2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Hud/HUDtarget.cpp $
15 * C module to provide HUD targeting functions
18 * Revision 1.3 2002/06/09 04:41:21 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:45 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:09 root
28 * 43 11/01/99 11:22a Jefff
29 * some weapon name translations
31 * 42 9/15/99 1:59p Mikek
32 * Fix bug in targeting due to Alt-Y (target last ship sending
33 * transmission). Was just bogus code in the call to
34 * hud_restore_subsystem_target().pm.
36 * 41 9/08/99 11:42p Andsager
37 * Remove maximum target distance check when finding enemy target
39 * 40 9/07/99 11:26p Andsager
40 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
41 * hud_target_live_turret() consider if turret is targeting player
43 * 39 9/01/99 12:58a Andsager
44 * Make all targeting keys able to choose turret on BIG|HUGE ships
46 * 38 8/24/99 2:55p Andsager
47 * Add new prioritized turret selection code.
49 * 37 8/18/99 10:59p Andsager
50 * Enable "b" key to target bombers.
52 * 36 8/17/99 8:32p Jefff
53 * fixes to auto-speed/target so it looks much better in the nebula
55 * 35 8/17/99 7:15p Jefff
56 * auto-target & auto-speed text drawn in code
58 * 34 8/04/99 9:54a Andsager
59 * Auto target turrets on big ships.
61 * 33 8/02/99 4:03p Andsager
62 * target closest favors beams and flak
64 * 32 8/01/99 12:39p Dave
65 * Added HUD contrast control key (for nebula).
67 * 31 7/30/99 11:10a Andsager
68 * Modify hud_target_closest() to consider turrets against all ships, not
71 * 30 7/15/99 5:41p Andsager
74 * 29 7/15/99 9:20a Andsager
75 * FS2_DEMO initial checkin
77 * 28 7/09/99 12:00a Andsager
78 * Added target box with distance for remote detonate weapons
80 * 27 7/07/99 4:31p Andsager
81 * Make closest_attacking_hostile guage respect stealth. Kill a bunch of
84 * 26 7/01/99 11:44a Dave
85 * Updated object sound system to allow multiple obj sounds per ship.
86 * Added hit-by-beam sound. Added killed by beam sound.
88 * 25 6/17/99 9:04a Andsager
91 * 24 6/16/99 5:32p Andsager
94 * 23 6/15/99 9:24a Andsager
95 * Make hotkeys work with stealth
97 * 22 6/10/99 3:43p Dave
98 * Do a better job of syncing text colors to HUD gauges.
100 * 21 6/09/99 2:55p Andsager
101 * Allow multiple asteroid subtypes (of large, medium, small) and follow
104 * 20 6/08/99 8:35a Jasenw
105 * new coords for new lead indicator
107 * 19 6/07/99 4:20p Andsager
108 * Add HUD color for tagged object. Apply to target and radar.
110 * 18 6/02/99 3:23p Andsager
111 * Make AI aware of team visibility. Allow player targeting with team
112 * visibility info. Make stealth ships not targetable by AI in nebula
115 * 17 5/24/99 9:00a Andsager
116 * modify target next/prev live turret only when turret has a weapon
118 * 16 4/20/99 6:39p Dave
119 * Almost done with artillery targeting. Added support for downloading
120 * images on the PXO screen.
122 * 15 2/25/99 4:19p Dave
123 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
124 * release build warnings. Added more data to the squad war request and
127 * 14 1/27/99 3:02p Anoop
128 * Fixed 640 HUD afterburner and weapon energy gauge.
130 * 13 1/25/99 5:03a Dave
131 * First run of stealth, AWACS and TAG missile support. New mission type
134 * 12 1/07/99 10:07a Jasen
137 * 11 1/07/99 9:06a Jasen
140 * 10 1/06/99 2:24p Dave
141 * Stubs and release build fixes.
143 * 9 12/29/98 7:21p Dave
144 * Put in a bunch of missing hi-res coord globalizations.
146 * 8 12/29/98 2:29p Jasen
147 * added new coords for some 1024 HUD stuff.
149 * 7 12/28/98 3:17p Dave
150 * Support for multiple hud bitmap filenames for hi-res mode.
152 * 5 12/21/98 5:03p Dave
153 * Modified all hud elements to be multi-resolution friendly.
155 * 4 11/05/98 4:18p Dave
156 * First run nebula support. Beefed up localization a bit. Removed all
157 * conditional compiles for foreign versions. Modified mission file
160 * 3 10/13/98 9:28a Dave
161 * Started neatening up freespace.h. Many variables renamed and
162 * reorganized. Added AlphaColors.[h,cpp]
164 * 2 10/07/98 10:53a Dave
167 * 1 10/07/98 10:49a Dave
169 * 407 9/21/98 9:27a Dave
170 * Special case code to draw Cluster Bomb as Cluster on the HUD.
172 * 406 8/28/98 3:28p Dave
173 * EMP effect done. AI effects may need some tweaking as required.
175 * 405 8/25/98 1:48p Dave
176 * First rev of EMP effect. Player side stuff basically done. Next comes
179 * 404 6/12/98 4:52p Hoffoss
180 * Added support for special characters in in forgeign languages.
182 * 403 6/09/98 5:17p Lawrance
183 * French/German localization
185 * 402 6/09/98 10:31a Hoffoss
186 * Created index numbers for all xstr() references. Any new xstr() stuff
187 * added from here on out should be added to the end if the list. The
188 * current list count can be found in FreeSpace.cpp (search for
191 * 401 5/27/98 1:24p Allender
192 * make targeting dots work (as well as other targeting features) properly
193 * in multiplayer. Don't query for CD when entering debrief in
196 * 400 5/27/98 1:20p Mike
197 * Fix bug in target nearest ship attacking target.
203 #include "hudtarget.h"
204 #include "hudreticle.h"
209 #include "3dinternal.h"
211 #include "linklist.h"
216 #include "freespace.h" // for flFrametime
220 #include "missionparse.h"
221 #include "player.h" // for MAX_PLAYERS
223 #include "hudbrackets.h"
225 #include "eventmusic.h"
227 #include "missionmessage.h"
230 #include "hudtargetbox.h"
232 #include "subsysdamage.h"
233 #include "hudshield.h"
234 #include "missionhotkey.h"
235 #include "asteroid.h"
236 #include "jumpnode.h"
239 #include "alphacolors.h"
240 #include "localize.h"
242 #include "hudartillery.h"
244 // If any of these bits in the ship->flags are set, ignore this ship when targetting
245 int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
247 // Global values for the target bracket width and height, used for debugging
248 int Hud_target_w, Hud_target_h;
250 // offscreen triangle that point the the off-screen target
251 float Offscreen_tri_base[GR_NUM_RESOLUTIONS] = {
255 float Offscreen_tri_height[GR_NUM_RESOLUTIONS] = {
259 float Max_offscreen_tri_seperation[GR_NUM_RESOLUTIONS] = {
263 float Max_front_seperation[GR_NUM_RESOLUTIONS] = {
268 // The following variables are global to this file, and do not need to be persistent from frame-to-frame
269 // This means the variables are not player-specific
270 static int Target_in_reticle = 0;
272 extern object obj_used_list; // dummy node in linked list of active objects
273 extern char *Cargo_names[];
275 // shader is used to shade the target box
276 shader Training_msg_glass;
278 // the target triangle (that orbits the reticle) dimensions
279 float Target_triangle_base[GR_NUM_RESOLUTIONS] = {
283 float Target_triangle_height[GR_NUM_RESOLUTIONS] = {
288 // stuff for hotkey targeting lists
289 htarget_list htarget_items[MAX_HOTKEY_TARGET_ITEMS];
290 htarget_list htarget_free_list;
292 // coordinates and widths used to render the HUD afterburner energy gauge
293 int Aburn_coords[GR_NUM_RESOLUTIONS][4] = {
302 // coordinates and widths used to render the HUD weapons energy gauge
303 int Wenergy_coords[GR_NUM_RESOLUTIONS][4] = {
312 #define MIN_DISTANCE_TO_CONSIDER_THREAT 1500 // min distance to show hostile warning triangle
314 //////////////////////////////////////////////////////////////////////////
315 // lists for target in reticle cycling
316 //////////////////////////////////////////////////////////////////////////
317 #define RL_USED (1<<0)
318 #define RL_USE_DOT (1<<1) // use dot product result, not distance
320 typedef struct _reticle_list {
321 _reticle_list *next, *prev;
327 #define RESET_TARGET_IN_RETICLE 750
328 int Reticle_save_timestamp;
329 reticle_list Reticle_cur_list;
330 reticle_list Reticle_save_list;
331 #define MAX_RETICLE_TARGETS 50
332 reticle_list Reticle_list[MAX_RETICLE_TARGETS];
334 //////////////////////////////////////////////////////////////////////////
335 // used for closest target cycling
336 //////////////////////////////////////////////////////////////////////////
337 #define TL_RESET 1500
338 #define TURRET_RESET 1000
339 static int Tl_hostile_reset_timestamp;
340 static int Tl_friendly_reset_timestamp;
341 static int Target_next_uninspected_object_timestamp;
342 static int Target_newest_ship_timestamp;
343 static int Target_next_turret_timestamp;
345 // animation frames for the hud targeting gauges
346 // frames: 0 => out of range lead
347 // 1 => in range lead
348 float Lead_indicator_half[GR_NUM_RESOLUTIONS][2] = {
358 hud_frames Lead_indicator_gauge;
359 int Lead_indicator_gauge_loaded = 0;
360 char Lead_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
365 // animation frames for the afterburner gauge and the weapon energy gauge
366 // frames: 0 => afterburner dark
367 // 1 => afterburner light
368 // 2 => gun energy dark
369 // 3 => gun energy light
370 hud_frames Energy_bar_gauges;
371 int Energy_bar_gauges_loaded = 0;
372 char Energy_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
376 int Weapon_energy_text_coords[GR_NUM_RESOLUTIONS][2] = {
385 // animation frames for the countermeasures gauge
386 // frames: 0 => background
387 hud_frames Cmeasure_gauge;
388 int Cmeasure_gauge_loaded = 0;
389 int Cm_coords[GR_NUM_RESOLUTIONS][2] = {
397 int Cm_text_coords[GR_NUM_RESOLUTIONS][2] = {
405 int Cm_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
413 char Cm_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
418 // animation frames for the auto-target and auto-match_speed icons
419 // frames: 0 => auto-target off
420 // 1 => auto-target on
421 // 2 => auto-match-speed on
422 // 3 => auto-match-speed off
423 hud_frames Toggle_gauge;
424 int Toggle_gauge_loaded = 0;
425 int Toggle_target_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
433 int Toggle_speed_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
441 char Toggle_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
446 #define TOGGLE_TEXT_AUTOT 0
447 #define TOGGLE_TEXT_TARGET 1
448 #define TOGGLE_TEXT_AUTOS 2
449 #define TOGGLE_TEXT_SPEED 3
450 static int Hud_toggle_coords[GR_NUM_RESOLUTIONS][4][2] = {
465 static int Toggle_text_alpha = 255;
468 // animation files for the weapons gauge
469 #define NUM_WEAPON_GAUGES 5
470 hud_frames Weapon_gauges[NUM_WEAPON_GAUGES];
471 int Weapon_gauges_loaded = 0;
473 int Weapon_gauge_primary_coords[GR_NUM_RESOLUTIONS][3][2] = {
475 // based on the # of primaries
476 {509, 273}, // top of weapon gauge, first frame, always
477 {497, 293}, // for the first primary
478 {497, 305} // for the second primary
481 // based on the # of primaries
482 {892, 525}, // top of weapon gauge, first frame, always
483 {880, 545}, // for the first primary
484 {880, 557} // for the second primary
487 int Weapon_gauge_secondary_coords[GR_NUM_RESOLUTIONS][5][2] = {
489 // based on the # of secondaries
490 {497, 318}, // bottom of gauge, 0 secondaries
491 {497, 318}, // bottom of gauge, 1 secondaries
492 {497, 317}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
493 {497, 326}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
494 {497, 335} // bottom of gauge, 3 secondaries
497 // based on the # of secondaries
498 {880, 570}, // bottom of gauge, 0 secondaries
499 {880, 570}, // bottom of gauge, 1 secondaries
500 {880, 569}, // middle of gauge, 2 secondaries AND middle of gauge, 3 secondaries
501 {880, 578}, // bottom of gauge, 2 secondaries AND middle of gauge, 3 secondaries
502 {880, 587} // bottom of gauge, 3 secondaries
505 int Weapon_title_coords[GR_NUM_RESOLUTIONS][2] = {
513 int Weapon_plink_coords[GR_NUM_RESOLUTIONS][2][2] = {
515 {530, 285}, // fire-linked thingie, for the first primary
516 {530, 295} // fire-linked thingie, for the second primary
519 {913, 537}, // fire-linked thingie, for the first primary
520 {913, 547} // fire-linked thingie, for the second primary
523 int Weapon_pname_coords[GR_NUM_RESOLUTIONS][2][2] = {
525 {536, 285}, // weapon name, first primary
526 {536, 295} // weapon name, second primary
529 {919, 537}, // weapon name, first primary
530 {919, 547} // weapon name, second primary
533 int Weapon_slinked_x[GR_NUM_RESOLUTIONS] = {
534 525, // where to draw the second thingie if this weapon is fire-linked
537 int Weapon_sunlinked_x[GR_NUM_RESOLUTIONS] = {
538 530, // where to draw the first thingie if this weapon is selected at all (fire-linked or not)
541 int Weapon_secondary_y[GR_NUM_RESOLUTIONS][3] = {
543 309, // y location of where to draw text for the first secondary
544 318, // y location of where to draw text for the second secondary
545 327 // y location of where to draw text for the third secondary
548 561, // y location of where to draw text for the third secondary
549 570, // y location of where to draw text for the third secondary
550 579 // y location of where to draw text for the third secondary
553 int Weapon_secondary_name_x[GR_NUM_RESOLUTIONS] = {
554 536, // x location of where to draw weapon name
557 int Weapon_secondary_ammo_x[GR_NUM_RESOLUTIONS] = {
558 525, // x location of where to draw weapon ammo count
561 int Weapon_secondary_reload_x[GR_NUM_RESOLUTIONS] = {
562 615, // x location of where to draw the weapon reload time
565 char *Weapon_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_WEAPON_GAUGES] =
585 // Flash the line for a weapon. This normally occurs when the player tries to fire that
586 // weapon, but the firing fails (due to lack of energy or damaged weapons subsystem).
587 #define MAX_WEAPON_FLASH_LINES 7 // 3 primary and 4 secondary
588 typedef struct weapon_flash
590 int flash_duration[MAX_WEAPON_FLASH_LINES];
591 int flash_next[MAX_WEAPON_FLASH_LINES];
594 weapon_flash Weapon_flash_info;
596 // Data used for the proximity warning
597 typedef struct homing_beep_info
599 int snd_handle; // sound handle for last played beep
600 fix last_time_played; // time beep was last played
601 int min_cycle_time; // time (in ms) for fastest cycling of the sound
602 int max_cycle_time; // time (in ms) for slowest cycling of the sound
603 float min_cycle_dist; // distance at which fastest cycling occurs
604 float max_cycle_dist; // distance at which slowest cycling occurs
605 float precalced_interp; // a precalculated value used in a linear interpretation
608 homing_beep_info Homing_beep = { -1, 0, 150, 1000, 30.0f, 1500.0f };
610 // Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
611 float Min_warning_missile_dist;
612 float Max_warning_missile_dist;
614 void hud_maybe_flash_weapon(int index);
616 // if a given object should be ignored because of AWACS effects
617 int hud_target_invalid_awacs(object *objp)
619 // if objp is ship object, first check if can be targeted with team info
620 if (objp->type == OBJ_SHIP) {
621 if (Player_ship != NULL) {
622 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
628 // check for invalid status
629 if((Player_ship != NULL) && (awacs_get_level(objp, Player_ship) < 1.0f)){
637 ship_subsys *advance_subsys(ship_subsys *cur, int next_flag)
640 return GET_NEXT(cur);
642 return GET_LAST(cur);
646 // select a sorted turret subsystem on a ship if no other subsys has been selected
647 void hud_maybe_set_sorted_turret_subsys(ship *shipp)
649 Assert((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS));
650 if (!((Player_ai->target_objnum >= 0) && (Player_ai->target_objnum < MAX_OBJECTS))) {
653 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
654 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
658 if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
659 if (shipp->last_targeted_subobject[Player_num] == NULL) {
660 hud_target_live_turret(1, 1);
666 // -----------------------------------------------------------------------
667 // clear out the linked list of targets in the reticle
668 void hud_reticle_clear_list(reticle_list *rlist)
671 for ( cur = GET_FIRST(rlist); cur != END_OF_LIST(rlist); cur = GET_NEXT(cur) ) {
677 // --------------------------------------------------------------------------------------
678 // hud_reticle_list_init()
679 void hud_reticle_list_init()
683 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
684 Reticle_list[i].flags = 0;
687 Reticle_save_timestamp = 1;
688 list_init(&Reticle_save_list);
689 list_init(&Reticle_cur_list);
692 // --------------------------------------------------------------------------------------
693 // hud_check_reticle_list()
696 void hud_check_reticle_list()
698 reticle_list *rl, *temp;
700 // cull dying objects from reticle list
701 rl = GET_FIRST(&Reticle_cur_list);
702 while( rl !=END_OF_LIST(&Reticle_cur_list) ) {
704 if ( rl->objp->flags & OF_SHOULD_BE_DEAD ) {
705 list_remove( &Reticle_cur_list, rl );
711 if ( timestamp_elapsed(Reticle_save_timestamp) ) {
712 hud_reticle_clear_list(&Reticle_save_list);
713 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
717 // --------------------------------------------------------------------------------------
718 // hud_reticle_list_find_free()
721 int hud_reticle_list_find_free()
725 // find a free reticle_list element
726 for ( i = 0; i < MAX_RETICLE_TARGETS; i++ ) {
727 if ( !(Reticle_list[i].flags & RL_USED) ) {
732 if ( i == MAX_RETICLE_TARGETS ) {
733 // nprintf(("Warning","Warning ==> Ran out of reticle target elements...\n"));
740 // --------------------------------------------------------------------------------------
741 // hud_stuff_reticle_list()
744 #define RETICLE_DEFAULT_DIST 100000.0f
745 #define RETICLE_DEFAULT_DOT 1.0f
746 void hud_stuff_reticle_list(reticle_list *rl, object *objp, float measure, int dot_flag)
750 rl->dist = RETICLE_DEFAULT_DIST;
751 rl->flags |= RL_USE_DOT;
755 rl->dot = RETICLE_DEFAULT_DOT;
760 // --------------------------------------------------------------------------------------
761 // hud_reticle_list_update()
763 // Update Reticle_cur_list with an object that lies in the reticle
765 // parmeters: objp => object pointer to target
766 // measure => distance or dot product, depending on dot_flag
767 // dot_flag => if 0, measure is distance, if 1 measure is dot
769 void hud_reticle_list_update(object *objp, float measure, int dot_flag)
771 reticle_list *rl, *new_rl;
774 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
775 if ( rl->objp == objp )
779 i = hud_reticle_list_find_free();
783 new_rl = &Reticle_list[i];
784 new_rl->flags |= RL_USED;
785 hud_stuff_reticle_list(new_rl, objp, measure, dot_flag);
787 int was_inserted = 0;
789 if ( EMPTY(&Reticle_cur_list) ) {
790 list_insert(&Reticle_cur_list, new_rl);
794 for ( rl = GET_FIRST(&Reticle_cur_list); rl != END_OF_LIST(&Reticle_cur_list); rl = GET_NEXT(rl) ) {
796 // compare based on distance
797 if ( measure < rl->dist ) {
798 list_insert_before(rl, new_rl);
804 // compare based on dot
805 if ( measure > rl->dot ) {
806 list_insert_before(rl, new_rl);
814 if ( !was_inserted ) {
815 list_append(&Reticle_cur_list, new_rl);
819 // --------------------------------------------------------------------------------------
820 // hud_reticle_pick_target()
822 // Pick a target from Reticle_cur_list, based on what is in Reticle_save_list
825 object *hud_reticle_pick_target()
827 reticle_list *cur_rl, *save_rl, *new_rl;
833 // As a first step, see if both ships and debris are in the list. If so, cull the debris.
834 int debris_in_list = 0;
835 int ship_in_list = 0;
836 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
837 if ( (cur_rl->objp->type == OBJ_SHIP) || (cur_rl->objp->type == OBJ_JUMP_NODE) ) {
842 if ( cur_rl->objp->type == OBJ_WEAPON ) {
843 if ( Weapon_info[Weapons[cur_rl->objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
849 if ( (cur_rl->objp->type == OBJ_DEBRIS) || (cur_rl->objp->type == OBJ_ASTEROID) ) {
855 if ( ship_in_list && debris_in_list ) {
857 reticle_list *rl, *next;
859 rl = GET_FIRST(&Reticle_cur_list);
860 while ( rl != &Reticle_cur_list ) {
862 if ( (rl->objp->type == OBJ_DEBRIS) || (rl->objp->type == OBJ_ASTEROID) ){
863 list_remove(&Reticle_cur_list,rl);
870 for ( cur_rl = GET_FIRST(&Reticle_cur_list); cur_rl != END_OF_LIST(&Reticle_cur_list); cur_rl = GET_NEXT(cur_rl) ) {
872 for ( save_rl = GET_FIRST(&Reticle_save_list); save_rl != END_OF_LIST(&Reticle_save_list); save_rl = GET_NEXT(save_rl) ) {
873 if ( cur_rl->objp == save_rl->objp ) {
879 if ( !in_save_list ) {
880 return_objp = cur_rl->objp;
881 i = hud_reticle_list_find_free();
885 new_rl = &Reticle_list[i];
886 new_rl->flags |= RL_USED;
887 if ( cur_rl->flags & RL_USE_DOT ) {
888 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dot, 1);
891 hud_stuff_reticle_list(new_rl, cur_rl->objp, cur_rl->dist, 0);
894 list_append(&Reticle_save_list, new_rl);
899 if ( return_objp == NULL && !EMPTY(&Reticle_cur_list) ) {
900 i = hud_reticle_list_find_free();
903 new_rl = &Reticle_list[i];
904 cur_rl = GET_FIRST(&Reticle_cur_list);
906 return_objp = cur_rl->objp;
907 hud_reticle_clear_list(&Reticle_save_list);
908 list_append(&Reticle_save_list, new_rl);
914 // hud_target_hotkey_add_remove takes as it's parameter which hotkey (1-0) to add/remove the current
915 // target from. This functio behaves like the Shift-<selection> does in Windows -- using shift # will toggle
916 // the current target in and out of the selection set.
917 void hud_target_hotkey_add_remove( int k, object *ctarget, int how_to_add )
919 htarget_list *hitem, *plist;
921 // don't do anything if a standalone multiplayer server
922 if ( MULTIPLAYER_STANDALONE )
925 if ( k < 0 || k > 7 ) {
926 nprintf(("Warning", "Bogus hotkey %d sent to hud_target_hotkey_add_remove\n"));
930 plist = &(Players[Player_num].keyed_targets[k]);
932 // we must operate only on ships
933 if ( ctarget->type != OBJ_SHIP )
936 // don't allow player into hotkey set
937 if ( ctarget == Player_obj )
940 // don't put dying or departing
941 if ( Ships[ctarget->instance].flags & (SF_DYING|SF_DEPARTING) )
944 // don't add mission file added hotkey assignments if there are player added assignments
945 // already in the list
946 if ( (how_to_add == HOTKEY_MISSION_FILE_ADDED) && NOT_EMPTY(plist) ) {
947 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
948 if ( hitem->how_added == HOTKEY_USER_ADDED )
953 // determine if the current target is currently in the set or not
954 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
955 if ( hitem->objp == ctarget )
959 // if hitem == end of the list, then the target should be added, else it should be removed
960 if ( hitem == END_OF_LIST(plist) ) {
961 if ( EMPTY(&htarget_free_list) ) {
962 Int3(); // get Allender -- no more free hotkey target items
966 nprintf(("network", "Hotkey: Adding %s\n", Ships[ctarget->instance].ship_name));
967 hitem = GET_FIRST( &htarget_free_list );
968 list_remove( &htarget_free_list, hitem );
969 list_append( plist, hitem );
970 hitem->objp = ctarget;
971 hitem->how_added = how_to_add;
973 nprintf(("network", "Hotkey: Removing %s\n", Ships[ctarget->instance].ship_name));
974 list_remove( plist, hitem );
975 list_append( &htarget_free_list, hitem );
976 hitem->objp = NULL; // for safety
980 // the following function clears the hotkey set given by parameter passed in
981 void hud_target_hotkey_clear( int k )
983 htarget_list *hitem, *plist, *temp;
985 plist = &(Players[Player_num].keyed_targets[k]);
986 hitem = GET_FIRST(plist);
987 while ( hitem != END_OF_LIST(plist) ) {
988 temp = GET_NEXT(hitem);
989 list_remove( plist, hitem );
990 list_append( &htarget_free_list, hitem );
994 if ( Players[Player_num].current_hotkey_set == k ) // clear this variable if we removed the bindings
995 Players[Player_num].current_hotkey_set = -1;
998 // the next function sets the current selected set to be N. If there is just one ship in the selection
999 // set, this ship will become the new target. If there is more than one ship in the selection set,
1000 // then the current_target will remain what it was.
1001 void hud_target_hotkey_select( int k )
1003 int visible_count = 0;
1004 htarget_list *hitem, *plist, *target, *next_target, *first_target;
1007 plist = &(Players[Player_num].keyed_targets[k]);
1009 if ( EMPTY( plist ) ) // no items in list, then do nothing
1012 // a simple walk of the list to get the count
1013 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ){
1014 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1019 // no visible ships in list
1020 if (visible_count == 0) {
1024 // set the current target to be the "next" ship in the list. Scan the list to see if our
1025 // current target is in the set. If so, target the next ship in the list, otherwise target
1027 // set first_target - first visible item in list
1028 // target - item in list that is the player's currently selected target
1029 // next_target - next visible item in list following target
1030 target_objnum = Player_ai->target_objnum;
1033 first_target = NULL;
1034 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1036 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1037 // get the first valid target
1038 if (first_target == NULL) {
1039 first_target = hitem;
1042 // get the next target in the list following the player currently selected target
1043 if (target != NULL) {
1044 next_target = hitem;
1049 // mark the player currently selected target
1050 if ( OBJ_INDEX(hitem->objp) == target_objnum ) {
1055 // if current target is not in list, then target and next_target will be NULL
1056 // so we use the first found target
1057 if (target == NULL) {
1058 Assert(first_target != NULL);
1059 if (first_target != NULL) {
1060 target = first_target;
1061 next_target = first_target;
1063 // this should not happen
1068 // update target if more than 1 is visible
1069 if (visible_count > 1) {
1070 // next already found (after current target in list)
1071 if (next_target != NULL) {
1072 target = next_target;
1075 // next is before current target, so search from start of list
1076 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
1077 if (awacs_get_level(hitem->objp, Player_ship, 1) > 1) {
1085 Assert( target != END_OF_LIST(plist) );
1087 if ( Player_obj != target->objp ){
1088 set_target_objnum( Player_ai, OBJ_INDEX(target->objp) );
1091 Players[Player_num].current_hotkey_set = k;
1094 // hud_init_targeting_colors() will initalize the shader and gradient objects used
1098 color HUD_color_homing_indicator;
1100 void hud_make_shader(shader *sh, int r, int g, int b, float dimmer = 1000.0f)
1104 // The m matrix converts all colors to shades of green
1105 float tmp = 0.0015625f * i2fl(HUD_color_alpha+1.0f) / 16.0f;
1110 cf = (i2fl(r) / dimmer)*(i2fl(HUD_color_alpha) / 15.0f);
1112 gr_create_shader( sh, rf, gf, bf, cf );
1115 void hud_init_targeting_colors()
1117 gr_init_color( &HUD_color_homing_indicator, 0x7f, 0x7f, 0 ); // yellow
1119 hud_make_shader(&Training_msg_glass, 61, 61, 85, 500.0f);
1121 hud_init_brackets();
1124 void hud_keyed_targets_clear()
1128 // clear out the keyed target list
1129 for (i = 0; i < MAX_KEYED_TARGETS; i++ )
1130 list_init( &(Players[Player_num].keyed_targets[i]) );
1131 Players[Player_num].current_hotkey_set = -1;
1133 // place all of the hoykey target items back onto the free list
1134 list_init( &htarget_free_list );
1135 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
1136 list_append( &htarget_free_list, &htarget_items[i] );
1139 // Init data used for the weapons display on the HUD
1140 void hud_weapons_init()
1144 Weapon_flash_info.is_bright = 0;
1145 for ( i = 0; i < MAX_WEAPON_FLASH_LINES; i++ ) {
1146 Weapon_flash_info.flash_duration[i] = 1;
1147 Weapon_flash_info.flash_next[i] = 1;
1150 if ( !Weapon_gauges_loaded ) {
1151 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
1152 Weapon_gauges[i].first_frame = bm_load_animation(Weapon_gauge_fnames[gr_screen.res][i], &Weapon_gauges[i].num_frames);
1153 if ( Weapon_gauges[i].first_frame < 0 ) {
1154 Warning(LOCATION,"Cannot load hud ani: %s\n",Weapon_gauge_fnames[gr_screen.res][i]);
1157 Weapon_gauges_loaded = 1;
1161 // init data used to play the homing "proximity warning" sound
1162 void hud_init_homing_beep()
1164 Homing_beep.snd_handle = -1;
1165 Homing_beep.last_time_played = 0;
1166 Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
1169 // hud_init_targeting() will set the current target to point to the dummy node
1170 // in the object used list
1172 void hud_init_targeting()
1174 Assert(Player_ai != NULL);
1176 // make sure there is no current target
1177 set_target_objnum( Player_ai, -1 );
1178 Player_ai->last_target = -1;
1179 Player_ai->last_subsys_target = NULL;
1180 Player_ai->last_dist = 0.0f;
1181 Player_ai->last_speed = 0.0f;
1183 hud_keyed_targets_clear();
1184 hud_init_missile_lock();
1185 hud_init_artillery();
1187 // Init the lists that hold targets in reticle (to allow cycling of targets in reticle)
1188 hud_reticle_list_init();
1189 hud_init_homing_beep();
1191 // Load in the frames need for the lead indicator
1192 if (!Lead_indicator_gauge_loaded) {
1193 Lead_indicator_gauge.first_frame = bm_load_animation(Lead_fname[gr_screen.res], &Lead_indicator_gauge.num_frames);
1194 if ( Lead_indicator_gauge.first_frame < 0 ) {
1195 Warning(LOCATION,"Cannot load hud ani: %s\n", Lead_fname[gr_screen.res]);
1197 Lead_indicator_gauge_loaded = 1;
1200 if (!Energy_bar_gauges_loaded) {
1201 Energy_bar_gauges.first_frame = bm_load_animation(Energy_fname[gr_screen.res], &Energy_bar_gauges.num_frames);
1202 if ( Energy_bar_gauges.first_frame < 0 ) {
1203 Warning(LOCATION,"Cannot load hud ani: %s\n", Energy_fname[gr_screen.res]);
1205 Energy_bar_gauges_loaded = 1;
1208 if (!Toggle_gauge_loaded) {
1209 Toggle_gauge.first_frame = bm_load_animation(Toggle_fname[gr_screen.res], &Toggle_gauge.num_frames);
1210 if ( Toggle_gauge.first_frame < 0 ) {
1211 Warning(LOCATION,"Cannot load hud ani: %s\n", Toggle_fname[gr_screen.res]);
1213 Toggle_gauge_loaded = 1;
1216 if (!Cmeasure_gauge_loaded) {
1217 Cmeasure_gauge.first_frame = bm_load_animation(Cm_fname[gr_screen.res], &Cmeasure_gauge.num_frames);
1218 if ( Cmeasure_gauge.first_frame < 0 ) {
1219 Warning(LOCATION,"Cannot load hud ani: %s\n", Cm_fname[gr_screen.res]);
1221 Cmeasure_gauge_loaded = 1;
1227 Min_warning_missile_dist = 2.5f*Player_obj->radius;
1228 Max_warning_missile_dist = 1500.0f;
1230 Tl_hostile_reset_timestamp = timestamp(0);
1231 Tl_friendly_reset_timestamp = timestamp(0);
1232 Target_next_uninspected_object_timestamp = timestamp(0);
1233 Target_newest_ship_timestamp = timestamp(0);
1234 Target_next_turret_timestamp = timestamp(0);
1236 if(The_mission.flags & MISSION_FLAG_FULLNEB) {
1237 Toggle_text_alpha = 127;
1239 Toggle_text_alpha = 160;
1245 // Target the next or previous subobject on the currently selected ship, based on next_flag.
1246 void hud_target_subobject_common(int next_flag)
1248 if (Player_ai->target_objnum == -1) {
1249 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target selected.", 322));
1250 snd_play( &Snds[SND_TARGET_FAIL] );
1254 if (Objects[Player_ai->target_objnum].type != OBJ_SHIP) {
1255 snd_play( &Snds[SND_TARGET_FAIL]);
1259 ship_subsys *start, *start2, *A;
1260 ship_subsys *subsys_to_target=NULL;
1263 target_shipp = &Ships[Objects[Player_ai->target_objnum].instance];
1265 if (!Player_ai->targeted_subsys) {
1266 start = GET_FIRST(&target_shipp->subsys_list);
1268 start = Player_ai->targeted_subsys;
1271 start2 = advance_subsys(start, next_flag);
1273 for ( A = start2; A != start; A = advance_subsys(A, next_flag) ) {
1275 if ( A == &target_shipp->subsys_list ) {
1280 if ( A->system_info->type == SUBSYSTEM_TURRET ) {
1284 subsys_to_target = A;
1289 if ( subsys_to_target == NULL ) {
1290 snd_play( &Snds[SND_TARGET_FAIL]);
1292 set_targeted_subsys(Player_ai, subsys_to_target, Player_ai->target_objnum);
1293 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1297 object *advance_fb(object *objp, int next_flag)
1300 return GET_NEXT(objp);
1302 return GET_LAST(objp);
1305 // Target the previous subobject on the currently selected ship.
1308 void hud_target_prev_subobject()
1310 hud_target_subobject_common(0);
1313 void hud_target_next_subobject()
1315 hud_target_subobject_common(1);
1318 // hud_target_next() will set the Players[Player_num].current_target to the next target in the object
1319 // used list whose team matches the team parameter. The player is NOT included in the target list.
1321 // parameters: team => team of ship to target next. Default value is -1, if team doesn't matter.
1324 void hud_target_common(int team, int next_flag)
1326 object *A, *start, *start2;
1328 int is_ship, target_found = FALSE;
1330 if (Player_ai->target_objnum == -1)
1331 start = &obj_used_list;
1333 start = &Objects[Player_ai->target_objnum];
1335 start2 = advance_fb(start, next_flag);
1337 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1340 if ( A == &obj_used_list ) {
1344 if (A == Player_obj || ( A->type != OBJ_SHIP && A->type != OBJ_WEAPON && A->type != OBJ_JUMP_NODE) ){
1348 if(hud_target_invalid_awacs(A)){
1352 if ( A->type == OBJ_WEAPON ) {
1353 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
1358 if ( A->type == OBJ_SHIP ) {
1359 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1365 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
1370 shipp = &Ships[A->instance]; // get a pointer to the ship information
1372 if ( !hud_team_matches_filter(team, shipp->team) ) {
1373 // if we're in multiplayer dogfight, ignore this
1374 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
1379 if ( A == Player_obj || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
1383 // if we've reached here, it is a valid next target
1384 if ( Player_ai->target_objnum != A-Objects ) {
1385 target_found = TRUE;
1386 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1387 // if ship is BIG|HUGE and last subsys is NULL, get turret
1388 hud_maybe_set_sorted_turret_subsys(shipp);
1389 hud_restore_subsystem_target(shipp);
1392 target_found = TRUE;
1393 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1399 if ( target_found == FALSE ) {
1400 snd_play( &Snds[SND_TARGET_FAIL] );
1404 void hud_target_next(int team)
1406 hud_target_common(team, 1);
1409 void hud_target_prev(int team)
1411 hud_target_common(team, 0);
1414 // -------------------------------------------------------------------
1415 // advance_missile_obj()
1417 missile_obj *advance_missile_obj(missile_obj *mo, int next_flag)
1420 return GET_NEXT(mo);
1423 return GET_LAST(mo);
1426 ship_obj *advance_ship(ship_obj *so, int next_flag)
1429 return GET_NEXT(so);
1432 return GET_LAST(so);
1435 ship_obj *get_ship_obj_ptr_from_index(int index);
1436 // -------------------------------------------------------------------
1437 // hud_target_missile()
1439 // Target the closest locked missile that is locked on locked_obj
1441 // input: source_obj => pointer to object that fired weapon
1442 // next_flag => 0 -> previous 1 -> next
1444 // NOTE: this function is only allows targeting bombs
1445 void hud_target_missile(object *source_obj, int next_flag)
1447 missile_obj *end, *start, *mo;
1448 object *A, *target_objp;
1452 int target_found = 0;
1454 if ( source_obj->type != OBJ_SHIP )
1457 Assert( Ships[source_obj->instance].ai_index != -1 );
1458 aip = &Ai_info[Ships[source_obj->instance].ai_index];
1460 end = &Missile_obj_list;
1461 if (aip->target_objnum != -1) {
1462 target_objp = &Objects[aip->target_objnum];
1463 if ( target_objp->type == OBJ_WEAPON && Weapon_info[Weapons[target_objp->instance].weapon_info_index].subtype == WP_MISSILE ) { // must be a missile
1464 end = missile_obj_return_address(Weapons[target_objp->instance].missile_list_index);
1468 start = advance_missile_obj(end, next_flag);
1470 for ( mo = start; mo != end; mo = advance_missile_obj(mo, next_flag) ) {
1471 if ( mo == &Missile_obj_list ){
1475 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1476 A = &Objects[mo->objnum];
1478 Assert(A->type == OBJ_WEAPON);
1479 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1480 wp = &Weapons[A->instance];
1481 wip = &Weapon_info[wp->weapon_info_index];
1483 // only allow targeting of bombs
1484 if ( !(wip->wi_flags & WIF_BOMB) ) {
1488 // only allow targeting of hostile bombs
1489 if ( (obj_team(A) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1493 if(hud_target_invalid_awacs(A)){
1497 // if we've reached here, got a new target
1498 target_found = TRUE;
1499 set_target_objnum( aip, OBJ_INDEX(A) );
1503 if ( !target_found ) {
1504 // if no bomb is found, search for bombers
1505 ship_obj *start, *so;
1507 extern ship_obj *Ship_objs;
1508 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) ) {
1509 int index = Ships[Objects[aip->target_objnum].instance].ship_list_index;
1510 start = get_ship_obj_ptr_from_index(index);
1512 start = GET_FIRST(&Ship_obj_list);
1515 for (so=advance_ship(start, next_flag); so!=start; so=advance_ship(so, next_flag)) {
1516 object *ship_obj = &Objects[so->objnum];
1518 // don't look at header
1519 if (so == &Ship_obj_list) {
1523 // only allow targeting of hostile bombs
1524 if ( (obj_team(ship_obj) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
1528 if(hud_target_invalid_awacs(ship_obj)){
1532 // check if ship type is bomber
1533 if ( !(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_BOMBER) ) {
1538 if ( Ships[ship_obj->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
1543 target_found = TRUE;
1544 set_target_objnum( aip, OBJ_INDEX(ship_obj) );
1549 if ( !target_found ) {
1550 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1554 // Return !0 if shipp can be scanned, otherwise return 0
1555 int hud_target_ship_can_be_scanned(ship *shipp)
1559 sip = &Ship_info[shipp->ship_info_index];
1561 // ignore cargo that has already been scanned
1562 if ( shipp->flags & SF_CARGO_REVEALED ) {
1566 // allow ships with scannable flag set
1567 if ( shipp->flags & SF_SCANNABLE ) {
1571 // ignore ships that don't carry cargo
1572 if ( !(sip->flags & (SIF_CARGO|SIF_FREIGHTER)) ) {
1579 // target the next/prev uninspected cargo container
1580 void hud_target_uninspected_cargo(int next_flag)
1582 object *A, *start, *start2;
1584 int target_found = 0;
1586 if (Player_ai->target_objnum == -1) {
1587 start = &obj_used_list;
1589 start = &Objects[Player_ai->target_objnum];
1592 start2 = advance_fb(start, next_flag);
1594 for ( A = start2; A != start; A = advance_fb(A, next_flag) ) {
1595 if ( A == &obj_used_list ) {
1599 if (A == Player_obj || (A->type != OBJ_SHIP) ) {
1603 shipp = &Ships[A->instance]; // get a pointer to the ship information
1605 if ( shipp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
1609 // ignore all non-cargo carrying craft
1610 if ( !hud_target_ship_can_be_scanned(shipp) ) {
1614 if(hud_target_invalid_awacs(A)){
1618 // if we've reached here, it is a valid next target
1619 if ( Player_ai->target_objnum != OBJ_INDEX(A) ) {
1620 target_found = TRUE;
1621 set_target_objnum( Player_ai, OBJ_INDEX(A) );
1625 if ( target_found == FALSE ) {
1626 snd_play( &Snds[SND_TARGET_FAIL]);
1630 // target the newest ship in the area
1631 void hud_target_newest_ship()
1633 object *A, *player_target_objp;
1634 object *newest_obj=NULL;
1637 uint current_target_arrived_time = 0xffffffff, newest_time = 0;
1639 if ( Player_ai->target_objnum >= 0 ) {
1640 player_target_objp = &Objects[Player_ai->target_objnum];
1641 if ( player_target_objp->type == OBJ_SHIP ) {
1642 current_target_arrived_time = Ships[player_target_objp->instance].create_time;
1645 player_target_objp = NULL;
1648 // If no target is selected, then simply target the closest uninspected cargo
1649 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_newest_ship_timestamp) ) {
1650 current_target_arrived_time = 0xffffffff;
1653 Target_newest_ship_timestamp = timestamp(TL_RESET);
1655 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1656 A = &Objects[so->objnum];
1657 shipp = &Ships[A->instance]; // get a pointer to the ship information
1659 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
1663 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ) {
1667 if ( A == player_target_objp ) {
1671 if(hud_target_invalid_awacs(A)){
1675 if ( (shipp->create_time >= newest_time) && (shipp->create_time <= current_target_arrived_time) ) {
1676 newest_time = shipp->create_time;
1682 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) );
1683 // if BIG|HUGE and no selected subsystem, get sorted turret
1684 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]);
1685 hud_restore_subsystem_target(&Ships[newest_obj->instance]);
1688 snd_play( &Snds[SND_TARGET_FAIL]);
1693 #define TYPE_FACING_BEAM 1
1694 #define TYPE_FACING_FLAK 2
1695 #define TYPE_FACING_MISSILE 3
1696 #define TYPE_FACING_LASER 4
1697 #define TYPE_NONFACING_BEAM 5
1698 #define TYPE_NONFACING_FLAK 6
1699 #define TYPE_NONFACING_MISSILE 7
1700 #define TYPE_NONFACING_LASER 8
1701 #define TYPE_NONFACING_INC 4
1703 typedef struct eval_next_turret {
1709 int sort_turret_func(const void *e1, const void *e2)
1711 eval_next_turret *p1 = (eval_next_turret*)e1;
1712 eval_next_turret *p2 = (eval_next_turret*)e2;
1714 Assert(p1->type != TYPE_NONE);
1715 Assert(p2->type != TYPE_NONE);
1717 if (p1->type != p2->type) {
1718 return (p1->type - p2->type);
1720 float delta_dist = p1->dist - p2->dist;
1721 if (delta_dist < 0) {
1723 } else if (delta_dist > 0) {
1731 // target the next/prev live turret on the current target
1732 // auto_advance from hud_update_closest_turret
1733 void hud_target_live_turret(int next_flag, int auto_advance, int only_player_target)
1736 ship_subsys *live_turret=NULL;
1739 eval_next_turret ent[MAX_MODEL_SUBSYSTEMS];
1740 int num_live_turrets = 0;
1742 // make sure we're targeting a ship
1743 if (Player_ai->target_objnum == -1 && !auto_advance) {
1744 snd_play(&Snds[SND_TARGET_FAIL]);
1748 // only targeting subsystems on ship
1749 if ((Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (!auto_advance)) {
1750 snd_play( &Snds[SND_TARGET_FAIL]);
1754 // set some pointers
1755 objp = &Objects[Player_ai->target_objnum];
1756 target_shipp = &Ships[objp->instance];
1759 int timestamp_val = 0;
1760 if (!auto_advance) {
1761 timestamp_val = Target_next_turret_timestamp;
1762 Target_next_turret_timestamp = timestamp(TURRET_RESET);
1765 // If no target is selected, then simply target the closest (or facing) turret
1766 int last_subsys_turret = FALSE;
1767 if (Player_ai->targeted_subsys != NULL) {
1768 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1769 if (Player_ai->targeted_subsys->system_info->turret_weapon_type >= 0) {
1770 last_subsys_turret = TRUE;
1775 // do we want the closest turret (or the one our ship is pointing at)
1776 int get_closest_turret = (auto_advance || !last_subsys_turret || timestamp_elapsed(timestamp_val));
1778 // initialize eval struct
1779 memset(ent,0, sizeof(ent));
1780 int use_straigh_ahead_turret = FALSE;
1782 // go through list of turrets
1783 for (A=GET_FIRST(&target_shipp->subsys_list); A!=END_OF_LIST(&target_shipp->subsys_list); A=GET_NEXT(A)) {
1785 if (A->system_info->type == SUBSYSTEM_TURRET) {
1786 // check turret has hit points and has a weapon
1787 if ( (A->current_hits > 0) && (A->system_info->turret_weapon_type >= 0) ) {
1788 if ( !only_player_target || (A->turret_enemy_objnum == OBJ_INDEX(Player_obj)) ) {
1789 vector gsubpos, vec_to_subsys;
1790 float distance, dot;
1791 // get world pos of subsystem and its distance
1792 get_subsystem_world_pos(objp, A, &gsubpos);
1793 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position);
1795 // check if facing and in view
1796 int facing = ship_subsystem_in_sight(objp, A, &View_position, &gsubpos, 0);
1798 if (!auto_advance && get_closest_turret && !only_player_target) {
1799 // if within 3 degrees and not previous subsys, use subsys in front
1800 dot = vm_vec_dotprod(&vec_to_subsys, &Player_obj->orient.fvec);
1801 if ((dot > 0.9986) && facing) {
1802 use_straigh_ahead_turret = TRUE;
1807 // set weapon_type to allow sort of ent on type
1808 if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
1809 ent[num_live_turrets].type = TYPE_FACING_BEAM;
1810 } else if (Weapon_info[A->system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
1811 ent[num_live_turrets].type = TYPE_FACING_FLAK;
1813 if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_MISSILE) {
1814 ent[num_live_turrets].type = TYPE_FACING_MISSILE;
1815 } else if (Weapon_info[A->system_info->turret_weapon_type].subtype == WP_LASER) {
1816 ent[num_live_turrets].type = TYPE_FACING_LASER;
1819 ent[num_live_turrets].type = TYPE_FACING_LASER;
1823 // fill out ent struct
1824 ent[num_live_turrets].ss = A;
1825 ent[num_live_turrets].dist = distance;
1827 ent[num_live_turrets].type += TYPE_NONFACING_INC;
1835 // sort the list if we're not using turret straigh ahead of us
1836 if (!use_straigh_ahead_turret) {
1837 qsort(ent, num_live_turrets, sizeof(eval_next_turret), sort_turret_func);
1840 if (use_straigh_ahead_turret) {
1841 // use the straight ahead turret
1844 // check if we have a currently targeted turret and find its position after the sort
1845 int i, start_index, next_index;
1846 if (get_closest_turret) {
1850 for (i=0; i<num_live_turrets; i++) {
1851 if (ent[i].ss == Player_ai->targeted_subsys) {
1856 // check that we started with a turret
1857 if (start_index == -1) {
1862 // set next live turret
1863 if (num_live_turrets == 0) {
1866 } else if (num_live_turrets == 1 || get_closest_turret) {
1867 // only 1 live turret, so set it
1868 live_turret = ent[0].ss;
1871 // advance to next closest turret
1872 next_index = start_index + 1;
1873 if (next_index == num_live_turrets) {
1877 // go to next farther turret
1878 next_index = start_index - 1;
1879 if (next_index == -1) {
1880 next_index = num_live_turrets - 1;
1884 // set the next turret to be targeted based on next_index
1885 live_turret = ent[next_index].ss;
1888 //if (live_turret) {
1890 // mprintf(("name %s, index: %d, type: %d\n", live_turret->system_info->subobj_name, next_index, ent[next_index].type));
1894 if ( live_turret != NULL ) {
1895 set_targeted_subsys(Player_ai, live_turret, Player_ai->target_objnum);
1896 target_shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
1898 if (!auto_advance) {
1899 snd_play( &Snds[SND_TARGET_FAIL]);
1905 // -------------------------------------------------------------------
1906 // hud_target_closest_locked_missile()
1908 // Target the closest locked missile that is locked on locked_obj
1910 // input: locked_obj => pointer to object that you want to find
1911 // closest missile to
1913 void hud_target_closest_locked_missile(object *locked_obj)
1915 object *A, *nearest_obj=NULL;
1918 float nearest_dist, dist;
1919 int target_found = FALSE;
1922 nearest_dist = 10000.0f;
1924 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
1925 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
1926 A = &Objects[mo->objnum];
1928 if (A->type != OBJ_WEAPON){
1932 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
1933 wp = &Weapons[A->instance];
1934 wip = &Weapon_info[wp->weapon_info_index];
1936 if ( wip->subtype != WP_MISSILE ){
1940 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) ){
1944 if(hud_target_invalid_awacs(A)){
1948 if (wp->homing_object == locked_obj) {
1949 dist = vm_vec_dist_quick(&A->pos, &locked_obj->pos); // Find distance!
1951 if (dist < nearest_dist) {
1953 nearest_dist = dist;
1958 if (nearest_dist < 10000.0f) {
1959 Assert(nearest_obj);
1960 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
1961 target_found = TRUE;
1964 if ( !target_found ){
1965 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
1969 // Return bitmask of all opponents.
1970 int opposing_team_mask(int team_mask)
1972 return ((TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE) & ~team_mask) | TEAM_TRAITOR;
1975 // select a new target, by auto-targeting
1976 void hud_target_auto_target_next()
1978 if ( Framecount < 2 ) {
1982 // No auto-targeting after dead.
1983 if (Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))
1988 valid_team = opposing_team_mask(Player_ship->team);
1990 // try target closest ship attacking player
1991 hud_target_closest(valid_team, OBJ_INDEX(Player_obj), FALSE, TRUE );
1993 // if none, try targeting closest hostile fighter/bomber
1994 if ( Player_ai->target_objnum == -1 ){
1995 hud_target_closest(valid_team, -1, FALSE, TRUE);
1998 // No fighter/bombers exists, so go ahead an target the closest hostile
1999 if ( Player_ai->target_objnum == -1 ){
2000 hud_target_closest(valid_team, -1, FALSE);
2003 // um, ok. Try targeting asteroids that are on a collision course for an escort ship
2004 if ( Player_ai->target_objnum == -1 ) {
2005 asteroid_target_closest_danger();
2010 // Given that object 'targeter' is targetting object 'targetee',
2011 // how far are they? This uses the point closest to the targeter
2012 // object on the targetee's bounding box. So if targeter is inside
2013 // targtee's bounding box, the distance is 0.
2014 float hud_find_target_distance( object *targetee, object *targeter )
2020 // Which model is it?
2021 switch( targetee->type ) {
2023 model_num = Ships[targetee->instance].modelnum;
2026 // model_num = Debris[targetee->instance].model_num;
2029 // Don't find model_num since circles would work better
2030 //model_num = Weapon_info[Weapons[targetee->instance].weapon_info_index].model_num;
2033 // Don't find model_num since circles would work better
2034 //model_num = Asteroid_info[Asteroids[targetee->instance].type].model_num;
2037 // Don't find model_num since circles would work better
2038 //model_num = Jump_nodes[targetee->instance].modelnum;
2044 // New way, that uses bounding box.
2045 if ( model_num > -1 ) {
2046 dist = model_find_closest_point( &tmp_pnt, model_num, -1, &targetee->orient, &targetee->pos, &targeter->pos );
2048 // Old way, that uses radius.
2049 dist = vm_vec_dist_quick(&targetee->pos, &targeter->pos) - targetee->radius;
2050 if ( dist < 0.0f ) {
2057 // hud_target_closest() will set the Players[Player_num].current_target to the closest
2058 // ship to the player that matches the team passed as a paramater
2060 // The current algorithm is to simply iterate through the objects and calculate the
2061 // magnitude of the vector that connects the player to the target. The smallest magnitude
2062 // is tracked, and then used to locate the closest hostile ship. Note only the square of the
2063 // magnitude is required, since we are only comparing magnitudes
2065 // parameters: team => team of closest ship that should be targeted.
2066 // Default value is -1, if team doesn't matter.
2068 // attacked_objnum => object number of ship that is being attacked
2069 // play_fail_snd => boolean, whether to play SND_TARGET_FAIL
2070 // (needed, since function called repeatedly when auto-targeting is
2071 // enabled, and we don't want a string of fail sounds playing).
2072 // This is a default parameter with a value of TRUE
2073 // filter => OPTIONAL parameter (default value 0): when set to TRUE, only
2074 // fighters and bombers are considered for new targets
2076 // returns: TRUE ==> a target was acquired
2077 // FALSE ==> no target was acquired
2079 // eval target as closest struct
2086 int check_nearest_turret;
2087 int attacked_objnum;
2088 int check_all_turrets;
2089 int turret_attacking_target; // check that turret is actually attacking the attacked_objnum
2092 // evaluate a ship (and maybe turrets) as a potential target
2093 // check if shipp (or its turrets) is attacking attacked_objnum
2094 // special case for player trying to select target (don't check if turrets are aimed at player)
2095 void evaluate_ship_as_closest_target(esct *esct)
2097 int targeting_player, turret_is_attacking;
2102 esct->min_distance = FLT_MAX;
2103 esct->check_nearest_turret = FALSE;
2104 turret_is_attacking = FALSE;
2107 object *objp = &Objects[esct->shipp->objnum];
2108 Assert(objp->type == OBJ_SHIP);
2109 if (objp->type != OBJ_SHIP) {
2113 // player being targeted, so we will want closest distance from player
2114 targeting_player = (esct->attacked_objnum == OBJ_INDEX(Player_obj));
2116 // filter on team, except in multiplayer
2117 if ( !hud_team_matches_filter(esct->team, esct->shipp->team) ) {
2118 // if we're in multiplayer dogfight, ignore this
2119 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
2124 // check if player or ignore ship
2125 if ( (esct->shipp->objnum == OBJ_INDEX(Player_obj)) || (esct->shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ) {
2130 if ( Ship_info[esct->shipp->ship_info_index].flags & SIF_HARMLESS ) {
2134 // only look at targets that are AWACS valid
2135 if (hud_target_invalid_awacs(&Objects[esct->shipp->objnum])) {
2139 // If filter is set, only target fighters and bombers
2140 if ( esct->filter ) {
2141 if ( !(Ship_info[esct->shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
2146 // find closest turret to player if BIG or HUGE ship
2147 if (Ship_info[esct->shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
2148 for (ss=GET_FIRST(&esct->shipp->subsys_list); ss!=END_OF_LIST(&esct->shipp->subsys_list); ss=GET_NEXT(ss)) {
2149 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2151 if (esct->check_all_turrets || (ss->turret_enemy_objnum == esct->attacked_objnum)) {
2152 turret_is_attacking = 1;
2153 esct->check_nearest_turret = TRUE;
2155 if ( !esct->turret_attacking_target || (esct->turret_attacking_target && (ss->turret_enemy_objnum == esct->attacked_objnum)) ) {
2157 // get world pos of subsystem
2158 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2159 vm_vec_add2(&gsubpos, &objp->pos);
2160 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2163 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2164 int turret_type = ss->system_info->turret_weapon_type;
2165 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2166 new_distance *= 0.3f;
2167 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2168 new_distance *= 0.6f;
2171 // get the closest distance
2172 if (new_distance <= esct->min_distance) {
2173 esct->min_distance = new_distance;
2181 // If no turret is attacking, check if objp is actually targetting attacked_objnum
2182 // dont bail if targeting is for player
2183 if ( !targeting_player && !turret_is_attacking ) {
2184 ai_info *aip = &Ai_info[esct->shipp->ai_index];
2186 if (aip->target_objnum != esct->attacked_objnum) {
2190 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)) {
2195 // consider the ship alone if there are no attacking turrets
2196 if ( !turret_is_attacking ) {
2197 //new_distance = hud_find_target_distance(objp, Player_obj);
2198 new_distance = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
2200 if (new_distance <= esct->min_distance) {
2201 esct->min_distance = new_distance;
2202 esct->check_nearest_turret = FALSE;
2207 int hud_target_closest(int team, int attacked_objnum, int play_fail_snd, int filter, int get_closest_turret_attacking_player)
2210 object *nearest_obj = &obj_used_list;
2213 int check_nearest_turret = FALSE;
2215 // evaluate ship closest target struct
2218 float min_distance = FLT_MAX;
2219 int target_found = FALSE;
2221 int player_obj_index = OBJ_INDEX(Player_obj);
2222 ship_subsys *ss; //*nearest_turret_subsys = NULL, *ss;
2224 if ( (attacked_objnum >= 0) && (attacked_objnum != player_obj_index) ) {
2225 // bail if player does not have target
2226 if ( Player_ai->target_objnum == -1) {
2227 if ( Objects[attacked_objnum].type != OBJ_SHIP ) {
2228 goto Target_closest_done;
2231 // bail if ship is to be ignored
2232 if (!(Ships[Objects[attacked_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS)) {
2233 goto Target_closest_done;
2238 if (attacked_objnum == -1) {
2239 attacked_objnum = player_obj_index;
2242 // check all turrets if for player.
2243 esct.check_all_turrets = (attacked_objnum == player_obj_index);
2244 esct.filter = filter;
2246 esct.attacked_objnum = attacked_objnum;
2247 esct.turret_attacking_target = get_closest_turret_attacking_player;
2249 for ( so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so) ) {
2251 A = &Objects[so->objnum];
2252 shipp = &Ships[A->instance]; // get a pointer to the ship information
2254 // fill in rest of esct
2257 // check each shipp on list and update nearest obj and subsys
2258 evaluate_ship_as_closest_target(&esct);
2259 if (esct.min_distance < min_distance) {
2260 target_found = TRUE;
2261 min_distance = esct.min_distance;
2263 check_nearest_turret = esct.check_nearest_turret;
2267 Target_closest_done:
2269 // maybe ignore target if too far away
2270 // DKA 9/8/99 Remove distance check
2273 // get distance to nearest attacker
2274 float dist = vm_vec_dist_quick(&Objects[attacked_objnum].pos, &nearest_obj->pos);
2276 // no distance limit for player obj
2277 if ((attacked_objnum != player_obj_index) && (dist > MIN_DISTANCE_TO_CONSIDER_THREAT)) {
2278 target_found = FALSE;
2283 set_target_objnum(Player_ai, OBJ_INDEX(nearest_obj));
2284 if ( check_nearest_turret ) {
2286 // if former subobject was not a turret do, not change subsystem
2287 ss = Ships[nearest_obj->instance].last_targeted_subobject[Player_num];
2288 if (ss == NULL || get_closest_turret_attacking_player) {
2289 // set_targeted_subsys(Player_ai, nearest_turret_subsys, OBJ_INDEX(nearest_obj));
2290 // update nearest turret with later func
2291 hud_target_live_turret(1, 1, get_closest_turret_attacking_player);
2292 Ships[nearest_obj->instance].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2295 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
2298 // no target found, maybe play fail sound
2299 if (play_fail_snd == TRUE) {
2300 snd_play(&Snds[SND_TARGET_FAIL]);
2304 return target_found;
2307 // auto update closest turret to attack on big or huge ships
2308 void hud_update_closest_turret()
2310 hud_target_live_turret(1, 1);
2313 float nearest_distance, new_distance;
2314 ship_subsys *ss, *closest_subsys;
2318 nearest_distance = FLT_MAX;
2319 objp = &Objects[Player_ai->target_objnum];
2320 shipp = &Ships[objp->instance];
2321 closest_subsys = NULL;
2324 Assert(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP));
2326 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2327 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
2328 // make sure turret is not "unused"
2329 if (ss->system_info->turret_weapon_type >= 0) {
2331 // get world pos of subsystem
2332 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient);
2333 vm_vec_add2(&gsubpos, &objp->pos);
2334 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
2336 // GET TURRET TYPE, FAVOR BEAM, FLAK, OTHER
2337 int turret_type = ss->system_info->turret_weapon_type;
2338 if (Weapon_info[turret_type].wi_flags & WIF_BEAM) {
2339 new_distance *= 0.3f;
2340 } else if (Weapon_info[turret_type].wi_flags & WIF_FLAK) {
2341 new_distance *= 0.6f;
2344 // check if facing and in view
2345 int facing = ship_subsystem_in_sight(objp, ss, &View_position, &gsubpos, 0);
2348 new_distance *= 0.5f;
2351 // get the closest distance
2352 if (new_distance <= nearest_distance) {
2353 nearest_distance = new_distance;
2354 closest_subsys = ss;
2360 // check if new subsys to target
2361 if (Player_ai->targeted_subsys != NULL) {
2362 set_targeted_subsys(Player_ai, closest_subsys, Player_ai->target_objnum);
2363 shipp->last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2369 // --------------------------------------------------------------------
2370 // hud_target_targets_target()
2372 // Target your target's target. Your target is specified by objnum passed
2375 void hud_target_targets_target()
2380 if ( Player_ai->target_objnum < 0 || Player_ai->target_objnum >= MAX_OBJECTS ) {
2384 objp = &Objects[Player_ai->target_objnum];
2385 if ( objp->type != OBJ_SHIP ) {
2389 if (hud_target_invalid_awacs(objp)) {
2393 if ( Ships[objp->instance].flags & TARGET_SHIP_IGNORE_FLAGS ) {
2397 tt_objnum = Ai_info[Ships[objp->instance].ai_index].target_objnum;
2398 if ( tt_objnum < 0 || tt_objnum >= MAX_OBJECTS ) {
2402 if ( tt_objnum == OBJ_INDEX(Player_obj) ) {
2406 // if we've reached here, found player target's target
2407 set_target_objnum( Player_ai, tt_objnum );
2408 if (Objects[tt_objnum].type == OBJ_SHIP) {
2409 hud_maybe_set_sorted_turret_subsys(&Ships[Objects[tt_objnum].instance]);
2411 hud_restore_subsystem_target(&Ships[Objects[tt_objnum].instance]);
2415 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2418 // Return !0 if target_objp is a valid object type for targeting in reticle, otherwise return 0
2419 int object_targetable_in_reticle(object *target_objp)
2422 if (target_objp == Player_obj ) {
2426 obj_type = target_objp->type;
2428 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_DEBRIS) || (obj_type == OBJ_WEAPON) || (obj_type == OBJ_ASTEROID) || (obj_type == OBJ_JUMP_NODE) ) {
2436 // hud_target_in_reticle_new() will target the object that is closest to the player, and who is
2437 // intersected by a ray passed from the center of the reticle out along the forward vector of the
2440 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2442 // Method: A ray is cast from the center of the reticle, and we keep track of any eligible object
2443 // the ray intersects. We take the ship closest to us that intersects an object.
2445 // Since this method may work poorly with objects that are far away, hud_target_in_reticle_old()
2446 // is called if no intersections are found.
2449 #define TARGET_IN_RETICLE_DISTANCE 10000.0f
2451 void hud_target_in_reticle_new()
2458 hud_reticle_clear_list(&Reticle_cur_list);
2459 Reticle_save_timestamp = timestamp(RESET_TARGET_IN_RETICLE);
2461 // Get 3d vector through center of reticle
2462 vm_vec_scale_add(&terminus, &Eye_position, &Player_obj->orient.fvec, TARGET_IN_RETICLE_DISTANCE);
2465 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2467 if ( !object_targetable_in_reticle(A) ) {
2471 if ( A->type == OBJ_WEAPON ) {
2472 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2477 if ( A->type == OBJ_SHIP ) {
2478 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2483 if(hud_target_invalid_awacs(A)){
2489 mc.model_num = Ships[A->instance].modelnum;
2492 mc.model_num = Debris[A->instance].model_num;
2495 mc.model_num = Weapon_info[Weapons[A->instance].weapon_info_index].model_num;
2501 subtype = Asteroids[A->instance].asteroid_subtype;
2502 mc.model_num = Asteroid_info[Asteroids[A->instance].type].model_num[subtype];
2507 mc.model_num = Jump_nodes[A->instance].modelnum;
2510 Int3(); // Illegal object type.
2513 model_clear_instance( mc.model_num );
2514 mc.orient = &A->orient; // The object's orient
2515 mc.pos = &A->pos; // The object's position
2516 mc.p0 = &Eye_position; // Point 1 of ray to check
2517 mc.p1 = &terminus; // Point 2 of ray to check
2518 mc.flags = MC_CHECK_MODEL; // | MC_ONLY_BOUND_BOX; // check the model, but only its bounding box
2521 if ( mc.num_hits ) {
2522 dist = vm_vec_dist_squared(&mc.hit_point_world, &Eye_position);
2523 hud_reticle_list_update(A, dist, 0);
2525 } // end for (go to next object)
2527 hud_target_in_reticle_old(); // try the old method (works well with ships far away)
2530 // hud_target_in_reticle_old() will target the object that is closest to the reticle center and inside
2533 // targeting of objects of type OBJ_SHIP and OBJ_DEBRIS are supported
2536 // Method: take the dot product of the foward vector and the vector to target. Take
2537 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2539 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2540 // is only valid for the HUD reticle in use at that time.
2542 #define MIN_DOT_FOR_TARGET 0.9726// fov for targeting in reticle
2544 void hud_target_in_reticle_old()
2546 object *A, *target_obj;
2548 vector vec_to_target;
2550 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2552 if ( !object_targetable_in_reticle(A) ) {
2556 if ( A->type == OBJ_WEAPON ) {
2557 if ( !(Weapon_info[Weapons[A->instance].weapon_info_index].wi_flags & WIF_BOMB) ){
2562 if ( A->type == OBJ_SHIP ) {
2563 if ( Ships[A->instance].flags & TARGET_SHIP_IGNORE_FLAGS ){
2568 if(hud_target_invalid_awacs(A)){
2572 if ( vm_vec_same( &A->pos, &Eye_position ) ) {
2576 dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position);
2577 dot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
2579 if ( dot > MIN_DOT_FOR_TARGET ) {
2580 hud_reticle_list_update(A, dot, 1);
2584 target_obj = hud_reticle_pick_target();
2585 if ( target_obj != NULL ) {
2586 set_target_objnum( Player_ai, OBJ_INDEX(target_obj) );
2587 if ( target_obj->type == OBJ_SHIP ) {
2588 // if BIG|HUGE, maybe set subsys to turret
2589 hud_maybe_set_sorted_turret_subsys(&Ships[target_obj->instance]);
2590 hud_restore_subsystem_target(&Ships[target_obj->instance]);
2594 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
2598 // hud_target_subsystem_in_reticle() will target the subsystem that is within the reticle and
2599 // is closest to the reticle center. The current target is the only object that is searched for
2602 // Method: take the dot product of the foward vector and the vector to target. Take
2603 // the one that is closest to 1 and at least MIN_DOT_FOR_TARGET
2605 // IMPORTANT: The MIN_DOT_FOR_TARGET value was arrived at by trial and error and
2606 // is only valid for the HUD reticle in use at that time.
2609 void hud_target_subsystem_in_reticle()
2612 ship_subsys *subsys;
2613 ship_subsys *nearest_subsys = NULL;
2616 float dist, dot, best_dot;
2617 vector vec_to_target;
2620 if ( Player_ai->target_objnum == -1){
2621 hud_target_in_reticle_old();
2624 if ( Player_ai->target_objnum == -1) {
2625 snd_play( &Snds[SND_TARGET_FAIL]);
2629 targetp = &Objects[Player_ai->target_objnum];
2631 if ( targetp->type != OBJ_SHIP ){ // only targeting subsystems on ship
2635 int shipnum = targetp->instance;
2637 for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) {
2638 get_subsystem_world_pos(targetp, subsys, &subobj_pos);
2640 dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position);
2641 dot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
2643 if ( dot > best_dot ) {
2645 if ( best_dot > MIN_DOT_FOR_TARGET )
2646 nearest_subsys = subsys;
2649 Assert(best_dot <= 1.0f);
2652 if ( nearest_subsys != NULL ) {
2653 set_targeted_subsys(Player_ai, nearest_subsys, Player_ai->target_objnum);
2654 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting subsystem %s.", 323), Player_ai->targeted_subsys->system_info->name);
2655 Ships[shipnum].last_targeted_subobject[Player_num] = Player_ai->targeted_subsys;
2658 snd_play( &Snds[SND_TARGET_FAIL]);
2663 #define T_OFFSET_FROM_CIRCLE -13
2664 #define T_BASE_LENGTH 4
2668 void hud_render_orientation_tee(object *from_objp, object *to_objp, matrix *from_orientp)
2671 vector target_to_obj;
2672 float x1,y1,x2,y2,x3,y3,x4,y4;
2674 vm_vec_sub(&target_to_obj, &from_objp->pos, &to_objp->pos);
2676 vm_vec_normalize(&target_to_obj);
2678 // calculate the dot product between the target_to_player vector and the targets forward vector
2680 // 0 - vectors are perpendicular
2681 // 1 - vectors are collinear and in the same direction (target is facing player)
2682 // -1 - vectors are collinear and in the opposite direction (target is facing away from player)
2683 dot_product = vm_vec_dotprod(&from_orientp->fvec, &target_to_obj);
2685 if (vm_vec_dotprod(&from_orientp->rvec, &target_to_obj) >= 0) {
2686 if (dot_product >= 0){
2687 dot_product = -PI/2*dot_product + PI;
2689 dot_product = -PI/2*dot_product - PI;
2693 dot_product *= PI/2; //(range is now -PI/2 => PI/2)
2696 y1 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2697 x1 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE);
2699 y1 += Hud_reticle_center[gr_screen.res][1];
2700 x1 += Hud_reticle_center[gr_screen.res][0];
2705 y2 = (float)sin(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2706 x2 = (float)cos(dot_product) * (Outer_circle_radius[gr_screen.res] - T_OFFSET_FROM_CIRCLE - T_LENGTH);
2708 y2 += Hud_reticle_center[gr_screen.res][1];
2709 x2 += Hud_reticle_center[gr_screen.res][0];
2714 x3 = x1 - T_BASE_LENGTH * (float)sin(dot_product);
2715 y3 = y1 + T_BASE_LENGTH * (float)cos(dot_product);
2716 x4 = x1 + T_BASE_LENGTH * (float)sin(dot_product);
2717 y4 = y1 - T_BASE_LENGTH * (float)cos(dot_product);
2719 // HACK! Should be antialiased!
2720 gr_line(fl2i(x3),fl2i(y3),fl2i(x4),fl2i(y4)); // bottom of T
2721 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2)); // part of T pointing towards center
2725 void hud_tri(float x1,float y1,float x2,float y2,float x3,float y3)
2729 // Make the triangle always be the correct handiness so
2730 // the tmapper won't think its back-facing and throw it out.
2731 float det = (y2-y1)*(x3-x1) - (x2-x1)*(y3-y1);
2732 if ( det >= 0.0f ) {
2746 vertex * vertlist[3];
2749 for (i=0; i<3; i++ )
2750 vertlist[i] = &verts[i];
2752 verts[0].sx = x1; verts[0].sy = y1;
2753 verts[1].sx = x2; verts[1].sy = y2;
2754 verts[2].sx = x3; verts[2].sy = y3;
2756 uint saved_mode = gr_zbuffer_get();
2758 gr_zbuffer_set( GR_ZBUFF_NONE );
2760 gr_tmapper( 3, vertlist, 0 );
2762 gr_zbuffer_set( saved_mode );
2766 void hud_tri_empty(float x1,float y1,float x2,float y2,float x3,float y3)
2768 gr_line(fl2i(x1),fl2i(y1),fl2i(x2),fl2i(y2));
2769 gr_line(fl2i(x2),fl2i(y2),fl2i(x3),fl2i(y3));
2770 gr_line(fl2i(x3),fl2i(y3),fl2i(x1),fl2i(y1));
2774 // Render a missile warning triangle that has a tail on it to indicate distance
2775 void hud_render_tail_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2784 float sin_ang, cos_ang, tail_len;
2786 float max_tail_len=20.0f;
2788 sin_ang=(float)sin(ang);
2789 cos_ang=(float)cos(ang);
2791 if ( cur_dist < Min_warning_missile_dist ) {
2793 } else if ( cur_dist > Max_warning_missile_dist ) {
2794 tail_len = max_tail_len;
2796 tail_len = cur_dist/Max_warning_missile_dist * max_tail_len;
2799 if ( draw_inside ) {
2800 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2801 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2802 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2803 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2805 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
2806 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
2808 if ( tail_len > 0 ) {
2809 xtail = xpos - tail_len * cos_ang;
2810 ytail = ypos + tail_len * sin_ang;
2814 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2815 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2816 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2817 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2819 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2820 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2822 if ( tail_len > 0 ) {
2823 xtail = xpos + tail_len * cos_ang;
2824 ytail = ypos - tail_len * sin_ang;
2829 hud_tri(xpos,ypos,x1,y1,x2,y2);
2831 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2834 // draw the tail indicating length
2835 if ( tail_len > 0 ) {
2836 gr_line(fl2i(xpos), fl2i(ypos), fl2i(xtail), fl2i(ytail));
2840 // Render a missile warning triangle, that splits apart to indicate distance
2841 void hud_render_split_missile_triangle(float ang, float xpos, float ypos, float cur_dist, int draw_solid, int draw_inside)
2843 // points to draw triangles
2857 float triangle_sep, half_triangle_sep,sin_ang,cos_ang;
2859 sin_ang=(float)sin(ang);
2860 cos_ang=(float)cos(ang);
2862 if ( cur_dist < Min_warning_missile_dist ) {
2863 triangle_sep = 0.0f;
2864 } else if ( cur_dist > Max_warning_missile_dist ) {
2865 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res];
2867 triangle_sep = (cur_dist/Max_warning_missile_dist) * (Max_offscreen_tri_seperation[gr_screen.res]+Max_front_seperation[gr_screen.res]);
2870 // calculate these values only once, since it will be used in several places
2871 half_triangle_sep = 0.5f * triangle_sep;
2873 xpos = (float)floor(xpos);
2874 ypos = (float)floor(ypos);
2876 if ( triangle_sep == 0 ) {
2877 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
2878 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
2879 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
2880 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
2881 if ( draw_inside ) {
2883 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
2884 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
2887 hud_tri(xpos,ypos,x1,y1,x2,y2);
2889 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
2892 // calc left side points
2893 x5 = xpos - half_triangle_sep * -sin_ang;
2894 y5 = ypos + half_triangle_sep * cos_ang;
2896 x6 = x5 - Target_triangle_base[gr_screen.res] * -sin_ang;
2897 y6 = y5 + Target_triangle_base[gr_screen.res] * cos_ang;
2901 if ( draw_inside ) {
2902 x4 -= Target_triangle_height[gr_screen.res] * cos_ang;
2903 y4 += Target_triangle_height[gr_screen.res] * sin_ang;
2905 x4 += Target_triangle_height[gr_screen.res] * cos_ang;
2906 y4 -= Target_triangle_height[gr_screen.res] * sin_ang;
2909 // calc right side points
2910 x2 = xpos + half_triangle_sep * -sin_ang;
2911 y2 = ypos - half_triangle_sep * cos_ang;
2913 x3 = x2 + Target_triangle_base[gr_screen.res] * -sin_ang;
2914 y3 = y2 - Target_triangle_base[gr_screen.res] * cos_ang;
2918 if ( draw_inside ) {
2919 x1 -= Target_triangle_height[gr_screen.res] * cos_ang;
2920 y1 += Target_triangle_height[gr_screen.res] * sin_ang;
2922 x1 += Target_triangle_height[gr_screen.res] * cos_ang;
2923 y1 -= Target_triangle_height[gr_screen.res] * sin_ang;
2926 // draw both tris with a line connecting them
2928 hud_tri(x3,y3,x2,y2,x1,y1);
2929 hud_tri(x4,y4,x5,y5,x6,y6);
2931 hud_tri_empty(x3,y3,x2,y2,x1,y1);
2932 hud_tri_empty(x4,y4,x5,y5,x6,y6);
2934 gr_line(fl2i(x2+0.5f),fl2i(y2+0.5f),fl2i(x5+0.5f),fl2i(y5+0.5f));
2938 // Render a triangle on the outside of the targeting circle.
2939 // Must be inside a g3_start_frame().
2940 // If aspect_flag !0, then render filled, indicating aspect lock.
2941 // If show_interior !0, then point inwards to positions inside reticle
2942 void hud_render_triangle(vector *hostile_pos, int aspect_flag, int show_interior, int split_tri)
2944 vertex hostile_vertex;
2946 float xpos,ypos,cur_dist,sin_ang,cos_ang;
2949 // determine if the closest firing object is within the targeting reticle (which means the triangle
2952 cur_dist = vm_vec_dist_quick(&Player_obj->pos, hostile_pos);
2954 g3_rotate_vertex(&hostile_vertex, hostile_pos);
2956 if (hostile_vertex.codes == 0) {// on screen
2957 float projected_x, projected_y;
2959 g3_project_vertex(&hostile_vertex);
2961 if (!(hostile_vertex.flags & PF_OVERFLOW)) { // make sure point projected
2964 projected_x = hostile_vertex.sx;
2965 projected_y = hostile_vertex.sy;
2967 mag_squared = (projected_x-Hud_reticle_center[gr_screen.res][0])*(projected_x-Hud_reticle_center[gr_screen.res][0]) +
2968 (projected_y-Hud_reticle_center[gr_screen.res][1])*(projected_y-Hud_reticle_center[gr_screen.res][1]);
2970 if ( mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res] ) {
2971 if ( !show_interior ) {
2980 ang = atan2_safe(hostile_vertex.y,hostile_vertex.x);
2981 sin_ang=(float)sin(ang);
2982 cos_ang=(float)cos(ang);
2984 if ( draw_inside ) {
2985 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]-7);
2986 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]-7);
2988 xpos = Hud_reticle_center[gr_screen.res][0] + cos_ang*(Outer_circle_radius[gr_screen.res]+4);
2989 ypos = Hud_reticle_center[gr_screen.res][1] - sin_ang*(Outer_circle_radius[gr_screen.res]+4);
2992 xpos += HUD_offset_x;
2993 ypos += HUD_offset_y;
2996 // hud_render_split_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
2997 hud_render_tail_missile_triangle(ang, xpos, ypos, cur_dist, aspect_flag, draw_inside);
3004 if ( draw_inside ) {
3005 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3006 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3007 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3008 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3010 xpos -= Target_triangle_height[gr_screen.res] * cos_ang;
3011 ypos += Target_triangle_height[gr_screen.res] * sin_ang;
3014 x1 = xpos - Target_triangle_base[gr_screen.res] * -sin_ang;
3015 y1 = ypos + Target_triangle_base[gr_screen.res] * cos_ang;
3016 x2 = xpos + Target_triangle_base[gr_screen.res] * -sin_ang;
3017 y2 = ypos - Target_triangle_base[gr_screen.res] * cos_ang;
3019 xpos += Target_triangle_height[gr_screen.res] * cos_ang;
3020 ypos -= Target_triangle_height[gr_screen.res] * sin_ang;
3024 hud_tri(xpos,ypos,x1,y1,x2,y2);
3026 hud_tri_empty(xpos,ypos,x1,y1,x2,y2);
3031 // Show all homing missiles locked onto the player.
3032 // Also, play the beep!
3033 void hud_show_homing_missiles()
3038 float dist, nearest_dist;
3039 int closest_is_aspect=0;
3041 gr_set_color_fast(&HUD_color_homing_indicator);
3042 nearest_dist = Homing_beep.max_cycle_dist;
3044 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3045 A = &Objects[mo->objnum];
3046 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
3048 wp = &Weapons[A->instance];
3050 if (wp->homing_object == Player_obj) {
3051 hud_render_triangle(&A->pos, Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT, 1, 1);
3052 dist = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3054 if (dist < nearest_dist) {
3055 nearest_dist = dist;
3056 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT ) {
3057 closest_is_aspect=1;
3059 closest_is_aspect=0;
3065 // See if need to play warning beep.
3066 if (nearest_dist < Homing_beep.max_cycle_dist ) {
3070 delta_time = f2fl(Missiontime - Homing_beep.last_time_played);
3072 // figure out the cycle time by doing a linear interpretation
3073 cycle_time = Homing_beep.min_cycle_time + (nearest_dist-Homing_beep.min_cycle_dist) * Homing_beep.precalced_interp;
3075 // play a new 'beep' if cycle time has elapsed
3076 if ( (delta_time*1000) > cycle_time ) {
3077 Homing_beep.last_time_played = Missiontime;
3078 if ( snd_is_playing(Homing_beep.snd_handle) ) {
3079 snd_stop(Homing_beep.snd_handle);
3082 if ( closest_is_aspect ) {
3083 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_ASPECT_WARNING]);
3085 Homing_beep.snd_handle = snd_play(&Snds[SND_PROXIMITY_WARNING]);
3091 // hud_show_orientation_tee() will draw the orientation gauge that orbits the inside of the
3092 // outer reticle ring. If the T is at 12 o'clock, the target is facing the player, if the T
3093 // is at 6 o'clock the target is facing away from the player. If the T is at 3 or 9 o'clock
3094 // the target is facing 90 away from the player.
3095 void hud_show_orientation_tee()
3099 if (Player_ai->target_objnum == -1)
3102 targetp = &Objects[Player_ai->target_objnum];
3104 if ( hud_gauge_maybe_flash(HUD_ORIENTATION_TEE) == 1 ) {
3105 hud_set_iff_color( targetp );
3107 hud_set_iff_color( targetp, 1);
3109 hud_render_orientation_tee(targetp, Player_obj, &targetp->orient);
3112 // routine to draw a bounding box around a remote detonate missile and distance to
3113 void hud_show_remote_detonate_missile()
3118 vertex target_point;
3121 // check for currently locked missiles (highest precedence)
3122 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
3123 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
3124 mobjp = &Objects[mo->objnum];
3126 if ((Player_obj != NULL) && (mobjp->parent_sig == Player_obj->parent_sig)) {
3127 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
3129 distance = hud_find_target_distance(mobjp, Player_obj);
3131 // get box center point
3132 g3_rotate_vertex(&target_point,&mobjp->pos);
3135 g3_project_vertex(&target_point);
3137 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3138 int modelnum, bound_rval;
3140 switch ( mobjp->type ) {
3142 modelnum = Weapon_info[Weapons[mobjp->instance].weapon_info_index].model_num;
3143 bound_rval = model_find_2d_bound_min( modelnum, &mobjp->orient, &mobjp->pos,&x1,&y1,&x2,&y2 );
3147 Int3(); // should never happen
3151 if ( bound_rval == 0 ) {
3152 // draw brackets and distance
3154 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3155 gr_set_color_fast(&IFF_colors[color][1]);
3156 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0, distance, OBJ_INDEX(mobjp));
3159 // do only for the first remote detonate missile
3167 // routine to possibly draw a bouding box around a ship sending a message to the player
3168 void hud_show_message_sender()
3171 vertex target_point; // temp vertex used to find screen position for 3-D object;
3176 // don't draw brackets if no ship sending a message
3177 if ( Message_shipnum == -1 )
3180 targetp = &Objects[Ships[Message_shipnum].objnum];
3181 Assert ( targetp != NULL );
3183 Assert ( targetp->type == OBJ_SHIP );
3185 // Don't do this for the ship you're flying!
3186 if ( targetp == Player_obj ) {
3190 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3191 target_shipp = &Ships[Message_shipnum];
3193 // check the object flags to see if this ship is gone. If so, then don't do this stuff anymore
3194 if ( targetp->flags & OF_SHOULD_BE_DEAD ) {
3195 Message_shipnum = -1;
3199 // find the current target vertex
3201 g3_rotate_vertex(&target_point,&targetp->pos);
3203 hud_set_iff_color( targetp, 1);
3205 g3_project_vertex(&target_point);
3207 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3208 int modelnum, bound_rval;
3210 switch ( targetp->type ) {
3212 modelnum = target_shipp->modelnum;
3213 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3217 Int3(); // should never happen
3221 if ( bound_rval == 0 ) {
3223 color = hud_brackets_get_iff_color(MESSAGE_SENDER);
3224 gr_set_color_fast(&IFF_colors[color][1]);
3225 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,10,10);
3229 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3230 if (target_point.codes != 0) { // target center is not on screen
3231 // draw the offscreen indicator at the edge of the screen where the target is closest to
3232 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3233 if ( (OBJ_INDEX(targetp) != Player_ai->target_objnum) || (Message_shipnum == Objects[Player_ai->target_objnum].instance) ) {
3234 if ( hud_sensors_ok(Player_ship, 0) ) {
3236 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
3237 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3238 dist = hud_find_target_distance( targetp, Player_obj );
3239 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3246 // hud_prune_hotkeys()
3248 // Check for ships that are dying, departed or dead. These should be removed from the player's
3250 void hud_prune_hotkeys()
3253 htarget_list *hitem, *plist;
3257 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
3258 plist = &(Players[Player_num].keyed_targets[i]);
3259 if ( EMPTY( plist ) ) // no items in list, then do nothing
3262 hitem = GET_FIRST(plist);
3263 while ( hitem != END_OF_LIST(plist) ) {
3269 Assert ( objp != NULL );
3270 if ( objp->type == OBJ_SHIP ) {
3271 Assert ( objp->instance >=0 && objp->instance < MAX_SHIPS );
3272 sp = &Ships[objp->instance];
3274 // if the object isn't a ship, it shouldn't be on the list, so remove it without question
3279 // check to see if the object is dying -- if so, remove it from the list
3280 // check to see if the ship is departing -- if so, remove it from the list
3281 if ( remove_item || (objp->flags & OF_SHOULD_BE_DEAD) || (sp->flags & (SF_DEPARTING|SF_DYING)) ) {
3283 nprintf(("Network", "Hotkey: Pruning %s\n", sp->ship_name));
3287 temp = GET_NEXT(hitem);
3288 list_remove( plist, hitem );
3289 list_append( &htarget_free_list, hitem );
3294 hitem = GET_NEXT( hitem );
3298 // save the hotkey sets with mission time reaches a certain point. Code was put here because this
3299 // function always called for both single/multiplayer. Maybe not the best location, but whatever.
3300 mission_hotkey_maybe_save_sets();
3303 int HUD_drew_selection_bracket_on_target;
3305 // hud_show_selection_set draws some indicator around all the ships in the current selection set. No
3306 // indicators will be drawn if there is only 1 ship in the set.
3307 void hud_show_selection_set()
3309 htarget_list *hitem, *plist;
3312 vertex target_point; // temp vertex used to find screen position for 3-D object;
3315 HUD_drew_selection_bracket_on_target = 0;
3317 set = Players[Player_num].current_hotkey_set;
3321 Assert ( (set >= 0) && (set < MAX_KEYED_TARGETS) );
3322 plist = &(Players[Player_num].keyed_targets[set]);
3325 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) )
3328 if ( count == 0 ) { // only one ship, do nothing
3329 Players[Player_num].current_hotkey_set = -1;
3333 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
3334 targetp = hitem->objp;
3335 Assert ( targetp != NULL );
3337 ship *target_shipp = NULL;
3339 Assert ( targetp->type == OBJ_SHIP );
3340 Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
3341 target_shipp = &Ships[targetp->instance];
3343 if ( (Game_mode & GM_MULTIPLAYER) && (target_shipp == Player_ship) ) {
3347 // find the current target vertex
3349 g3_rotate_vertex(&target_point,&targetp->pos);
3351 vm_vec_sub(&target_vec,&targetp->pos,&Player_obj->pos);
3355 hud_set_iff_color( targetp, 1 );
3357 g3_project_vertex(&target_point);
3359 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3360 int modelnum, bound_rval;
3362 switch ( targetp->type ) {
3364 modelnum = target_shipp->modelnum;
3365 bound_rval = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3369 Int3(); // should never happen
3373 if ( bound_rval == 0 ) {
3374 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3375 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,5,5);
3376 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3377 HUD_drew_selection_bracket_on_target = 1;
3382 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3383 if (target_point.codes != 0) { // target center is not on screen
3384 // draw the offscreen indicator at the edge of the screen where the target is closest to
3385 // AL 11-19-97: only show offscreen indicator if player sensors are functioning
3387 if ( OBJ_INDEX(targetp) != Player_ai->target_objnum ) {
3388 if ( hud_sensors_ok(Player_ship, 0) ) {
3390 gr_set_color_fast(&IFF_colors[IFF_COLOR_SELECTION][1]);
3391 //dist = vm_vec_dist_quick(&Player_obj->pos, &targetp->pos);
3392 dist = hud_find_target_distance( targetp, Player_obj );
3393 hud_draw_offscreen_indicator(&target_point, &targetp->pos, dist);
3401 void hud_show_brackets(object *targetp, vertex *projected_v)
3404 int draw_box = TRUE;
3407 if ( Player->target_is_dying <= 0 ) {
3410 switch ( targetp->type ) {
3412 modelnum = Ships[targetp->instance].modelnum;
3413 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3414 if ( bound_rc != 0 ) {
3420 modelnum = Debris[targetp->instance].model_num;
3421 bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3422 if ( bound_rc != 0 ) {
3428 Assert(Weapon_info[Weapons[targetp->instance].weapon_info_index].subtype == WP_MISSILE);
3429 modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
3430 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3437 subtype = Asteroids[targetp->instance].asteroid_subtype;
3438 modelnum = Asteroid_info[Asteroids[targetp->instance].type].model_num[subtype];
3439 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3445 modelnum = Jump_nodes[targetp->instance].modelnum;
3446 bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
3450 Int3(); // should never happen
3454 Hud_target_w = x2-x1+1;
3455 if ( Hud_target_w > gr_screen.clip_width ) {
3456 Hud_target_w = gr_screen.clip_width;
3459 Hud_target_h = y2-y1+1;
3460 if ( Hud_target_h > gr_screen.clip_height ) {
3461 Hud_target_h = gr_screen.clip_height;
3464 if ( targetp->type == OBJ_ASTEROID ) {
3465 if ( OBJ_INDEX(targetp) == Player_ai->target_objnum ) {
3466 team = TEAM_TRAITOR;
3468 team = SELECTION_SET;
3471 team = obj_team(targetp);
3474 if ( draw_box == TRUE ) {
3477 color = hud_brackets_get_iff_color(team);
3478 // maybe color as tagged
3479 if ( ship_is_tagged(targetp) ) {
3480 color = IFF_COLOR_TAGGED;
3482 distance = hud_find_target_distance( targetp, Player_obj );
3483 gr_set_color_fast(&IFF_colors[color][1]);
3484 draw_bounding_brackets(x1-5,y1-5,x2+5,y2+5,0,0,distance, OBJ_INDEX(targetp));
3487 if ( targetp->type == OBJ_SHIP ) {
3488 draw_bounding_brackets_subobject();
3493 void hud_update_target_in_reticle(vertex *projected_v)
3496 mag_squared = (projected_v->sx-Hud_reticle_center[gr_screen.res][0])*(projected_v->sx-Hud_reticle_center[gr_screen.res][0]) +
3497 (projected_v->sy-Hud_reticle_center[gr_screen.res][1])*(projected_v->sy-Hud_reticle_center[gr_screen.res][1]);
3499 if (mag_squared < Outer_circle_radius[gr_screen.res]*Outer_circle_radius[gr_screen.res]) {
3500 // this information can be used elsewhere
3501 Target_in_reticle = 1;
3504 // this information can be used elsewhere
3505 Target_in_reticle = 0;
3512 // hud_show_targeting_gauges() will display the targeting information on the HUD. Called once per frame.
3514 // Must be inside a g3_start_frame()
3515 // input: frametime => time in seconds since last update
3516 // in_cockpit => flag (default value 1) indicating whether viewpoint is from cockpit or external
3517 void hud_show_targeting_gauges(float frametime, int in_cockpit)
3519 vertex target_point; // temp vertex used to find screen position for 3-D object;
3522 // draw the triangle that points to the closest hostile ship that is firing on the player
3523 // This is always drawn, even if there is no current target. There is also a hook that will
3524 // maybe warn the player via a voice message of an attacking ship.
3526 hud_show_hostile_triangle();
3529 if (Player_ai->target_objnum == -1)
3532 object * targetp = &Objects[Player_ai->target_objnum];
3533 Players[Player_num].lead_indicator_active = 0;
3535 // check to see if there is even a current target
3536 if ( targetp == &obj_used_list ) {
3540 Target_in_reticle = 0;
3542 // AL 1/20/97: Point to targted subsystem if one exists
3543 if ( Player_ai->targeted_subsys != NULL ) {
3544 get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
3546 Player_ai->current_target_distance = vm_vec_dist_quick(&target_pos,&Player_obj->pos);
3548 target_pos = targetp->pos;
3550 Player_ai->current_target_distance = hud_find_target_distance(targetp,Player_obj);
3553 // find the current target vertex
3555 // The 2D screen pos depends on the current viewer position and orientation.
3556 g3_rotate_vertex(&target_point,&target_pos);
3559 hud_set_iff_color( targetp, 1 );
3560 g3_project_vertex(&target_point);
3562 if (!(target_point.flags & PF_OVERFLOW)) { // make sure point projected
3563 if (target_point.codes == 0) { // target center is not on screen
3564 hud_show_brackets(targetp, &target_point);
3566 hud_update_target_in_reticle(&target_point);
3573 // show the leading target indicator
3574 if ((hud_gauge_active(HUD_LEAD_INDICATOR)) && (!Player->target_is_dying)) {
3575 hud_show_lead_indicator(&target_pos);
3579 // show the indicator that orbits the outer reticle and points in the direction of the target
3580 hud_show_target_triangle_indicator(&target_point);
3582 // draw the orientation tee that orbits the inside of the outer circle of the reticle
3583 if ((hud_gauge_active(HUD_ORIENTATION_TEE)) && (!Player->target_is_dying)) {
3584 hud_show_orientation_tee();
3587 // display the information about the target
3588 if ( hud_gauge_active(HUD_TARGET_MONITOR) ){
3589 if ( !hud_targetbox_static_maybe_blit(frametime) )
3590 hud_show_target_data(frametime);
3593 // update cargo scanning
3594 hud_cargo_scan_update(targetp, frametime);
3596 // draw the shield icon for the current target
3597 if ( hud_gauge_active(HUD_TARGET_SHIELD_ICON) ) {
3598 hud_shield_show(targetp);
3601 // draw the mini target+shield gauge that sits near the bottom of the retcle
3602 if ( hud_gauge_active(HUD_TARGET_MINI_ICON) ) {
3603 int show_gauge_flag=1;
3604 // is gauge configured as a popup?
3605 if ( hud_gauge_is_popup(HUD_TARGET_MINI_ICON) ) {
3606 if ( !hud_gauge_popup_active(HUD_TARGET_MINI_ICON) ) {
3611 if ( show_gauge_flag ) {
3612 hud_shield_show_mini(targetp);
3616 Player->cargo_inspect_time = 0;
3617 player_stop_cargo_scan_sound();
3620 // display the lock indicator
3621 if (!Player->target_is_dying) {
3622 hud_update_lock_indicator(frametime);
3623 hud_show_lock_indicator(frametime);
3625 // update and render artillery
3626 hud_artillery_update();
3627 hud_artillery_render();
3630 // Point to offscreen target
3631 if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
3632 if (target_point.codes != 0) { // target center is not on screen
3633 // draw the offscreen indicator at the edge of the screen where the target is closest to
3634 Assert(Player_ai->target_objnum != -1);
3636 // AL 11-11-97: don't draw the indicator if the ship is messaging, the indicator is drawn
3637 // in the message sending color in hud_show_message_sender()
3638 if ( Message_shipnum != Objects[Player_ai->target_objnum].instance ) {
3639 if ( hud_gauge_maybe_flash(HUD_OFFSCREEN_INDICATOR) != 1) {
3641 hud_set_iff_color( targetp, 1 );
3642 //dist = vm_vec_dist_quick(&Player_obj->pos, &target_pos);
3643 dist = hud_find_target_distance( targetp, Player_obj );
3644 hud_draw_offscreen_indicator(&target_point, &target_pos, dist);
3651 // hud_show_hostile_triangle() will draw an empty triangle that oribits around the outer
3652 // circle of the reticle. It will point to the closest enemy that is firing on the player.
3653 // Currently, it points to the closest enemy that has the player as its target_objnum and has
3654 // SM_ATTACK or SM_SUPER_ATTACK as its ai submode.
3656 void hud_show_hostile_triangle()
3659 float min_distance=1e20f;
3660 float new_distance=0.0f;
3661 object* hostile_obj = &obj_used_list;
3662 object* nearest_obj = &obj_used_list;
3666 ship_subsys *ss, *nearest_turret_subsys = NULL;
3668 int player_obj_index = OBJ_INDEX(Player_obj);
3669 int turret_is_attacking = 0;
3671 so = GET_FIRST(&Ship_obj_list);
3672 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3674 A = &Objects[so->objnum];
3675 sp = &Ships[A->instance];
3677 // only look at ships on other team
3678 if ( (A == Player_obj) || (Ships[A->instance].team & Player_ship->team) ) {
3682 aip = &Ai_info[Ships[A->instance].ai_index];
3684 // dont look at ignore ships
3685 if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
3689 // always ignore cargo containers and navbuoys
3690 if ( Ship_info[sp->ship_info_index].flags & SIF_HARMLESS ) {
3694 // check if ship is stealthy
3695 if (awacs_get_level(&Objects[sp->objnum], Player_ship, 1) < 1) {
3699 turret_is_attacking = 0;
3701 // check if any turrets on ship are firing at the player (only on non fighter-bombers)
3702 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
3703 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
3704 if ( (ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits > 0) ) {
3706 if ( ss->turret_enemy_objnum == player_obj_index ) {
3707 turret_is_attacking = 1;
3710 // get world pos of subsystem
3711 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient);
3712 vm_vec_add2(&gsubpos, &A->pos);
3713 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos);
3715 if (new_distance <= min_distance) {
3716 min_distance=new_distance;
3718 nearest_turret_subsys = ss;
3725 if ( !turret_is_attacking ) {
3726 // check for ships attacking the player
3727 if ( aip->target_objnum != Player_ship->objnum ) {
3731 // ignore enemy if not in chase mode
3732 if ( (Game_mode & GM_NORMAL) && (aip->mode != AIM_CHASE) ) {
3736 new_distance = vm_vec_dist_quick(&A->pos, &Player_obj->pos);
3738 if (new_distance <= min_distance) {
3739 min_distance=new_distance;
3741 nearest_turret_subsys = NULL;
3746 if ( nearest_obj == &obj_used_list ) {
3750 if ( min_distance > MIN_DISTANCE_TO_CONSIDER_THREAT ) {
3754 hostile_obj = nearest_obj;
3756 // hook to maybe warn player about this attacking ship
3757 ship_maybe_warn_player(&Ships[nearest_obj->instance], min_distance);
3759 // check if the closest firing hostile is the current target, if so return
3760 if (OBJ_INDEX(hostile_obj) == Player_ai->target_objnum)
3763 if ( hud_gauge_active(HUD_HOSTILE_TRIANGLE) ) {
3764 if ( hud_gauge_maybe_flash(HUD_HOSTILE_TRIANGLE) != 1 ) {
3765 // hud_set_iff_color( TEAM_HOSTILE, 1 ); // Note: This should really be TEAM_HOSTILE, not opposite of Player_ship->team.
3766 hud_set_iff_color( hostile_obj, 1 );
3767 hud_render_triangle(&hostile_obj->pos, 0, 1, 0);
3772 // Return the bank number for the primary weapon that can fire the farthest, from
3773 // the number of active primary weapons
3774 // input: range => output parameter... it is the range of the selected bank
3775 int hud_get_best_primary_bank(float *range)
3777 int i, best_bank, bank_to_fire, num_to_test;
3778 float weapon_range, farthest_weapon_range;
3782 swp = &Player_ship->weapons;
3784 farthest_weapon_range = 0.0f;
3787 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
3788 num_to_test = swp->num_primary_banks;
3790 num_to_test = min(1, swp->num_primary_banks);
3793 for ( i = 0; i < num_to_test; i++ ) {
3795 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
3797 // calculate the range of the weapon, and only display the lead target indicator when
3798 // if the weapon can actually hit the target
3799 Assert(bank_to_fire >= 0);
3800 Assert(swp->primary_bank_weapons[bank_to_fire] >= 0);
3801 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3802 weapon_range = wip->max_speed * wip->lifetime;
3804 if ( weapon_range > farthest_weapon_range ) {
3805 best_bank = bank_to_fire;
3806 farthest_weapon_range = weapon_range;
3810 *range = farthest_weapon_range;
3814 // -----------------------------------------------------------------------------
3815 // polish_predicted_target_pos()
3817 // Called by the draw lead indicator code to predict where the enemy is going to be
3819 void polish_predicted_target_pos(vector *enemy_pos, vector *predicted_enemy_pos, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps)
3822 vector player_pos = Player_obj->pos;
3823 float time_to_enemy;
3824 vector last_predicted_enemy_pos = *predicted_enemy_pos;
3827 shipp = &Ships[Player_obj->instance];
3828 Assert(shipp->weapons.current_primary_bank < shipp->weapons.num_primary_banks);
3829 weapon_info *wip = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
3831 float weapon_speed = wip->max_speed;
3833 vm_vec_zero(last_delta_vec);
3835 for (iteration=0; iteration < num_polish_steps; iteration++) {
3836 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
3837 time_to_enemy = dist_to_enemy/weapon_speed;
3838 // vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].orient.fvec, en_physp->speed * time_to_enemy);
3839 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &Objects[Player_ai->target_objnum].phys_info.vel, time_to_enemy);
3840 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
3841 last_predicted_enemy_pos= *predicted_enemy_pos;
3845 // determine the correct frame to draw for the lead indicator
3846 // 0 -> center only (in secondary range only)
3847 // 1 -> full (in secondary and primary range)
3848 // 2 -> oustide only (in primary range only)
3850 // input: prange => range of current primary weapon
3851 // srange => range of current secondary weapon
3852 // dist_to_target => current dist to target
3854 // exit: 0-2 => frame offset
3855 // -1 => don't draw anything
3856 int hudtarget_lead_indicator_pick_frame(float prange, float srange, float dist_to_target)
3858 int frame_offset=-1;
3859 int in_prange=0, in_srange=0;
3861 if ( dist_to_target < prange ) {
3865 if ( dist_to_target < srange ) {
3869 if ( in_prange && in_srange ) {
3871 } else if ( in_prange && !in_srange ) {
3873 } else if ( !in_prange && in_srange ) {
3879 return frame_offset;
3882 // decide what frame of lead indicator to draw
3884 // hud_show_lead_indicator() determine where to draw the lead target box and display it
3885 void hud_show_lead_indicator(vector *target_world_pos)
3887 vector target_moving_direction, last_delta_vector, source_pos;
3889 vertex lead_target_vertex;
3894 float dist_to_target, time_to_target, target_moved_dist, prange, srange;
3895 int bank_to_fire, indicator_frame, frame_offset;
3897 if (Player_ai->target_objnum == -1)
3900 targetp = &Objects[Player_ai->target_objnum];
3901 if ( (targetp->type != OBJ_SHIP) && (targetp->type != OBJ_WEAPON) && (targetp->type != OBJ_ASTEROID) ) {
3905 // only allow bombs to have lead indicator displayed
3906 if ( targetp->type == OBJ_WEAPON ) {
3907 if ( !(Weapon_info[Weapons[targetp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
3912 // If the target is out of range, then draw the correct frame for the lead indicator
3913 if ( Lead_indicator_gauge.first_frame == -1 ) {
3918 po = model_get( Player_ship->modelnum );
3919 swp = &Player_ship->weapons;
3921 // Added to take care of situation where there are no primary banks on the player ship
3922 // (this may not be possible, depending on what we decide for the weapons loadout rules)
3923 if ( swp->num_primary_banks == 0 )
3926 bank_to_fire = hud_get_best_primary_bank(&prange);
3927 if ( bank_to_fire < 0 )
3929 wip = &Weapon_info[swp->primary_bank_weapons[bank_to_fire]];
3931 if (po->n_guns && bank_to_fire != -1 ) {
3932 rel_pos = &po->gun_banks[bank_to_fire].pnt[0];
3937 // source_pos will contain the world coordinate of where to base the lead indicator prediction
3938 // from. Normally, this will be the world pos of the gun turret of the currently selected primary
3940 source_pos = Player_obj->pos;
3941 if (rel_pos != NULL) {
3943 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient);
3944 vm_vec_add2(&source_pos, &gun_point);
3947 // Determine "accurate" distance to target. This is the distance from the player ship
3948 // to the closest point on the bounding box of the target
3949 dist_to_target = hud_find_target_distance(targetp, Player_obj);
3951 srange = ship_get_secondary_weapon_range(Player_ship);
3953 if ( swp->current_secondary_bank >= 0 ) {
3955 int bank = swp->current_secondary_bank;
3956 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
3957 if ( wip->wi_flags & WIF_HOMING_ASPECT ) {
3958 if ( !Player->target_in_lock_cone ) {
3964 frame_offset=hudtarget_lead_indicator_pick_frame(prange, srange, dist_to_target);
3965 if ( frame_offset < 0 ) {
3969 indicator_frame = Lead_indicator_gauge.first_frame + frame_offset;
3971 Assert(wip->max_speed != 0);
3972 time_to_target = dist_to_target / wip->max_speed;
3974 target_moved_dist = targetp->phys_info.speed * time_to_target;
3976 target_moving_direction = targetp->phys_info.vel;
3978 // if we've reached here, the lead target indicator will be displayed
3979 Players[Player_num].lead_indicator_active = 1;
3981 // test if the target is moving at all
3982 if ( vm_vec_mag_quick(&targetp->phys_info.vel) < 0.1f) // Find distance!
3983 Players[Player_num].lead_target_pos = *target_world_pos;
3985 vm_vec_normalize(&target_moving_direction);
3986 vm_vec_scale(&target_moving_direction,target_moved_dist);
3987 vm_vec_add(&Players[Player_num].lead_target_pos, target_world_pos, &target_moving_direction );
3988 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)
3991 g3_rotate_vertex(&lead_target_vertex,&Players[Player_num].lead_target_pos);
3993 if (lead_target_vertex.codes == 0) { // on screen
3995 g3_project_vertex(&lead_target_vertex);
3996 if (!(lead_target_vertex.flags & PF_OVERFLOW)) {
3998 if ( hud_gauge_maybe_flash(HUD_LEAD_INDICATOR) == 1 ) {
3999 hud_set_iff_color(targetp, 0);
4001 hud_set_iff_color(targetp, 1);
4004 if ( indicator_frame >= 0 ) {
4005 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]));
4011 // hud_cease_subsystem_targeting() will cease targeting the current targets subsystems
4013 void hud_cease_subsystem_targeting(int print_message)
4017 ship_index = Objects[Player_ai->target_objnum].instance;
4018 if ( ship_index < 0 )
4021 Ships[ship_index].last_targeted_subobject[Player_num] = NULL;
4022 Player_ai->targeted_subsys = NULL;
4023 Player_ai->targeted_subsys_parent = -1;
4024 if ( print_message ) {
4025 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating sub-system targeting", 324));
4028 hud_stop_looped_locking_sounds();
4032 // hud_cease_targeting() will cease all targeting (main target and subsystem)
4034 void hud_cease_targeting()
4036 set_target_objnum( Player_ai, -1 );
4037 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;
4038 hud_cease_subsystem_targeting(0);
4039 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Deactivating targeting system", 325));
4043 // hud_restore_subsystem_target() will remember the last targeted subsystem
4046 void hud_restore_subsystem_target(ship* shipp)
4048 // check if there was a previously targeted sub-system for this target
4049 if ( shipp->last_targeted_subobject[Player_num] != NULL ) {
4050 Player_ai->targeted_subsys = shipp->last_targeted_subobject[Player_num];
4051 Player_ai->targeted_subsys_parent = Player_ai->target_objnum;
4054 Player_ai->targeted_subsys = NULL;
4055 Player_ai->targeted_subsys_parent = -1;
4059 // --------------------------------------------------------------------------------
4060 // get_subsystem_world_pos() returns the world position for a given subobject on a ship
4062 vector* get_subsystem_world_pos(object* parent_obj, ship_subsys* subsys, vector* world_pos)
4064 if (subsys == NULL) {
4065 *world_pos = parent_obj->pos;
4069 vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
4070 vm_vec_add2(world_pos, &parent_obj->pos);
4075 // If Pl_objp is docking, see if it (or the dockee) are in the target view. If so, flash dock
4077 void hud_maybe_flash_docking_text(object *objp)
4080 int docker_objnum, dockee_objnum;
4082 if ( Player_ai->target_objnum < 0 ) {
4086 if ( objp->type != OBJ_SHIP ) {
4090 aip = &Ai_info[Ships[objp->instance].ai_index];
4094 if ( aip->ai_flags & AIF_DOCKED ) {
4095 docker_objnum = OBJ_INDEX(objp);
4096 dockee_objnum = aip->dock_objnum;
4099 if ( (Player_ai->target_objnum == docker_objnum) || (Player_ai->target_objnum == dockee_objnum) ) {
4100 hud_targetbox_start_flash(TBOX_FLASH_DOCKED, 2000);
4105 // ----------------------------------------------------------------------------
4106 // hud_target_change_check()
4108 // called once per frame to account for when the target changes
4110 void hud_target_change_check()
4112 float current_speed=0.0f;
4114 // Check if player subsystem target has changed, and reset necessary player flag
4115 if ( Player_ai->targeted_subsys != Player_ai->last_subsys_target ) {
4116 Player->subsys_in_view=-1;
4119 // check if the main target has changed
4120 if (Player_ai->last_target != Player_ai->target_objnum) {
4122 if ( Player_ai->target_objnum != -1){
4123 snd_play( &Snds[SND_TARGET_ACQUIRE], 0.0f );
4126 // if we have a hotkey set active, see if new target is in set. If not in
4127 // set, deselect the current hotkey set.
4128 if ( Player->current_hotkey_set != -1 ) {
4129 htarget_list *hitem, *plist;
4131 plist = &(Player->keyed_targets[Player->current_hotkey_set]);
4132 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
4133 if ( OBJ_INDEX(hitem->objp) == Player_ai->target_objnum ){
4137 if ( hitem == END_OF_LIST(plist) ){
4138 Player->current_hotkey_set = -1;
4142 player_stop_cargo_scan_sound();
4143 hud_shield_hit_reset();
4144 hud_targetbox_init_flash();
4145 hud_targetbox_start_flash(TBOX_FLASH_NAME);
4146 hud_gauge_popup_start(HUD_TARGET_MINI_ICON);
4147 Player->cargo_inspect_time=0;
4148 Player->locking_subsys=NULL;
4149 Player->locking_on_center=0;
4150 Player->locking_subsys_parent=-1;
4152 Player_ai->current_target_dist_trend = NO_CHANGE;
4153 Player_ai->current_target_speed_trend = NO_CHANGE;
4155 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4156 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET;
4157 // player_match_target_speed("", "", XSTR("Matching speed of newly acquired target",-1));
4158 player_match_target_speed();
4161 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET )
4162 Players[Player_num].flags &= ~PLAYER_FLAGS_MATCH_TARGET; // no more target matching.
4167 if ( Player_ai->target_objnum != -1) {
4168 if ( Objects[Player_ai->target_objnum].type == OBJ_SHIP ) {
4169 hud_restore_subsystem_target(&Ships[Objects[Player_ai->target_objnum].instance]);
4173 // if this target is docked, then flash DOCKING on the hud for a couple of seconds
4174 hud_targetbox_end_flash(TBOX_FLASH_DOCKED);
4175 if ( Player_ai->target_objnum >= 0 ) {
4176 hud_maybe_flash_docking_text(&Objects[Player_ai->target_objnum]);
4180 if (Player_ai->current_target_distance < Player_ai->last_dist-0.01){
4181 Player_ai->current_target_dist_trend = DECREASING;
4182 } else if (Player_ai->current_target_distance > Player_ai->last_dist+0.01){
4183 Player_ai->current_target_dist_trend = INCREASING;
4185 Player_ai->current_target_dist_trend = NO_CHANGE;
4188 current_speed = Objects[Player_ai->target_objnum].phys_info.speed;
4190 if (current_speed < Player_ai->last_speed-0.01){
4191 Player_ai->current_target_speed_trend = DECREASING;
4192 } else if (current_speed > Player_ai->last_speed+0.01) {
4193 Player_ai->current_target_speed_trend = INCREASING;
4195 Player_ai->current_target_speed_trend = NO_CHANGE;
4198 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
4199 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET) ) {
4200 // player_match_target_speed("", "", XSTR("Matching target speed",-1));
4201 player_match_target_speed();
4206 Player_ai->last_dist = Player_ai->current_target_distance;
4207 Player_ai->last_speed = current_speed;
4209 Player_ai->last_target = Player_ai->target_objnum;
4210 Player_ai->last_subsys_target = Player_ai->targeted_subsys;
4213 // ---------------------------------------------------------------------
4214 // hud_draw_offscreen_indicator()
4216 // draws the offscreen target indicator
4218 void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float distance)
4222 int on_top, on_right, on_left, on_bottom;
4223 float target_x, target_y;
4226 // points to draw triangles
4240 vector targ_to_player;
4243 float half_gauge_length, half_triangle_sep;
4246 // calculate the dot product between the players forward vector and the vector connecting
4247 // the player to the target. Normalize targ_to_player since we want the dot product
4248 // to range between 0 -> 1.
4249 vm_vec_sub(&targ_to_player, &Player_obj->pos, tpos);
4250 vm_vec_normalize(&targ_to_player);
4251 dist_behind = vm_vec_dot(&Player_obj->orient.fvec, &targ_to_player);
4255 if (dist_behind < 0) { // still in front of player, but not in view
4257 dist_behind = dist_behind + 1.0f;
4258 if (dist_behind > 0.2 ){
4259 triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res];
4261 triangle_sep = 0.0f;
4265 triangle_sep = dist_behind * Max_offscreen_tri_seperation[gr_screen.res] + Max_offscreen_tri_seperation[gr_screen.res];
4268 if ( triangle_sep > Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res]){
4269 triangle_sep = Max_offscreen_tri_seperation[gr_screen.res] + Max_front_seperation[gr_screen.res];
4272 // calculate these values only once, since it will be used in several places
4273 half_triangle_sep = 0.5f * triangle_sep;
4274 half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res];
4276 target_x = target_point->x;
4277 target_y = target_point->y;
4279 // We need to find the screen (x,y) for where to draw the offscreen indicator
4281 // The best way I've found is to draw a line from the eye_pos to the target, and
4282 // then use clip_line() to find the screen (x,y) for where the line hits the edge
4285 // The weird thing about clip_line() is that is flips around the two verticies,
4286 // so I use eye_vertex->sx and eye_vertex->sy for the off-screen indicator (x,y)
4288 vertex *eye_vertex = NULL;
4289 vertex real_eye_vertex;
4290 eye_vertex = &real_eye_vertex; // this is needed since clip line takes a **vertex
4292 vm_vec_add( &eye_pos, &Eye_position, &View_matrix.fvec);
4293 g3_rotate_vertex(eye_vertex, &eye_pos);
4296 codes_or = (ubyte)(target_point->codes | eye_vertex->codes);
4297 clip_line(&target_point,&eye_vertex,codes_or,0);
4299 if (!(target_point->flags&PF_PROJECTED))
4300 g3_project_vertex(target_point);
4302 if (!(eye_vertex->flags&PF_PROJECTED))
4303 g3_project_vertex(eye_vertex);
4305 if (eye_vertex->flags&PF_OVERFLOW) {
4306 Int3(); // This is unlikely to happen, but can if a clip goes through the player's eye.
4307 Player_ai->target_objnum = -1;
4311 if (target_point->flags & PF_TEMP_POINT)
4312 free_temp_point(target_point);
4314 if (eye_vertex->flags & PF_TEMP_POINT)
4315 free_temp_point(eye_vertex);
4317 xpos = eye_vertex->sx;
4318 ypos = eye_vertex->sy;
4320 on_left = on_right = on_top = on_bottom = 0;
4321 xpos = (xpos<1) ? 0 : xpos;
4322 ypos = (ypos<1) ? 0 : ypos;
4324 if ( xpos <= gr_screen.clip_left ) {
4325 xpos = i2fl(gr_screen.clip_left);
4328 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4329 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 ( xpos >= gr_screen.clip_right) {
4337 xpos = i2fl(gr_screen.clip_right);
4340 if ( ypos < (half_gauge_length - gr_screen.clip_top) )
4341 ypos = half_gauge_length;
4343 if ( ypos > (gr_screen.clip_bottom - half_gauge_length) )
4344 ypos = gr_screen.clip_bottom - half_gauge_length;
4347 else if ( ypos <= gr_screen.clip_top ) {
4348 ypos = i2fl(gr_screen.clip_top);
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;
4358 else if ( ypos >= gr_screen.clip_bottom ) {
4359 ypos = i2fl(gr_screen.clip_bottom);
4362 if ( xpos < ( half_gauge_length - gr_screen.clip_left) )
4363 xpos = half_gauge_length;
4365 if ( xpos > (gr_screen.clip_right - half_gauge_length) )
4366 xpos = gr_screen.clip_right - half_gauge_length;
4373 // The offscreen target triangles are drawn according the the diagram below
4382 // ......|...........|...............(xpos,ypos)
4391 xpos = (float)floor(xpos);
4392 ypos = (float)floor(ypos);
4394 if ( hud_gauge_active(HUD_OFFSCREEN_RANGE) && (distance > 0) ) {
4395 sprintf(buf,"%d",fl2i(distance+0.5f));
4396 hud_num_make_mono(buf);
4397 gr_get_string_size(&w, &h, buf);
4405 x2 = x3 = x5 = x6 = x1 - Offscreen_tri_height[gr_screen.res];
4406 y1 = y2 = ypos - half_triangle_sep;
4407 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4409 y4 = y5 = ypos + half_triangle_sep;
4410 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4413 gr_string( fl2i(xpos - w - 10), fl2i(ypos - h/2.0f+0.5f), buf);
4419 x2 = x3 = x5 = x6 = x1 + Offscreen_tri_height[gr_screen.res];
4420 y1 = y2 = ypos - half_triangle_sep;
4421 y3 = y2 - Offscreen_tri_base[gr_screen.res];
4423 y4 = y5 = ypos + half_triangle_sep;
4424 y6 = y5 + Offscreen_tri_base[gr_screen.res];
4427 gr_string(fl2i(xpos + 10), fl2i(ypos - h/2.0f+0.5f), buf);
4433 y2 = y3 = y5 = y6 = y1 + Offscreen_tri_height[gr_screen.res];
4434 x1 = x2 = xpos - half_triangle_sep;
4435 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4437 x4 = x5 = xpos + half_triangle_sep;
4438 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4441 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos+10), buf);
4444 else if (on_bottom) {
4447 y2 = y3 = y5 = y6 = y1 - Offscreen_tri_height[gr_screen.res];
4448 x1 = x2 = xpos - half_triangle_sep;
4449 x3 = x2 - Offscreen_tri_base[gr_screen.res];
4451 x4 = x5 = xpos + half_triangle_sep;
4452 x6 = x5 + Offscreen_tri_base[gr_screen.res];
4455 gr_string(fl2i(xpos - w/2.0f+0.5f), fl2i(ypos-h-10), buf);
4459 hud_tri(x3,y3,x2,y2,x1,y1);
4460 hud_tri(x4,y4,x5,y5,x6,y6);
4461 if (on_right || on_bottom){
4462 gr_line(fl2i(x2),fl2i(y2),fl2i(x5),fl2i(y5));
4463 } else if (on_left) {
4464 gr_line(fl2i(x2-1),fl2i(y2),fl2i(x5-1),fl2i(y5));
4466 gr_line(fl2i(x2),fl2i(y2-1),fl2i(x5),fl2i(y5-1));
4471 // Render the HUD afterburner energy gauge
4472 void hud_show_afterburner_gauge()
4477 if ( Energy_bar_gauges.first_frame == -1 ){
4481 Assert(Player_ship);
4482 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
4483 percent_left = 0.0f;
4485 percent_left = Player_ship->afterburner_fuel/Ship_info[Player_ship->ship_info_index].afterburner_fuel_capacity;
4488 if ( percent_left > 1 ) {
4489 percent_left = 1.0f;
4492 clip_h = fl2i( (1.0f - percent_left) * Aburn_coords[gr_screen.res][3] + 0.5f );
4494 bm_get_info(Energy_bar_gauges.first_frame,&w,&h);
4497 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);
4500 if ( clip_h <= Aburn_coords[gr_screen.res][3] ) {
4501 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);
4505 // Render the player weapon energy on the HUD
4506 void hud_show_weapon_energy_gauge()
4509 int clip_h, i, w, h;
4511 if ( Energy_bar_gauges.first_frame == -1 ){
4515 if ( Player_ship->weapons.num_primary_banks <= 0 ){
4519 percent_left = Player_ship->weapon_energy/Ship_info[Player_ship->ship_info_index].max_weapon_reserve;
4520 if ( percent_left > 1 ) {
4521 percent_left = 1.0f;
4524 if ( percent_left <= 0.3 ) {
4526 if ( percent_left < 0.1 ) {
4527 gr_set_color_fast(&Color_bright_red);
4529 sprintf(buf,XSTR( "%d%%", 326), fl2i(percent_left*100+0.5f));
4530 hud_num_make_mono(buf);
4531 gr_string(Weapon_energy_text_coords[gr_screen.res][0], Weapon_energy_text_coords[gr_screen.res][1], buf);
4534 hud_set_gauge_color(HUD_WEAPONS_ENERGY);
4535 for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
4536 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[i]) ) {
4537 if ( Weapon_flash_info.is_bright & (1<<i) ) {
4538 // hud_set_bright_color();
4539 hud_set_gauge_color(HUD_WEAPONS_ENERGY, HUD_C_BRIGHT);
4545 clip_h = fl2i( (1.0f - percent_left) * Wenergy_coords[gr_screen.res][3] + 0.5f );
4547 bm_get_info(Energy_bar_gauges.first_frame+2,&w,&h);
4550 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);
4553 if ( clip_h <= Wenergy_coords[gr_screen.res][3] ) {
4554 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);
4557 // hud_set_default_color();
4560 // --------------------------------------------------------------------------------------
4561 // hud_show_target_triangle_indicator()
4563 // Draw the solid triangle that orbits the reticle and points to the nearest target
4565 void hud_show_target_triangle_indicator(vertex *projected_v)
4568 float xpos,ypos,ang;
4570 if ( Player_ai->target_objnum == -1)
4573 object *targetp = &Objects[Player_ai->target_objnum];
4575 // draw the targeting triangle that orbits the outside of the outer circle of the reticle
4576 if ((hud_gauge_active(HUD_TARGET_TRIANGLE)) && !Player->target_is_dying && !Target_in_reticle) {
4577 if ( hud_gauge_maybe_flash(HUD_TARGET_TRIANGLE) == 1 ) {
4581 hud_set_iff_color(targetp, 1);
4583 ang = atan2_safe(projected_v->y,projected_v->x);
4584 xpos = Hud_reticle_center[gr_screen.res][0] + (float)cos(ang)*(Outer_circle_radius[gr_screen.res]+4);
4585 ypos = Hud_reticle_center[gr_screen.res][1] - (float)sin(ang)*(Outer_circle_radius[gr_screen.res]+4);
4587 xpos += HUD_offset_x;
4588 ypos += HUD_offset_y;
4590 x3 = xpos - Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4591 y3 = ypos + Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4592 x4 = xpos + Target_triangle_base[gr_screen.res] * (float)sin(-ang);
4593 y4 = ypos - Target_triangle_base[gr_screen.res] * (float)cos(-ang);
4595 xpos += Target_triangle_height[gr_screen.res] * (float)cos(ang);
4596 ypos -= Target_triangle_height[gr_screen.res] * (float)sin(ang);
4598 hud_tri(xpos,ypos,x3,y3,x4,y4);
4602 // called from hud_show_weapons() to plot out the secondary weapon name and amo
4603 void hud_show_secondary_weapon(int count, ship_weapon *sw, int dual_fire)
4606 char weapon_name[NAME_LENGTH + 10];
4611 if ( sw->num_primary_banks == 2 ) {
4615 for ( i = 0; i < count; i++ ) {
4616 hud_maybe_flash_weapon(sw->num_primary_banks+i);
4617 wip = &Weapon_info[sw->secondary_bank_weapons[i]];
4619 // HACK - make Cluster Bomb fit on the HUD.
4620 if(!stricmp(wip->name,"cluster bomb")){
4621 strcpy(weapon_name, NOX("Cluster"));
4623 strcpy(weapon_name, wip->name);
4626 hud_end_string_at_first_hash_symbol(weapon_name);
4628 if ( sw->current_secondary_bank == i ) {
4629 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);
4632 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);
4635 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);
4637 if ( (sw->secondary_bank_ammo[i] > 0) && (sw->current_secondary_bank >= 0) ) {
4638 int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[sw->current_secondary_bank]);
4639 if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
4640 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));
4644 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);
4647 // print out the ammo right justified
4648 sprintf(ammo_str, "%d", sw->secondary_bank_ammo[i]);
4649 hud_num_make_mono(ammo_str);
4650 gr_get_string_size(&w, &h, ammo_str);
4652 emp_hud_string(Weapon_secondary_ammo_x[gr_screen.res] - w, Weapon_secondary_y[gr_screen.res][i] - np*12, EG_NULL, ammo_str);
4654 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4658 // start the weapon line (on the HUD) flashing
4659 void hud_start_flash_weapon(int index)
4661 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4666 if ( timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4667 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4668 Weapon_flash_info.is_bright &= ~(1<<index);
4671 Weapon_flash_info.flash_duration[index] = timestamp(TBOX_FLASH_DURATION);
4674 // maybe change the text color for the weapon line indicated by index
4675 void hud_maybe_flash_weapon(int index)
4677 if ( index >= MAX_WEAPON_FLASH_LINES ) {
4682 // hud_set_default_color();
4683 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4684 if ( !timestamp_elapsed(Weapon_flash_info.flash_duration[index]) ) {
4685 if ( timestamp_elapsed(Weapon_flash_info.flash_next[index]) ) {
4686 Weapon_flash_info.flash_next[index] = timestamp(TBOX_FLASH_INTERVAL);
4687 Weapon_flash_info.is_bright ^= (1<<index);
4690 if ( Weapon_flash_info.is_bright & (1<<index) ) {
4691 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4692 // hud_set_bright_color();
4694 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_DIM);
4695 // hud_set_dim_color();
4700 // render the coutermeasure HUD gauge
4701 void hud_show_cmeasure_gague()
4703 if ( Cmeasure_gauge.first_frame == -1 ) {
4704 Int3(); // failed to load coutermeasure gauge background
4708 // hud_set_default_color();
4709 hud_set_gauge_color(HUD_CMEASURE_GAUGE);
4711 // blit the background
4712 GR_AABITMAP(Cmeasure_gauge.first_frame, Cm_coords[gr_screen.res][0], Cm_coords[gr_screen.res][1]);
4715 gr_string(Cm_text_coords[gr_screen.res][0], Cm_text_coords[gr_screen.res][1], XSTR( "cm.", 327));
4716 if ( !Player_ship ) {
4717 Int3(); // player ship doesn't exist?
4720 gr_printf(Cm_text_val_coords[gr_screen.res][0], Cm_text_val_coords[gr_screen.res][1], NOX("%02d"),Player_ship->cmeasure_count);
4724 // ------------------------------------------------------------------
4725 // hud_show_weapons()
4727 // Show the player's primary and secondary weapons, along with ammo and % energy
4729 void hud_show_weapons()
4732 int np, ns; // np == num primary, ns == num secondary
4733 char name[NAME_LENGTH];
4735 if(Player_obj->type == OBJ_OBSERVER)
4738 Assert(Player_obj->type == OBJ_SHIP);
4739 Assert(Player_obj->instance >= 0 && Player_obj->instance < MAX_SHIPS);
4741 sw = &Ships[Player_obj->instance].weapons;
4743 np = sw->num_primary_banks;
4744 ns = sw->num_secondary_banks;
4746 // NOTE: I hate to hard-code numbers, but there is no clean way to organize these coords... they
4747 // are all over the place. UGLY.
4749 // BAH. You're a moron, above guy. :)
4751 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4753 // draw top of primary display
4754 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]);
4756 emp_hud_string(Weapon_title_coords[gr_screen.res][0], Weapon_title_coords[gr_screen.res][1], EG_WEAPON_TITLE, XSTR( "weapons", 328));
4760 // draw bottom of border
4761 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]);
4763 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));
4769 // draw bottom of border
4770 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]);
4772 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4774 lcl_translate_wep_name(name);
4777 // maybe modify name here to fit
4778 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4779 // hud_set_bright_color();
4780 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4782 hud_maybe_flash_weapon(0);
4785 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);
4786 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P2, "%s", name);
4790 // draw border to accomodate second primary weapon
4791 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]);
4793 // draw bottom of border
4794 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]);
4796 strcpy(name, Weapon_info[sw->primary_bank_weapons[0]].name);
4798 lcl_translate_wep_name(name);
4800 // maybe modify name here to fit
4802 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4803 // hud_set_bright_color();
4804 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4806 hud_maybe_flash_weapon(0);
4808 if ( (sw->current_primary_bank == 0) || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4809 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);
4811 emp_hud_printf(Weapon_pname_coords[gr_screen.res][0][0], Weapon_pname_coords[gr_screen.res][0][1], EG_WEAPON_P1, "%s", name);
4813 strcpy(name, Weapon_info[sw->primary_bank_weapons[1]].name);
4815 lcl_translate_wep_name(name);
4817 // maybe modify name here to fit
4818 if ( hud_gauge_maybe_flash(HUD_WEAPONS_GAUGE) == 1 ) {
4819 // hud_set_bright_color();
4820 hud_set_gauge_color(HUD_WEAPONS_GAUGE, HUD_C_BRIGHT);
4822 hud_maybe_flash_weapon(1);
4824 if ( sw->current_primary_bank == 1 || (Player_ship->flags & SF_PRIMARY_LINKED) ) {
4825 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);
4827 emp_hud_printf(Weapon_pname_coords[gr_screen.res][1][0], Weapon_pname_coords[gr_screen.res][1][1], EG_WEAPON_P2, "%s", name);
4832 Int3(); // can't happen - get Alan
4837 hud_set_gauge_color(HUD_WEAPONS_GAUGE);
4841 // draw the bottom of the secondary weapons
4842 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);
4844 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));
4848 // draw the bottom of the secondary weapons
4849 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);
4851 hud_show_secondary_weapon(1, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4855 // draw the middle border, only present when there are 2 or more secondaries
4856 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);
4858 // draw the bottom of the secondary weapons
4859 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);
4861 hud_show_secondary_weapon(2, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4865 // draw the middle border, only present when there are 2 or more secondaries
4866 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);
4868 // draw the bottm border, only present when there are 3 secondaries
4869 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);
4871 // draw the bottom of the secondary weapons
4872 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);
4874 hud_show_secondary_weapon(3, sw, Player_ship->flags & SF_SECONDARY_DUAL_FIRE);
4878 Int3(); // can't happen - get Alan
4884 // check if targeting is possible based on sensors strength
4885 int hud_sensors_ok(ship *sp, int show_msg)
4889 // If playing on lowest skill level, sensors don't affect targeting
4890 // If dead, still allow player to target, despite any subsystem damage
4891 // If i'm a multiplayer observer, allow me to target
4892 if ( (Game_skill_level == 0) || (Game_mode & GM_DEAD) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)) ) {
4896 // if the ship is currently being affected by EMP
4897 if(emp_active_local()){
4901 // ensure targeting functions are not disabled through damage
4902 sensors_str = ship_get_subsystem_strength( sp, SUBSYSTEM_SENSORS );
4903 if ( (sensors_str < MIN_SENSOR_STR_TO_TARGET) || (ship_subsys_disrupted(sp, SUBSYSTEM_SENSORS)) ) {
4905 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Targeting is disabled due to sensors damage", 330));
4906 snd_play(&Snds[SND_TARGET_FAIL]);
4914 int hud_communications_state(ship *sp, int show_msg)
4917 int comm_state = COMM_OK;
4919 // If playing on the lowest skill level, communications always ok
4920 // If dead, still allow player to communicate, despite any subsystem damage
4921 if ( Game_skill_level == 0 || (Game_mode & GM_DEAD) ) {
4925 str = ship_get_subsystem_strength( sp, SUBSYSTEM_COMMUNICATION );
4926 // str = 1.0f; // DEBUG CODE! MK, change, 11/12/97, comm system could be taken out by one laser, too frustrating.
4927 // Change this back when comm systems have been better placed.
4929 if ( (str <= 0.01) || ship_subsys_disrupted(sp, SUBSYSTEM_COMMUNICATION) ) {
4931 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
4933 comm_state = COMM_DESTROYED;
4934 } else if ( str < MIN_COMM_STR_TO_MESSAGE ) {
4935 comm_state = COMM_DAMAGED;
4941 // target the next or previous hostile/friendly ship
4942 void hud_target_next_list(int hostile, int next_flag)
4944 object *A, *min_obj, *max_obj, *nearest_obj;
4947 // vector target_vec;
4948 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
4949 int timestamp_val, valid_team;
4952 timestamp_val = Tl_hostile_reset_timestamp;
4953 Tl_hostile_reset_timestamp = timestamp(TL_RESET);
4954 valid_team = opposing_team_mask(Player_ship->team);
4956 timestamp_val = Tl_friendly_reset_timestamp;
4957 Tl_friendly_reset_timestamp = timestamp(TL_RESET);
4958 valid_team = Player_ship->team;
4961 // If no target is selected, then simply target the closest ship
4962 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(timestamp_val) ) {
4963 hud_target_closest(valid_team);
4967 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum],Player_obj);
4969 min_obj = max_obj = nearest_obj = NULL;
4973 nearest_dist = 1e20f;
4975 nearest_dist = 0.0f;
4978 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4979 A = &Objects[so->objnum];
4980 shipp = &Ships[A->instance]; // get a pointer to the ship information
4982 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
4985 // choose from the correct team
4986 if ( !hud_team_matches_filter(valid_team, shipp->team) ) {
4987 // if we're in multiplayer dogfight, ignore this
4988 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
4993 // always ignore navbuoys and cargo
4994 if ( Ship_info[shipp->ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY) ) {
4998 // don't use object if it is already a target
4999 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5003 if(hud_target_invalid_awacs(A)){
5007 new_dist = hud_find_target_distance(A,Player_obj);
5009 if (new_dist <= min_dist) {
5010 min_dist = new_dist;
5014 if (new_dist >= max_dist) {
5015 max_dist = new_dist;
5020 diff = new_dist - cur_dist;
5022 if ( diff < ( nearest_dist - cur_dist ) ) {
5023 nearest_dist = new_dist;
5028 diff = cur_dist - new_dist;
5030 if ( diff < ( cur_dist - nearest_dist ) ) {
5031 nearest_dist = new_dist;
5038 if ( nearest_obj == NULL ) {
5041 if ( min_obj != NULL ) {
5042 nearest_obj = min_obj;
5045 if ( max_obj != NULL ) {
5046 nearest_obj = max_obj;
5051 if (nearest_obj != NULL) {
5053 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5055 // maybe set new turret subsystem
5056 hud_maybe_set_sorted_turret_subsys(&Ships[nearest_obj->instance]);
5057 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5060 snd_play( &Snds[SND_TARGET_FAIL], 0.0f );
5064 // draw auto-target icon
5065 void hud_auto_target_icon()
5069 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
5075 // draw the box background
5076 hud_set_gauge_color(HUD_AUTO_TARGET);
5077 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_target_gauge_coords[gr_screen.res][0], Toggle_target_gauge_coords[gr_screen.res][1]);
5079 // draw the text on top
5080 if (frame_offset == 1) {
5082 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5083 gr_set_color_fast(&text_color);
5086 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));
5087 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));
5090 // draw auto-speed match icon
5091 void hud_auto_speed_match_icon()
5095 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
5101 hud_set_gauge_color(HUD_AUTO_SPEED);
5103 GR_AABITMAP(Toggle_gauge.first_frame+frame_offset, Toggle_speed_gauge_coords[gr_screen.res][0], Toggle_speed_gauge_coords[gr_screen.res][1]);
5105 // draw the text on top
5106 if (frame_offset == 3) {
5108 gr_init_alphacolor(&text_color, 0, 0, 0, Toggle_text_alpha);
5109 gr_set_color_fast(&text_color);
5111 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));
5112 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));
5115 // display the auto-targeting and auto-speed-matching icons on the HUD
5116 void hud_show_auto_icons()
5119 if ( Toggle_gauge.first_frame == -1 )
5122 // display auto target icon
5123 if ( hud_gauge_active(HUD_AUTO_TARGET) ) {
5125 // is gauge configured as a popup?
5126 if ( hud_gauge_is_popup(HUD_AUTO_TARGET) ) {
5127 if ( !hud_gauge_popup_active(HUD_AUTO_TARGET) ) {
5133 hud_auto_target_icon();
5137 // display auto speed match icon
5138 if ( hud_gauge_active(HUD_AUTO_SPEED) ) {
5140 // is gauge configured as a popup?
5141 if ( hud_gauge_is_popup(HUD_AUTO_SPEED) ) {
5142 if ( !hud_gauge_popup_active(HUD_AUTO_SPEED) ) {
5148 hud_auto_speed_match_icon();
5153 // Set the player target to the closest friendly repair ship
5154 // input: goal_objnum => Try to find repair ship where aip->goal_objnum matches this
5155 // output: 1 => A repair ship was targeted
5156 // 0 => No targeting change
5157 int hud_target_closest_repair_ship(int goal_objnum)
5160 object *nearest_obj=&obj_used_list;
5163 float min_distance=1e20f;
5164 float new_distance=0.0f;
5167 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5168 A = &Objects[so->objnum];
5169 shipp = &Ships[A->instance]; // get a pointer to the ship information
5171 // ignore all ships that aren't repair ships
5172 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_SUPPORT) ) {
5176 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5179 // only consider friendly ships
5180 if ( !hud_team_matches_filter(Player_ship->team, shipp->team)) {
5181 // if we're in multiplayer dogfight, ignore this
5182 if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
5187 if(hud_target_invalid_awacs(A)){
5191 if ( goal_objnum >= 0 ) {
5192 if ( Ai_info[shipp->ai_index].goal_objnum != goal_objnum ) {
5197 new_distance = hud_find_target_distance(A,Player_obj);
5199 if (new_distance <= min_distance) {
5200 min_distance=new_distance;
5205 if (nearest_obj != &obj_used_list) {
5206 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5207 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5211 // inform player how to get a support ship
5212 if ( goal_objnum == -1 ) {
5213 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No support ships in area. Use messaging to call one in.", 332));
5221 void hud_target_toggle_hidden_from_sensors()
5223 if ( TARGET_SHIP_IGNORE_FLAGS & SF_HIDDEN_FROM_SENSORS ) {
5224 TARGET_SHIP_IGNORE_FLAGS &= ~SF_HIDDEN_FROM_SENSORS;
5225 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors disabled"));
5227 TARGET_SHIP_IGNORE_FLAGS |= SF_HIDDEN_FROM_SENSORS;
5228 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Target hiding from sensors enabled"));
5232 // target the closest uninspected object
5233 void hud_target_closest_uninspected_object()
5235 object *A, *nearest_obj = NULL;
5238 float min_distance = 1e20f;
5239 float new_distance = 0.0f;
5241 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5243 A = &Objects[so->objnum];
5244 shipp = &Ships[A->instance]; // get a pointer to the ship information
5246 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) ){
5250 if(hud_target_invalid_awacs(A)){
5254 // ignore all non-cargo carrying craft
5255 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5259 new_distance = hud_find_target_distance(A,Player_obj);
5261 if (new_distance <= min_distance) {
5262 min_distance=new_distance;
5267 if (nearest_obj != NULL) {
5268 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5269 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5272 snd_play( &Snds[SND_TARGET_FAIL] );
5276 // target the next or previous uninspected/unscanned object
5277 void hud_target_uninspected_object(int next_flag)
5279 object *A, *min_obj, *max_obj, *nearest_obj;
5282 float cur_dist, min_dist, max_dist, new_dist, nearest_dist, diff;
5284 // If no target is selected, then simply target the closest uninspected cargo
5285 if ( Player_ai->target_objnum == -1 || timestamp_elapsed(Target_next_uninspected_object_timestamp) ) {
5286 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5287 hud_target_closest_uninspected_object();
5291 Target_next_uninspected_object_timestamp = timestamp(TL_RESET);
5293 cur_dist = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
5295 min_obj = max_obj = nearest_obj = NULL;
5299 nearest_dist = 1e20f;
5301 nearest_dist = 0.0f;
5304 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5305 A = &Objects[so->objnum];
5306 shipp = &Ships[A->instance]; // get a pointer to the ship information
5308 if ( (A == Player_obj) || (shipp->flags & TARGET_SHIP_IGNORE_FLAGS) )
5311 // ignore all non-cargo carrying craft
5312 if ( !hud_target_ship_can_be_scanned(shipp) ) {
5316 // don't use object if it is already a target
5317 if ( OBJ_INDEX(A) == Player_ai->target_objnum ) {
5321 if(hud_target_invalid_awacs(A)){
5325 new_dist = hud_find_target_distance(A, Player_obj);
5327 if (new_dist <= min_dist) {
5328 min_dist = new_dist;
5332 if (new_dist >= max_dist) {
5333 max_dist = new_dist;
5338 diff = new_dist - cur_dist;
5340 if ( diff < ( nearest_dist - cur_dist ) ) {
5341 nearest_dist = new_dist;
5346 diff = cur_dist - new_dist;
5348 if ( diff < ( cur_dist - nearest_dist ) ) {
5349 nearest_dist = new_dist;
5356 if ( nearest_obj == NULL ) {
5359 if ( min_obj != NULL ) {
5360 nearest_obj = min_obj;
5363 if ( max_obj != NULL ) {
5364 nearest_obj = max_obj;
5369 if (nearest_obj != NULL) {
5370 set_target_objnum( Player_ai, OBJ_INDEX(nearest_obj) );
5371 hud_restore_subsystem_target(&Ships[nearest_obj->instance]);
5374 snd_play( &Snds[SND_TARGET_FAIL] );
5378 // ----------------------------------------------------------------
5380 // Target Last Transmission Sender code START
5382 // ----------------------------------------------------------------
5384 typedef struct transmit_target
5390 static int Transmit_target_next_slot = 0;
5391 static int Transmit_target_current_slot = -1;
5392 static int Transmit_target_reset_timer = timestamp(0);
5394 #define MAX_TRANSMIT_TARGETS 10
5395 static transmit_target Transmit_target_list[MAX_TRANSMIT_TARGETS];
5397 // called once per level to initialize the target last transmission sender list
5398 void hud_target_last_transmit_level_init()
5402 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5403 Transmit_target_list[i].objnum = -1;
5404 Transmit_target_list[i].objsig = -1;
5407 Transmit_target_next_slot = 0;
5408 Transmit_target_current_slot = 0;
5409 Transmit_target_reset_timer = timestamp(0);
5412 // internal function only.. used to find index for last recorded ship transmission
5413 int hud_target_last_transmit_newest()
5417 latest_slot = Transmit_target_next_slot - 1;
5418 if ( latest_slot < 0 ) {
5419 latest_slot = MAX_TRANSMIT_TARGETS - 1;
5425 // called externally to set the player target to the last ship which sent a tranmission to the player
5426 void hud_target_last_transmit()
5430 if ( Transmit_target_current_slot < 0 ) {
5431 Transmit_target_current_slot = hud_target_last_transmit_newest();
5434 // If timed out, then simply target the last ship to transmit
5435 if ( timestamp_elapsed(Transmit_target_reset_timer) ) {
5436 Transmit_target_current_slot = hud_target_last_transmit_newest();
5439 Transmit_target_reset_timer = timestamp(TL_RESET);
5441 int play_fail_sound = 1;
5442 int transmit_index = Transmit_target_current_slot;
5443 Assert(transmit_index >= 0);
5444 for ( i = 0; i < MAX_TRANSMIT_TARGETS; i++ ) {
5445 if ( Transmit_target_list[transmit_index].objnum >= 0 ) {
5446 int transmit_objnum = Transmit_target_list[transmit_index].objnum;
5448 if ( Player_ai->target_objnum == transmit_objnum ) {
5449 play_fail_sound = 0;
5451 if ( Transmit_target_list[transmit_index].objsig == Objects[Transmit_target_list[transmit_index].objnum].signature ) {
5452 if ( !(Ships[Objects[transmit_objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS) ) {
5453 Transmit_target_current_slot = transmit_index-1;
5454 if ( Transmit_target_current_slot < 0 ) {
5455 Transmit_target_current_slot = MAX_TRANSMIT_TARGETS - 1;
5464 if ( transmit_index < 0 ) {
5465 transmit_index = MAX_TRANSMIT_TARGETS - 1;
5469 if ( i == MAX_TRANSMIT_TARGETS ) {
5470 if ( play_fail_sound ) {
5471 snd_play( &Snds[SND_TARGET_FAIL] );
5473 Transmit_target_current_slot = -1;
5477 if(hud_target_invalid_awacs(&Objects[Transmit_target_list[transmit_index].objnum])){
5482 // Fix bug in targeting due to Alt-Y (target last ship sending transmission).
5483 // Was just bogus code in the call to hud_restore_subsystem_target(). -- MK, 9/15/99, 1:59 pm.
5484 int targeted_objnum;
5485 targeted_objnum = Transmit_target_list[transmit_index].objnum;
5486 Assert((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS));
5488 if ((targeted_objnum >= 0) && (targeted_objnum < MAX_OBJECTS)) {
5489 set_target_objnum( Player_ai, Transmit_target_list[transmit_index].objnum );
5490 hud_restore_subsystem_target(&Ships[Objects[Transmit_target_list[transmit_index].objnum].instance]);
5494 // called externally to add a message sender to the list
5495 void hud_target_last_transmit_add(int ship_num)
5500 ship_objnum = Ships[ship_num].objnum;
5501 Assert(ship_objnum >= 0 && ship_objnum < MAX_OBJECTS);
5502 ship_objp = &Objects[ship_objnum];
5503 Assert(ship_objp->type == OBJ_SHIP);
5505 Transmit_target_list[Transmit_target_next_slot].objnum = ship_objnum;
5506 Transmit_target_list[Transmit_target_next_slot].objsig = ship_objp->signature;
5507 Transmit_target_next_slot++;
5508 if ( Transmit_target_next_slot >= MAX_TRANSMIT_TARGETS ) {
5509 Transmit_target_next_slot = 0;
5513 // target a random ship (useful for EMP stuff)
5514 void hud_target_random_ship()
5519 shipnum = ship_get_random_ship();
5520 if((shipnum < 0) || (Ships[shipnum].objnum < 0)){
5523 objnum = Ships[shipnum].objnum;
5525 if((objnum >= 0) && (Player_ai != NULL) && !hud_target_invalid_awacs(&Objects[objnum])){
5526 // never target yourself
5527 if(objnum == OBJ_INDEX(Player_obj)){
5528 set_target_objnum(Player_ai, -1);
5530 set_target_objnum(Player_ai, objnum);
5535 // ----------------------------------------------------------------
5537 // Target Last Transmission Sender code END
5539 // ----------------------------------------------------------------
5541 void hudtarget_page_in()
5545 for ( i = 0; i < NUM_WEAPON_GAUGES; i++ ) {
5546 bm_page_in_aabitmap( Weapon_gauges[i].first_frame, Weapon_gauges[i].num_frames);
5548 bm_page_in_aabitmap( Lead_indicator_gauge.first_frame, Lead_indicator_gauge.num_frames);
5549 bm_page_in_aabitmap( Energy_bar_gauges.first_frame, Energy_bar_gauges.num_frames);
5550 bm_page_in_aabitmap( Toggle_gauge.first_frame, Toggle_gauge.num_frames);
5551 bm_page_in_aabitmap( Cmeasure_gauge.first_frame, Cmeasure_gauge.num_frames);