_x, target_y;
4215 // points to draw triangles
4229 vector targ_to_player;
4232 float half_gauge_length, half_triangle_sep;
4235 // calculate the dot product between the players forward vector and the vector connecting
4236 // the player to the target. Normalize targ_to_player since we want the dot product
4237 // to range between 0 -> 1.
4238 vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4239 vm_vec_normalize(&targ_to_player);
4240 dist_behind = vm_vec_dot(&Player_obj->orient.fvec, &targ_to_player);
4244 if (dist_behind < 0) { // still in front of player, but not in view
4246 dist_behind = dist_behind + 1.0f;
4247 if (dist_behind > 0.2 ){
4248 triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4250 triangle_sep = 0.0f;
4254 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4257 if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4258 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4261 // calculate these values only once, since it will be used in several places
4262 half_triangle_sep = 0.5f * triangle_sep;
4263 half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4265 target_x = target_point->x;
4266 target_y = target_point->y;
4268 // We need to find the screen (x,y) for where to draw the offscreen indicator
4270 // The best way I've found is to draw a line from the eye_pos to the target, and
4271 // then use clip_line() to find the screen (x,y) for where the line hits the edge
4274 // The weird thing about clip_line() is that is flips around the two verticies,
4275 // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4277 vertex *eye_vertex = NULL;
4278 vertex real_eye_vertex;
4279 eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
4281 vm_vec_add( &eye_pos, &Eye_position, &View_matrix.fvec);
4282 g3_rotate_vertex(eye_vertex, &eye_pos);
4285 codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4286 clip_line(&target_point,&eye_vertex,codes_or,0);
4288 if (!(target_point->flags&PF_PROJECTED))
4289 g3_project_vertex(target_point);
4291 if (!(eye_vertex->flags&PF_PROJECTED))
4292 g3_project_vertex(eye_vertex);
4294 if (eye_vertex->flags&PF_OVERFLOW) {
4295 Int3(); // This is unlikely to happen, but can if a clip goes through the player's eye.
4296 Player_ai->target_objnum = -1;
4300 if (target_point->flags & PF_TEMP_POINT)
4301 free_temp_point(target_point);
4303 if (eye_vertex->flags & PF_TEMP_POINT)
4304 free_temp_point(eye_vertex);
4306 xpos = eye_vertex->sx;
4307 ypos = eye_vertex->sy;
4309 on_left = on_right = on_top = on_bottom = 0;
4310 xpos = (xpos<1) ? 0 : xpos;
4311 ypos = (ypos<1) ? 0 : ypos;
4313 if ( xpos <= gr_screen.clip_left ) {
4314 xpos = i2fl(gr_screen.clip_left);
4317 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4318 ypos = half_gauge_length;
4321 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4322 ypos = gr_screen.clip_bottom - half_gauge_length;
4325 else if ( xpos >= gr_screen.clip_right) {
4326 xpos = i2fl(gr_screen.clip_right);
4329 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4330 ypos = half_gauge_length;
4332 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4333 ypos = gr_screen.clip_bottom - half_gauge_length;
4336 else if ( ypos <= gr_screen.clip_top ) {
4337 ypos = i2fl(gr_screen.clip_top);
4340 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4341 xpos = half_gauge_length;
4343 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4344 xpos = gr_screen.clip_right - half_gauge_length;
4347 else if ( ypos >= gr_screen.clip_bottom ) {
4348 ypos = i2fl(gr_screen.clip_bottom);
4351 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4352 xpos = half_gauge_length;
4354 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4355 xpos = gr_screen.clip_right - half_gauge_length;
4362 // The offscreen target triangles are drawn according the the diagram below
4371 // ......|...........|...............(xpos,ypos)
4380 xpos = (float)floor(xpos);
4381 ypos = (float)floor(ypos);
4383 if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4384 sprintf(buf,"%d",fl2i(distance+0.5f));
4385 hud_num_make_mono(buf);
4386 gr_get_string_size(&w, &h, buf);
4394 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4395 y1 = y2 = ypos - half_triangle_sep;
4396 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4398 y4 = y5 = ypos + half_triangle_sep;
4399 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4402 gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4408 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4409 y1 = y2 = ypos - half_triangle_sep;
4410 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4412 y4 = y5 = ypos + half_triangle_sep;
4413 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4416 gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4422 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4423 x1 = x2 = xpos - half_triangle_sep;
4424 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4426 x4 = x5 = xpos + half_triangle_sep;
4427 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4430 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4433 else if (on_bottom) {
4436 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4437 x1 = x2 = xpos - half_triangle_sep;
4438 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4440 x4 = x5 = xpos + half_triangle_sep;
4441 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4444 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4448 hud_tri(x3,y3,x2,y2,x1,y1);
4449 hud_tri(x4,y4,x5,y5,x6,y6);
4450 if (on_right || on_bottom){
4451 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4452 } else if (on_left) {
4453 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4455 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4460 // Render the HUD afterburner energy gauge
4461 void hud_show_afterburner_gauge()
4466 if ( Energy_bar_gauges.first_frame == -1 ){
4470 Assert(Player_ship);
4471 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4472 percent_left = 0.0f;
4474 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4477 if ( percent_left > 1 ) {
4478 percent_left = 1.0f;
4481 clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4483 bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4486 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);
4489 if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {
4490 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);
4494 // Render the player weapon energy on the HUD
4495 void hud_show_weapon_energy_gauge()
4498 int clip_h, i, w, h;
4500 if ( Energy_bar_gauges.first_frame == -1 ){
4504 if ( Player_ship->weapons.num_primary_banks <= 0 ){
4508 percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4509 if ( percent_left > 1 ) {
4510 percent_left = 1.0f;
4513 if ( percent_left <= 0.3 ) {
4515 if ( percent_left < 0.1 ) {
4516 gr_set_color_fast(&Color_bright_red);
4518 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4519 hud_num_make_mono(buf);
4520 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4523 hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4524 for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4525 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4526 if ( Weapon_flash_info.is_bright & (1<<i) ) {
4527 // hud_set_bright_color();
4528 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4534 clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4536 bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4539 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);
4542 if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4543 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);
4546 // hud_set_default_color();
4549 // --------------------------------------------------------------------------------------
4550 // hud_show_target_triangle_indicator()
4552 // Draw the solid triangle that orbits the reticle and points to the nearest target
4554 void hud_show_target_triangle_indicator(vertex *projected_v)
4557 float xpos,ypos,ang;
4559 if ( Player_ai->target_objnum == -1)
4562 object *targetp = &Objects[Player_ai->target_objnum];
4564 // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4565 if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4566 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4570 hud_set_iff_color(targetp, 1);
4572 ang = atan2_safe(projected_v->y,projected_v->x);
4573 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4574 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4576 xpos += HUD_offset_x;
4577 ypos += HUD_offset_y;
4579 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4580 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4581 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4582 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4584 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4585 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4587 hud_tri(xpos,ypos,x3,y3,x4,y4);
4591 // called from hud_show_weapons() to plot out the secondary weapon name and amo
4592 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4595 char weapon_name[NAME_LENGTH + 10];
4600 if ( sw->num_primary_banks == 2 ) {
4604 for ( i = 0; i < count; i++ ) {
4605 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4606 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4608 // HACK - make Cluster Bomb fit on the HUD.
4609 if(!stricmp(wip->name,"cluster bomb")){
4610 strcpy(weapon_name, NOX("Cluster"));
4612 strcpy(weapon_name, wip->name);
4615 hud_end_string_at_first_hash_symbol(weapon_name);
4617 if ( sw->current_secondary_bank == i ) {
4618 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);
4621 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);
4624 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);
4626 if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4627 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4628 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4629 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));
4633 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);
4636 // print out the ammo right justified
4637 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4638 hud_num_make_mono(ammo_str);
4639 gr_get_string_size(&w, &h, ammo_str);
4641 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);
4643 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4647 // start the weapon line (on the HUD) flashing
4648 void hud_start_flash_weapon(int index)
4650 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4655 if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4656 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4657 Weapon_flash_info.is_bright &= ~(1<<index);
4660 Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4663 // maybe change the text color for the weapon line indicated by index
4664 void hud_maybe_flash_weapon(int index)
4666 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4671 // hud_set_default_color();
4672 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4673 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4674 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4675 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4676 Weapon_flash_info.is_bright ^= (1<<index);
4679 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4680 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4681 // hud_set_bright_color();
4683 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4684 // hud_set_dim_color();
4689 // render the coutermeasure HUD gauge
4690 void hud_show_cmeasure_gague()
4692 if ( Cmeasure_gauge.first_frame == -1 ) {
4693 Int3(); // failed to load coutermeasure gauge background
4697 // hud_set_default_color();
4698 hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4700 // blit the background
4701 GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);
4704 gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4705 if ( !Player_ship ) {
4706 Int3(); // player ship doesn't exist?
4709 gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4713 // ------------------------------------------------------------------
4714 // hud_show_weapons()
4716 // Show the player's primary and secondary weapons, along with ammo and % energy
4718 void hud_show_weapons()
4721 int np, ns; // np == num primary, ns == num secondary
4722 char name[NAME_LENGTH];
4724 if(Player_obj->type == OBJ_OBSERVER)
4727 Assert(Player_obj->type == OBJ_SHIP);
4728 Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4730 sw = &Ships[Player_obj->instance].weapons;
4732 np = sw->num_primary_banks;
4733 ns = sw->num_secondary_banks;
4735 // NOTE: I hate to hard-code numbers, but there is no clean way to organize these coords... they
4736 // are all over the place. UGLY.
4738 // BAH. You're a moron, above guy. :)
4740 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4742 // draw top of primary display
4743 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]);
4745 emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
4749 // draw bottom of border
4750 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]);
4752 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));
4758 // draw bottom of border
4759 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]);
4761 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4763 lcl_translate_wep_name(name);
4766 // maybe modify name here to fit
4767 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4768 // hud_set_bright_color();
4769 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4771 hud_maybe_flash_weapon(0);
4774 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);
4775 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);
4779 // draw border to accomodate second primary weapon
4780 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]);
4782 // draw bottom of border
4783 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]);
4785 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4787 lcl_translate_wep_name(name);
4789 // maybe modify name here to fit
4791 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4792 // hud_set_bright_color();
4793 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4795 hud_maybe_flash_weapon(0);
4797 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4798 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);
4800 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);
4802 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4804 lcl_translate_wep_name(name);
4806 // maybe modify name here to fit
4807 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4808 // hud_set_bright_color();
4809 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4811 hud_maybe_flash_weapon(1);
4813 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4814 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);
4816 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);
4821 Int3(); // can't happen - get Alan
4826 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4830 // draw the bottom of the secondary weapons
4831 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);
4833 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));
4837 // draw the bottom of the secondary weapons
4838 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);
4840 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4844 // draw the middle border, only present when there are 2 or more secondaries
4845 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);
4847 // draw the bottom of the secondary weapons
4848 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);
4850 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4854 // draw the middle border, only present when there are 2 or more secondaries
4855 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);
4857 // draw the bottm border, only present when there are 3 secondaries
4858 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);
4860 // draw the bottom of the secondary weapons
4861 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);
4863 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4867 Int3(); // can't happen - get Alan
4873 // check if targeting is possible based on sensors strength
4874 int hud_sensors_ok(ship *sp, int show_msg)
4878 // If playing on lowest skill level, sensors don't affect targeting
4879 // If dead, still allow player to target, despite any subsystem damage
4880 // If i'm a multiplayer observer, allow me to target
4881 if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4885 // if the ship is currently being affected by EMP
4886 if(emp_active_local()){
4890 // ensure targeting functions are not disabled through damage
4891 sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4892 if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4894 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4895 snd_play(&Snds[SND_TARGET_FAIL]);
4903 int hud_communications_state(ship *sp, int show_msg)
4906 int comm_state = COMM_OK;
4908 // If playing on the lowest skill level, communications always ok
4909 // If dead, still allow player to communicate, despite any subsystem damage
4910 if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4914 str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4915 // str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4916 // Change this back when comm systems have been better placed.
4918 if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4920 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4922 comm_state = COMM_DESTROYED;
4923 } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4924 comm_state = COMM_DAMAGED;
4930 // target the next or previous hostile/friendly ship
4931 void hud_target_next_list(int hostile, int next_flag)
4933 object *A, *min_obj, *max_obj, *nearest_obj;
4936 // vector target_vec;
4937 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
4938 int timestamp_val, valid_team;
4941 timestamp_val = Tl_hostile_reset_timestamp;
4942 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4943 valid_team = opposing_team_mask(Player_ship->team);
4945 timestamp_val = Tl_friendly_reset_timestamp;
4946 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4947 valid_team = Player_ship->team;
4950 // If no target is selected, then simply target the closest ship
4951 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4952 hud_target_closest(valid_team);
4956 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4958 min_obj = max_obj = nearest_obj = NULL;
4962 nearest_dist = 1e20f;
4964 nearest_dist = 0.0f;
4967 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4968 A = &Objects[so->objnum];
4969 shipp = &Ships[A->instance]; // get a pointer to the ship information
4971 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4974 // choose from the correct team
4975 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4976 // if we're in multiplayer dogfight, ignore this
4977 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
4982 // always ignore navbuoys and cargo
4983 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
4987 // don't use object if it is already a target
4988 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
4992 if(hud_target_invalid_awacs(A)){
4996 new_dist = hud_find_target_distance(A,Player_obj);
4998 if (new_dist <= min_dist) {
4999 min_dist = new_dist;
5003 if (new_dist >= max_dist) {
5004 max_dist = new_dist;
5009 diff = new_dist - cur_dist;
5011 if ( diff < ( nearest_dist - cur_dist ) ) {
5012 nearest_dist = new_dist;
5017 diff = cur_dist - new_dist;
5019 if ( diff < ( cur_dist - nearest_dist ) ) {
5020 nearest_dist = new_dist;
5027 if ( nearest_obj == NULL ) {
5030 if ( min_obj != NULL ) {
5031 nearest_obj = min_obj;
5034 if ( max_obj != NULL ) {
5035 nearest_obj = max_obj;
5040 if (nearest_obj != NULL) {
5042 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5044 // maybe set new turret subsystem
5045 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5046 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5049 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5053 // draw auto-target icon
5054 void hud_auto_target_icon()
5058 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5064 // draw the box background
5065 hud_set_gauge_color(HUD_AUTO_TARGET);
5066 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]);
5068 // draw the text on top
5069 if (frame_offset == 1) {
5071 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5072 gr_set_color_fast(&text_color);
5075 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));
5076 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));
5079 // draw auto-speed match icon
5080 void hud_auto_speed_match_icon()
5084 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5090 hud_set_gauge_color(HUD_AUTO_SPEED);
5092 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);
5094 // draw the text on top
5095 if (frame_offset == 3) {
5097 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5098 gr_set_color_fast(&text_color);
5100 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));
5101 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));
5104 // display the auto-targeting and auto-speed-matching icons on the HUD
5105 void hud_show_auto_icons()
5108 if ( Toggle_gauge.first_frame == -1 )
5111 // display auto target icon
5112 if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5114 // is gauge configured as a popup?
5115 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5116 if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5122 hud_auto_target_icon();
5126 // display auto speed match icon
5127 if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5129 // is gauge configured as a popup?
5130 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5131 if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5137 hud_auto_speed_match_icon();
5142 // Set the player target to the closest friendly repair ship
5143 // input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
5144 // output: 1 => A repair ship was targeted
5145 // 0 => No targeting change
5146 int hud_target_closest_repair_ship(int goal_objnum)
5149 object *nearest_obj=&obj_used_list;
5152 float min_distance=1e20f;
5153 float new_distance=0.0f;
5156 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5157 A = &Objects[so->objnum];
5158 shipp = &Ships[A->instance]; // get a pointer to the ship information
5160 // ignore all ships that aren't repair ships
5161 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5165 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5168 // only consider friendly ships
5169 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5170 // if we're in multiplayer dogfight, ignore this
5171 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5176 if(hud_target_invalid_awacs(A)){
5180 if ( goal_objnum >= 0 ) {
5181 if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5186 new_distance = hud_find_target_distance(A,Player_obj);
5188 if (new_distance <= min_distance) {
5189 min_distance=new_distance;
5194 if (nearest_obj != &obj_used_list) {
5195 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5196 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5200 // inform player how to get a support ship
5201 if ( goal_objnum == -1 ) {
5202 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area. Use messaging to call one in.", 332));
5210 void hud_target_toggle_hidden_from_sensors()
5212 if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5213 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5214 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5216 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5217 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5221 // target the closest uninspected object
5222 void hud_target_closest_uninspected_object()
5224 object *A, *nearest_obj = NULL;
5227 float min_distance = 1e20f;
5228 float new_distance = 0.0f;
5230 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5232 A = &Objects[so->objnum];
5233 shipp = &Ships[A->instance]; // get a pointer to the ship information
5235 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5239 if(hud_target_invalid_awacs(A)){
5243 // ignore all non-cargo carrying craft
5244 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5248 new_distance = hud_find_target_distance(A,Player_obj);
5250 if (new_distance <= min_distance) {
5251 min_distance=new_distance;
5256 if (nearest_obj != NULL) {
5257 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5258 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5261 snd_play( &Snds[SND_TARGET_FAIL] );
5265 // target the next or previous uninspected/unscanned object
5266 void hud_target_uninspected_object(int next_flag)
5268 object *A, *min_obj, *max_obj, *nearest_obj;
5271 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
5273 // If no target is selected, then simply target the closest uninspected cargo
5274 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5275 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5276 hud_target_closest_uninspected_object();
5280 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5282 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5284 min_obj = max_obj = nearest_obj = NULL;
5288 nearest_dist = 1e20f;
5290 nearest_dist = 0.0f;
5293 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5294 A = &Objects[so->objnum];
5295 shipp = &Ships[A->instance]; // get a pointer to the ship information
5297 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5300 // ignore all non-cargo carrying craft
5301 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5305 // don't use object if it is already a target
5306 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5310 if(hud_target_invalid_awacs(A)){
5314 new_dist = hud_find_target_distance(A, Player_obj);
5316 if (new_dist <= min_dist) {
5317 min_dist = new_dist;
5321 if (new_dist >= max_dist) {
5322 max_dist = new_dist;
5327 diff = new_dist - cur_dist;
5329 if ( diff < ( nearest_dist - cur_dist ) ) {
5330 nearest_dist = new_dist;
5335 diff = cur_dist - new_dist;
5337 if ( diff < ( cur_dist - nearest_dist ) ) {
5338 nearest_dist = new_dist;
5345 if ( nearest_obj == NULL ) {
5348 if ( min_obj != NULL ) {
5349 nearest_obj = min_obj;
5352 if ( max_obj != NULL ) {
5353 nearest_obj = max_obj;
5358 if (nearest_obj != NULL) {
5359 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5360 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5363 snd_play( &Snds[SND_TARGET_FAIL] );
5367 // ----------------------------------------------------------------
5369 // Target Last Transmission Sender code START
5371 // ----------------------------------------------------------------
5373 typedef struct transmit_target
5379 static int Transmit_target_next_slot = 0;
5380 static int Transmit_target_current_slot = -1;
5381 static int Transmit_target_reset_timer = timestamp(0);
5383 #define MAX_TRANSMIT_TARGETS 10
5384 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5386 // called once per level to initialize the target last transmission sender list
5387 void hud_target_last_transmit_level_init()
5391 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5392 Transmit_target_list[i].objnum = -1;
5393 Transmit_target_list[i].objsig = -1;
5396 Transmit_target_next_slot = 0;
5397 Transmit_target_current_slot = 0;
5398 Transmit_target_reset_timer = timestamp(0);
5401 // internal function only.. used to find index for last recorded ship transmission
5402 int hud_target_last_transmit_newest()
5406 latest_slot = Transmit_target_next_slot - 1;
5407 if ( latest_slot < 0 ) {
5408 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5414 // called externally to set the player target to the last ship which sent a tranmission to the player
5415 void hud_target_last_transmit()
5419 if ( Transmit_target_current_slot < 0 ) {
5420 Transmit_target_current_slot = hud_target_last_transmit_newest();
5423 // If timed out, then simply target the last ship to transmit
5424 if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5425 Transmit_target_current_slot = hud_target_last_transmit_newest();
5428 Transmit_target_reset_timer = timestamp(TL_RESET);
5430 int play_fail_sound = 1;
5431 int transmit_index = Transmit_target_current_slot;
5432 Assert(transmit_index >= 0);
5433 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5434 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5435 int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5437 if ( Player_ai->target_objnum == transmit_objnum ) {
5438 play_fail_sound = 0;
5440 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5441 if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5442 Transmit_target_current_slot = transmit_index-1;
5443 if ( Transmit_target_current_slot < 0 ) {
5444 Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5453 if ( transmit_index < 0 ) {
5454 transmit_index = MAX_TRANSMIT_TARGETS - 1;
5458 if ( i == MAX_TRANSMIT_TARGETS ) {
5459 if ( play_fail_sound ) {
5460 snd_play( &Snds[SND_TARGET_FAIL] );
5462 Transmit_target_current_slot = -1;
5466 if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5471 // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5472 // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5473 int targeted_objnum;
5474 targeted_objnum = Transmit_target_list[transmit_index].objnum;
5475 Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5477 if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5478 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5479 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5483 // called externally to add a message sender to the list
5484 void hud_target_last_transmit_add(int ship_num)
5489 ship_objnum = Ships[ship_num].objnum;
5490 Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5491 ship_objp = &Objects[ship_objnum];
5492 Assert(ship_objp->type == OBJ_SHIP);
5494 Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5495 Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5496 Transmit_target_next_slot++;
5497 if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5498 Transmit_target_next_slot = 0;
5502 // target a random ship (useful for EMP stuff)
5503 void hud_target_random_ship()
5508 shipnum = ship_get_random_ship();
5509 if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5512 objnum = Ships[shipnum].objnum;
5514 if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
5515 // never target yourself
5516 if(objnum == OBJ_INDEX(Player_obj)){
5517 set_target_objnum(Player_ai, -1);
5519 set_target_objnum(Player_ai, objnum);
5524 // ----------------------------------------------------------------
5526 // Target Last Transmission Sender code END
5528 // ----------------------------------------------------------------
5530 void hudtarget_page_in()
5534 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5535 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5537 bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5538 bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5539 bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5540 bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);