2 * $Logfile: /Freespace2/code/Radar/Radar.cpp $
7 * C module containg functions to display and manage the radar
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 14 8/23/99 8:38p Andsager
15 * Added see_all debug console command for turning radar range infinite in
16 * nebula (but not targeting).
18 * 13 6/10/99 3:43p Dave
19 * Do a better job of syncing text colors to HUD gauges.
21 * 12 6/07/99 4:21p Andsager
22 * Add HUD color for tagged object. Apply to target and radar.
24 * 11 6/02/99 12:52p Andsager
25 * Added team-wide ship visibility. Implemented for player.
27 * 10 1/25/99 5:03a Dave
28 * First run of stealth, AWACS and TAG missile support. New mission type
31 * 9 1/12/99 5:45p Dave
32 * Moved weapon pipeline in multiplayer to almost exclusively client side.
33 * Very good results. Bandwidth goes down, playability goes up for crappy
34 * connections. Fixed object update problem for ship subsystems.
36 * 8 12/30/98 9:34a Jasen
37 * updated coords for hi res
39 * 7 12/29/98 7:29p Dave
40 * Added some missing hi-res hud coord globalizations.
42 * 6 12/29/98 2:30p Jasen
43 * added some new coords for 1024 HUD stuff
45 * 5 12/28/98 3:17p Dave
46 * Support for multiple hud bitmap filenames for hi-res mode.
48 * 4 11/05/98 4:18p Dave
49 * First run nebula support. Beefed up localization a bit. Removed all
50 * conditional compiles for foreign versions. Modified mission file
53 * 3 10/13/98 9:29a Dave
54 * Started neatening up freespace.h. Many variables renamed and
55 * reorganized. Added AlphaColors.[h,cpp]
57 * 2 10/07/98 10:53a Dave
60 * 1 10/07/98 10:51a Dave
62 * 90 8/28/98 3:29p Dave
63 * EMP effect done. AI effects may need some tweaking as required.
65 * 89 8/25/98 1:48p Dave
66 * First rev of EMP effect. Player side stuff basically done. Next comes
69 * 88 6/12/98 4:52p Hoffoss
70 * Added support for special characters in in forgeign languages.
72 * 87 6/09/98 10:31a Hoffoss
73 * Created index numbers for all xstr() references. Any new xstr() stuff
74 * added from here on out should be added to the end if the list. The
75 * current list count can be found in FreeSpace.cpp (search for
78 * 86 5/19/98 10:26a John
79 * Fixed bug with radar blips not drawing in hardware.
81 * 85 5/19/98 9:12a John
82 * Made radar blips render as font characters 132 and 133. Needs a new
83 * font01.vf in the data tree.
85 * 84 5/08/98 11:22a Allender
86 * fix ingame join trouble. Small messaging fix. Enable collisions for
89 * 83 5/01/98 12:24p Jim
90 * don't process radar_plot_obj on the standalone server
92 * 82 4/07/98 4:05p Lawrance
93 * Only show hostile bombs on radar.
95 * 81 3/26/98 5:26p John
96 * added new paging code. nonfunctional.
98 * 80 3/15/98 3:11p Lawrance
99 * Always draw target radar blip bright.
101 * 79 3/11/98 5:33p Lawrance
102 * Support rendering and targeting of jump nodes
104 * 78 3/03/98 8:12p Lawrance
105 * Draw cargo as gray dots
107 * 77 2/22/98 4:30p John
108 * More string externalization classification
110 * 76 2/22/98 2:48p John
111 * More String Externalization Classification
113 * 75 2/21/98 3:26p Lawrance
114 * Improve how blips get drawn for ships immune to sensors.
116 * 74 2/16/98 11:58p Lawrance
117 * Add support for SF_HIDDEN_FROM_SENSORS flag.
119 * 73 2/13/98 4:08p Lawrance
120 * Use more accurate distance formula when plotting radar dots... fixes
121 * "dead zone" black spot.
123 * 72 2/12/98 4:58p Lawrance
124 * Change to new flashing method.
126 * 71 2/11/98 12:04a Lawrance
127 * Only show bombs on radar, change code to use much less data.
129 * 70 2/10/98 11:46a Lawrance
130 * Ensure TEAM_TRAITOR views other TEAM_TRAITOR ships as hostile.
140 #include "floating.h"
154 #include "hudtarget.h"
155 #include "hudconfig.h"
156 #include "subsysdamage.h"
159 #include "linklist.h"
162 #include "freespace.h"
163 #include "localize.h"
166 int Radar_radius[GR_NUM_RESOLUTIONS][2] = {
175 float Radar_center[GR_NUM_RESOLUTIONS][2] = {
184 int Radar_coords[GR_NUM_RESOLUTIONS][2] = {
192 char Radar_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
197 int Radar_blip_radius_normal[GR_NUM_RESOLUTIONS] = {
201 int Radar_blip_radius_target[GR_NUM_RESOLUTIONS] = {
206 #define BLIP_MUTATE_TIME 100
210 #define MAX_RADAR_LEVELS 2 // bright and dim radar dots are allowed
212 #define BLIP_CURRENT_TARGET (1<<0)
213 #define BLIP_DRAW_DIM (1<<1) // object is farther than Radar_dim_range units away
214 #define BLIP_DRAW_DISTORTED (1<<2) // object is resistant to sensors, so draw distorted
216 typedef struct blip {
219 int flags; // BLIP_ flags defined above
222 #define MAX_BLIPS 150
223 typedef struct rcol {
227 #define MAX_RADAR_COLORS 9
229 #define RCOL_HOSTILE 0
230 #define RCOL_FRIENDLY 1
231 #define RCOL_UNKNOWN 2
232 #define RCOL_NEUTRAL 3
234 #define RCOL_NAVBUOYS 5
235 #define RCOL_WARPING_SHIP 6
236 #define RCOL_JUMP_NODE 7
237 #define RCOL_TAGGED 8
239 static float Radar_dim_range; // range at which we start dimming the radar blips
240 static int Radar_calc_dim_dist_timer; // timestamp at which we recalc Radar_dim_range
242 #define NUM_FLICKER_TIMERS 2
243 static int Radar_flicker_timer[NUM_FLICKER_TIMERS]; // timestamp used to flicker blips on and off
244 static int Radar_flicker_on[NUM_FLICKER_TIMERS]; // status of flickering
246 #define RADAR_BLIP_BRIGHT 0
247 #define RADAR_BLIP_DIM 1
249 rcol Radar_color_rgb[MAX_RADAR_LEVELS][MAX_RADAR_COLORS] = {
250 {{ 0xff, 0x00, 0x00}, // hostile (red)
251 { 0x00, 0xff, 0x00}, // friendly (green)
252 { 0xff, 0x00, 0xff}, // unknown (purple)
253 { 0xff, 0x00, 0x00}, // neutral (red)
254 { 0x7f, 0x7f, 0x00}, // homing missile (yellow)
255 { 0x7f, 0x7f, 0x7f}, // navbuoy or cargo (gray)
256 { 0x00, 0x00, 0xff}, // warp ship (blue)
257 { 0x7f, 0x7f, 0x7f}, // jump node (gray)
258 { 0xff, 0xff, 0x00}}, // tagged (yellow)
260 // 1/3 intensity of above colors
261 {{ 0x7f, 0x00, 0x00}, // hostile (red)
262 { 0x00, 0x7f, 0x00}, // friendly (green)
263 { 0x7f, 0x00, 0x7f}, // unknown (purple)
264 { 0x7f, 0x00, 0x00}, // neutral (red)
265 { 0x40, 0x40, 0x00}, // homing missile (yellow)
266 { 0x40, 0x40, 0x40}, // navbuoy or cargo (gray)
267 { 0x00, 0x00, 0x7f}, // warp ship (blue)
268 { 0x40, 0x40, 0x40}, // jump node (gray)
269 { 0x7f, 0x7f, 0x00}}, // tagged (yellow)
272 color Radar_colors[MAX_RADAR_LEVELS][MAX_RADAR_COLORS];
274 blip Blip_bright_list[MAX_RADAR_COLORS]; // linked list of bright blips
275 blip Blip_dim_list[MAX_RADAR_COLORS]; // linked list of dim blips
276 blip Blips[MAX_BLIPS]; // blips pool
277 int N_blips; // next blip index to take from pool
279 float Radar_farthest_dist = 1000.0f;
280 static int Blip_mutate_id;
282 static int Radar_static_playing; // is static currently playing on the radar?
283 static int Radar_static_next; // next time to toggle static on radar
284 static int Radar_avail_prev_frame; // was radar active last frame?
285 static int Radar_death_timer; // timestamp used to play static on radar
286 int Radar_static_looping; // id for looping radar static sound
288 static hud_frames Radar_gauge;
290 int Radar_dist_coords[GR_NUM_RESOLUTIONS][RR_MAX_RANGES][2] =
295 {368, 461} // infinity
300 {596, 741} // infinity
304 // forward declarations
305 void draw_radar_blips(int desired_color, int is_dim, int distort=0);
311 Radar_gauge.first_frame = bm_load_animation(Radar_fname[gr_screen.res], &Radar_gauge.num_frames);
312 if ( Radar_gauge.first_frame < 0 ) {
313 Warning(LOCATION,"Cannot load hud ani: %s\n", Radar_fname[gr_screen.res]);
316 for (i=0; i<MAX_RADAR_LEVELS; i++ ) {
317 for (j=0; j<MAX_RADAR_COLORS; j++ ) {
318 gr_init_alphacolor( &Radar_colors[i][j], Radar_color_rgb[i][j].r, Radar_color_rgb[i][j].g, Radar_color_rgb[i][j].b, 255 );
325 // determine what color the object blip should be drawn as
326 int radar_blip_color(object *objp)
333 shipp = &Ships[objp->instance];
334 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
335 color = RCOL_WARPING_SHIP;
336 } else if ( ship_is_tagged(objp) ) {
338 } else if ( Ship_info[shipp->ship_info_index].flags & (SIF_NAVBUOY|SIF_CARGO) ) {
339 color = RCOL_NAVBUOYS;
341 if ( (Player_ship->team == shipp->team) && (Player_ship->team != TEAM_TRAITOR) ) {
342 color = RCOL_FRIENDLY;
344 switch (shipp->team) {
348 color = RCOL_HOSTILE;
351 color = RCOL_NEUTRAL;
354 color = RCOL_UNKNOWN;
357 color = RCOL_HOSTILE;
358 Int3(); // Bogus team id in shipp->team
368 color = RCOL_JUMP_NODE;
371 Error(LOCATION, "Illegal ship type in radar.");
379 DCF_BOOL(see_all, See_all)
381 void radar_plot_object( object *objp )
384 float dist, rscale, zdist, max_radar_dist;
385 int xpos, ypos, color=0;
386 vector *world_pos = &objp->pos;
389 // don't process anything here. Somehow, a jumpnode object caused this function
390 // to get entered on server side.
391 if( Game_mode & GM_STANDALONE_SERVER ){
395 // multiplayer clients ingame joining should skip this function
396 if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
400 // get team-wide awacs level for the object if not ship
401 int ship_is_visible = 0;
402 if (objp->type == OBJ_SHIP) {
403 if (Player_ship != NULL) {
404 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
410 // only check awacs level if ship is not visible by team
412 if (Player_ship != NULL && !ship_is_visible) {
413 awacs_level = awacs_get_level(objp, Player_ship);
416 // if the awacs level is unviewable - bail
417 if(awacs_level < 0.0f && !See_all){
421 // Apply object type filters
422 switch ( objp->type ) {
424 // Place to cull ships, such as NavBuoys
428 // filter jump nodes here if required
432 // if not a bomb, return
433 if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
437 // if bomb is on same team as player, return
438 if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
445 return; // if any other kind of object, don't want to show on radar
450 // JAS -- new way of getting the rotated point that doesn't require this to be
451 // in a g3_start_frame/end_frame block.
452 vm_vec_sub(&tempv,world_pos,&Player_obj->pos);
453 vm_vec_rotate( &pos, &tempv, &Player_obj->orient );
455 // Apply range filter
456 dist = vm_vec_dist(world_pos, &Player_obj->pos);
457 max_radar_dist = Radar_ranges[HUD_config.rp_dist];
458 if ( dist > max_radar_dist ){
462 if ( dist < pos.z ) {
465 rscale = (float) acos( pos.z/dist ) / 3.14159f; //2.0f;
468 zdist = fl_sqrt( (pos.x*pos.x)+(pos.y*pos.y) );
470 float new_x_dist, clipped_x_dist;
471 float new_y_dist, clipped_y_dist;
473 if (zdist < 0.01f ) {
478 new_x_dist = (pos.x/zdist) * rscale * radx;
479 new_y_dist = (pos.y/zdist) * rscale * rady;
481 // force new_x_dist and new_y_dist to be inside the radar
486 hypotenuse = (float)_hypot(new_x_dist, new_y_dist);
487 max_radius = i2fl(Radar_radius[gr_screen.res][0] - 5);
489 if (hypotenuse >= (max_radius) ) {
490 clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
491 clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
492 new_x_dist = clipped_x_dist;
493 new_y_dist = clipped_y_dist;
497 xpos = fl2i( Radar_center[gr_screen.res][0] + new_x_dist );
498 ypos = fl2i( Radar_center[gr_screen.res][1] - new_y_dist );
500 color = radar_blip_color(objp);
502 // Determine the distance at which we will dim the radar blip
503 if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) {
504 Radar_calc_dim_dist_timer=timestamp(1000);
505 Radar_dim_range = player_farthest_weapon_range();
506 if ( Radar_dim_range <= 0 ) {
507 Radar_dim_range=1500.0f;
514 if ( dist > Radar_dim_range ) {
518 if ( N_blips >= MAX_BLIPS ) {
519 // out of blips, don't plot
527 // flag the blip as a current target if it is
528 if (OBJ_INDEX(objp) == Player_ai->target_objnum) {
529 b->flags |= BLIP_CURRENT_TARGET;
534 list_append( &Blip_dim_list[color], b );
536 list_append( &Blip_bright_list[color], b );
542 // see if blip should be drawn distorted
543 if (objp->type == OBJ_SHIP) {
544 // ships specifically hidden from sensors
545 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
546 b->flags |= BLIP_DRAW_DISTORTED;
549 // determine if its AWACS distorted
550 if ( awacs_level < 1.0f ){
551 b->flags |= BLIP_DRAW_DISTORTED;
558 // set N_blips for each color/brightness level to zero
559 void radar_null_nblips()
565 for (i=0; i<MAX_RADAR_COLORS; i++) {
566 list_init(&Blip_bright_list[i]);
567 list_init(&Blip_dim_list[i]);
571 // radar_mission_init() is called at the start of each mission.
572 void radar_mission_init()
577 Radar_death_timer = 0;
578 Radar_static_playing = 0;
579 Radar_static_next = 0;
580 Radar_avail_prev_frame = 1;
581 Radar_calc_dim_dist_timer = timestamp(0);
583 for ( i=0; i<NUM_FLICKER_TIMERS; i++ ) {
584 Radar_flicker_timer[i]=timestamp(0);
585 Radar_flicker_on[i]=0;
589 #define SMALL_BLIP_CHAR (Lcl_special_chars + 5)
590 #define LARGE_BLIP_CHAR (Lcl_special_chars + 6)
592 int Small_blip_offset_x = 0;
593 int Small_blip_offset_y = 0;
594 int Large_blip_offset_x = 0;
595 int Large_blip_offset_y = 0;
597 char Small_blip_string[2];
598 char Large_blip_string[2];
600 void radar_frame_init()
603 radx = i2fl(Radar_radius[gr_screen.res][0])/2.0f;
604 rady = i2fl(Radar_radius[gr_screen.res][1])/2.0f;
609 Small_blip_string[0] = ubyte(SMALL_BLIP_CHAR);
610 Small_blip_string[1] = 0;
611 gr_get_string_size( &w, &h, Small_blip_string );
612 Small_blip_offset_x = -w/2;
613 Small_blip_offset_y = -h/2;
615 Large_blip_string[0] = ubyte(LARGE_BLIP_CHAR);
616 Large_blip_string[1] = 0;
617 gr_get_string_size( &w, &h, Large_blip_string );
618 Large_blip_offset_x = -w/2;
619 Large_blip_offset_y = -h/2;
622 void radar_draw_circle( int x, int y, int rad )
624 if ( rad == Radar_blip_radius_target[gr_screen.res] ) {
625 gr_string( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string );
627 // rad = RADAR_BLIP_RADIUS_NORMAL;
628 gr_string( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string );
632 // radar is damaged, so make blips dance around
633 void radar_blip_draw_distorted(blip *b)
637 xdiff = -10 + rand()%20;
638 ydiff = -10 + rand()%20;
640 // maybe scale the effect if EMP is active
641 if(emp_active_local()){
642 scale = emp_current_intensity();
644 xdiff = (int)((float)xdiff * scale);
645 ydiff = (int)((float)ydiff * scale);
648 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
651 // blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
652 void radar_blip_draw_flicker(blip *b)
654 int xdiff=0, ydiff=0, flicker_index;
656 if ( (b-Blips) & 1 ) {
662 if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
663 Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
664 Radar_flicker_on[flicker_index] ^= 1;
667 if ( !Radar_flicker_on[flicker_index] ) {
672 xdiff = -2 + rand()%4;
673 ydiff = -2 + rand()%4;
676 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
679 // Draw all the active radar blips
680 void draw_radar_blips(int rcol, int is_dim, int distort)
683 blip *blip_head=NULL;
689 blip_head = &Blip_dim_list[rcol];
691 blip_head = &Blip_bright_list[rcol];
694 for ( b = GET_FIRST(blip_head); b !=END_OF_LIST(blip_head); b = GET_NEXT(b) ) {
696 Assert((rcol >= 0) && (rcol < MAX_RADAR_COLORS));
699 gr_set_color_fast( &Radar_colors[RADAR_BLIP_DIM][rcol] );
701 gr_set_color_fast( &Radar_colors[RADAR_BLIP_BRIGHT][rcol] );
704 if (b->flags & BLIP_CURRENT_TARGET) {
705 // draw cool blip to indicate current target
706 b->rad = Radar_blip_radius_target[gr_screen.res];
708 b->rad = Radar_blip_radius_normal[gr_screen.res];
712 radar_blip_draw_distorted(b);
713 } else if ( b->flags & BLIP_DRAW_DISTORTED ) {
714 radar_blip_draw_flicker(b);
716 radar_draw_circle( b->x, b->y, b->rad );
721 // Draw the radar blips
722 // input: distorted => 0 (default) to draw normal, 1 to draw distorted
723 void radar_draw_blips_sorted(int distort)
725 // draw dim blips first
726 draw_radar_blips(RCOL_JUMP_NODE, 1, distort);
727 draw_radar_blips(RCOL_WARPING_SHIP, 1, distort);
728 draw_radar_blips(RCOL_NAVBUOYS, 1, distort);
729 draw_radar_blips(RCOL_FRIENDLY, 1, distort);
730 draw_radar_blips(RCOL_UNKNOWN, 1, distort);
731 draw_radar_blips(RCOL_BOMB, 1, distort);
732 draw_radar_blips(RCOL_NEUTRAL, 1, distort);
733 draw_radar_blips(RCOL_HOSTILE, 1, distort);
734 draw_radar_blips(RCOL_TAGGED, 1, distort);
737 draw_radar_blips(RCOL_JUMP_NODE, 0, distort);
738 draw_radar_blips(RCOL_WARPING_SHIP, 0, distort);
739 draw_radar_blips(RCOL_NAVBUOYS, 0, distort);
740 draw_radar_blips(RCOL_FRIENDLY, 0, distort);
741 draw_radar_blips(RCOL_UNKNOWN, 0, distort);
742 draw_radar_blips(RCOL_BOMB, 0, distort);
743 draw_radar_blips(RCOL_NEUTRAL, 0, distort);
744 draw_radar_blips(RCOL_HOSTILE, 0, distort);
745 draw_radar_blips(RCOL_TAGGED, 0, distort);
748 static int test_time = 1;
749 void radar_draw_range()
753 // hud_set_bright_color();
754 hud_set_gauge_color(HUD_RADAR, HUD_C_BRIGHT);
756 switch ( HUD_config.rp_dist ) {
759 gr_printf(Radar_dist_coords[gr_screen.res][RR_SHORT][0], Radar_dist_coords[gr_screen.res][RR_SHORT][1], XSTR( "2k", 467));
763 gr_printf(Radar_dist_coords[gr_screen.res][RR_LONG][0], Radar_dist_coords[gr_screen.res][RR_LONG][1], XSTR( "10k", 468));
767 sprintf(buf, NOX("%c"), Lcl_special_chars);
768 gr_printf(Radar_dist_coords[gr_screen.res][RR_INFINITY][0], Radar_dist_coords[gr_screen.res][RR_INFINITY][1], buf);
772 Int3(); // can't happen (get Alan if it does)
776 hud_set_default_color();
779 void radar_frame_render(float frametime)
782 int ok_to_blit_radar;
784 ok_to_blit_radar = 1;
786 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
788 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
789 sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
792 // note that on lowest skill level, there is no radar effects due to sensors damage
793 if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
794 Radar_static_playing = 0;
795 Radar_static_next = 0;
796 Radar_death_timer = 0;
797 Radar_avail_prev_frame = 1;
798 } else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
799 if ( Radar_avail_prev_frame ) {
800 Radar_death_timer = timestamp(2000);
801 Radar_static_next = 1;
803 Radar_avail_prev_frame = 0;
805 Radar_death_timer = 0;
806 if ( Radar_static_next == 0 )
807 Radar_static_next = 1;
810 if ( timestamp_elapsed(Radar_death_timer) ) {
811 ok_to_blit_radar = 0;
814 hud_set_gauge_color(HUD_RADAR);
818 if ( timestamp_elapsed(Radar_static_next) ) {
819 Radar_static_playing ^= 1;
820 Radar_static_next = timestamp_rand(50, 750);
823 // if the emp effect is active, always draw the radar wackily
824 if(emp_active_local()){
825 Radar_static_playing = 1;
828 if ( ok_to_blit_radar ) {
829 if ( Radar_static_playing ) {
830 radar_draw_blips_sorted(1); // passing 1 means to draw distorted
831 if ( Radar_static_looping == -1 ) {
832 Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
835 radar_draw_blips_sorted();
836 if ( Radar_static_looping != -1 ) {
837 snd_stop(Radar_static_looping);
838 Radar_static_looping = -1;
842 if ( Radar_static_looping != -1 ) {
843 snd_stop(Radar_static_looping);
844 Radar_static_looping = -1;
849 void radar_blit_gauge()
851 gr_set_bitmap(Radar_gauge.first_frame+1);
852 gr_aabitmap( Radar_coords[gr_screen.res][0], Radar_coords[gr_screen.res][1] );
857 bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames );