2 * $Logfile: /Freespace2/code/Radar/Radar.cpp $
7 * C module containg functions to display and manage the radar
10 * Revision 1.2 2002/05/07 03:16:51 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 14 8/23/99 8:38p Andsager
18 * Added see_all debug console command for turning radar range infinite in
19 * nebula (but not targeting).
21 * 13 6/10/99 3:43p Dave
22 * Do a better job of syncing text colors to HUD gauges.
24 * 12 6/07/99 4:21p Andsager
25 * Add HUD color for tagged object. Apply to target and radar.
27 * 11 6/02/99 12:52p Andsager
28 * Added team-wide ship visibility. Implemented for player.
30 * 10 1/25/99 5:03a Dave
31 * First run of stealth, AWACS and TAG missile support. New mission type
34 * 9 1/12/99 5:45p Dave
35 * Moved weapon pipeline in multiplayer to almost exclusively client side.
36 * Very good results. Bandwidth goes down, playability goes up for crappy
37 * connections. Fixed object update problem for ship subsystems.
39 * 8 12/30/98 9:34a Jasen
40 * updated coords for hi res
42 * 7 12/29/98 7:29p Dave
43 * Added some missing hi-res hud coord globalizations.
45 * 6 12/29/98 2:30p Jasen
46 * added some new coords for 1024 HUD stuff
48 * 5 12/28/98 3:17p Dave
49 * Support for multiple hud bitmap filenames for hi-res mode.
51 * 4 11/05/98 4:18p Dave
52 * First run nebula support. Beefed up localization a bit. Removed all
53 * conditional compiles for foreign versions. Modified mission file
56 * 3 10/13/98 9:29a Dave
57 * Started neatening up freespace.h. Many variables renamed and
58 * reorganized. Added AlphaColors.[h,cpp]
60 * 2 10/07/98 10:53a Dave
63 * 1 10/07/98 10:51a Dave
65 * 90 8/28/98 3:29p Dave
66 * EMP effect done. AI effects may need some tweaking as required.
68 * 89 8/25/98 1:48p Dave
69 * First rev of EMP effect. Player side stuff basically done. Next comes
72 * 88 6/12/98 4:52p Hoffoss
73 * Added support for special characters in in forgeign languages.
75 * 87 6/09/98 10:31a Hoffoss
76 * Created index numbers for all xstr() references. Any new xstr() stuff
77 * added from here on out should be added to the end if the list. The
78 * current list count can be found in FreeSpace.cpp (search for
81 * 86 5/19/98 10:26a John
82 * Fixed bug with radar blips not drawing in hardware.
84 * 85 5/19/98 9:12a John
85 * Made radar blips render as font characters 132 and 133. Needs a new
86 * font01.vf in the data tree.
88 * 84 5/08/98 11:22a Allender
89 * fix ingame join trouble. Small messaging fix. Enable collisions for
92 * 83 5/01/98 12:24p Jim
93 * don't process radar_plot_obj on the standalone server
95 * 82 4/07/98 4:05p Lawrance
96 * Only show hostile bombs on radar.
98 * 81 3/26/98 5:26p John
99 * added new paging code. nonfunctional.
101 * 80 3/15/98 3:11p Lawrance
102 * Always draw target radar blip bright.
104 * 79 3/11/98 5:33p Lawrance
105 * Support rendering and targeting of jump nodes
107 * 78 3/03/98 8:12p Lawrance
108 * Draw cargo as gray dots
110 * 77 2/22/98 4:30p John
111 * More string externalization classification
113 * 76 2/22/98 2:48p John
114 * More String Externalization Classification
116 * 75 2/21/98 3:26p Lawrance
117 * Improve how blips get drawn for ships immune to sensors.
119 * 74 2/16/98 11:58p Lawrance
120 * Add support for SF_HIDDEN_FROM_SENSORS flag.
122 * 73 2/13/98 4:08p Lawrance
123 * Use more accurate distance formula when plotting radar dots... fixes
124 * "dead zone" black spot.
126 * 72 2/12/98 4:58p Lawrance
127 * Change to new flashing method.
129 * 71 2/11/98 12:04a Lawrance
130 * Only show bombs on radar, change code to use much less data.
132 * 70 2/10/98 11:46a Lawrance
133 * Ensure TEAM_TRAITOR views other TEAM_TRAITOR ships as hostile.
143 #include "floating.h"
157 #include "hudtarget.h"
158 #include "hudconfig.h"
159 #include "subsysdamage.h"
162 #include "linklist.h"
165 #include "freespace.h"
166 #include "localize.h"
169 int Radar_radius[GR_NUM_RESOLUTIONS][2] = {
178 float Radar_center[GR_NUM_RESOLUTIONS][2] = {
187 int Radar_coords[GR_NUM_RESOLUTIONS][2] = {
195 char Radar_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
200 int Radar_blip_radius_normal[GR_NUM_RESOLUTIONS] = {
204 int Radar_blip_radius_target[GR_NUM_RESOLUTIONS] = {
209 #define BLIP_MUTATE_TIME 100
213 #define MAX_RADAR_LEVELS 2 // bright and dim radar dots are allowed
215 #define BLIP_CURRENT_TARGET (1<<0)
216 #define BLIP_DRAW_DIM (1<<1) // object is farther than Radar_dim_range units away
217 #define BLIP_DRAW_DISTORTED (1<<2) // object is resistant to sensors, so draw distorted
219 typedef struct blip {
222 int flags; // BLIP_ flags defined above
225 #define MAX_BLIPS 150
226 typedef struct rcol {
230 #define MAX_RADAR_COLORS 9
232 #define RCOL_HOSTILE 0
233 #define RCOL_FRIENDLY 1
234 #define RCOL_UNKNOWN 2
235 #define RCOL_NEUTRAL 3
237 #define RCOL_NAVBUOYS 5
238 #define RCOL_WARPING_SHIP 6
239 #define RCOL_JUMP_NODE 7
240 #define RCOL_TAGGED 8
242 static float Radar_dim_range; // range at which we start dimming the radar blips
243 static int Radar_calc_dim_dist_timer; // timestamp at which we recalc Radar_dim_range
245 #define NUM_FLICKER_TIMERS 2
246 static int Radar_flicker_timer[NUM_FLICKER_TIMERS]; // timestamp used to flicker blips on and off
247 static int Radar_flicker_on[NUM_FLICKER_TIMERS]; // status of flickering
249 #define RADAR_BLIP_BRIGHT 0
250 #define RADAR_BLIP_DIM 1
252 rcol Radar_color_rgb[MAX_RADAR_LEVELS][MAX_RADAR_COLORS] = {
253 {{ 0xff, 0x00, 0x00}, // hostile (red)
254 { 0x00, 0xff, 0x00}, // friendly (green)
255 { 0xff, 0x00, 0xff}, // unknown (purple)
256 { 0xff, 0x00, 0x00}, // neutral (red)
257 { 0x7f, 0x7f, 0x00}, // homing missile (yellow)
258 { 0x7f, 0x7f, 0x7f}, // navbuoy or cargo (gray)
259 { 0x00, 0x00, 0xff}, // warp ship (blue)
260 { 0x7f, 0x7f, 0x7f}, // jump node (gray)
261 { 0xff, 0xff, 0x00}}, // tagged (yellow)
263 // 1/3 intensity of above colors
264 {{ 0x7f, 0x00, 0x00}, // hostile (red)
265 { 0x00, 0x7f, 0x00}, // friendly (green)
266 { 0x7f, 0x00, 0x7f}, // unknown (purple)
267 { 0x7f, 0x00, 0x00}, // neutral (red)
268 { 0x40, 0x40, 0x00}, // homing missile (yellow)
269 { 0x40, 0x40, 0x40}, // navbuoy or cargo (gray)
270 { 0x00, 0x00, 0x7f}, // warp ship (blue)
271 { 0x40, 0x40, 0x40}, // jump node (gray)
272 { 0x7f, 0x7f, 0x00}}, // tagged (yellow)
275 color Radar_colors[MAX_RADAR_LEVELS][MAX_RADAR_COLORS];
277 blip Blip_bright_list[MAX_RADAR_COLORS]; // linked list of bright blips
278 blip Blip_dim_list[MAX_RADAR_COLORS]; // linked list of dim blips
279 blip Blips[MAX_BLIPS]; // blips pool
280 int N_blips; // next blip index to take from pool
282 float Radar_farthest_dist = 1000.0f;
283 static int Blip_mutate_id;
285 static int Radar_static_playing; // is static currently playing on the radar?
286 static int Radar_static_next; // next time to toggle static on radar
287 static int Radar_avail_prev_frame; // was radar active last frame?
288 static int Radar_death_timer; // timestamp used to play static on radar
289 int Radar_static_looping; // id for looping radar static sound
291 static hud_frames Radar_gauge;
293 int Radar_dist_coords[GR_NUM_RESOLUTIONS][RR_MAX_RANGES][2] =
298 {368, 461} // infinity
303 {596, 741} // infinity
307 // forward declarations
308 void draw_radar_blips(int desired_color, int is_dim, int distort=0);
314 Radar_gauge.first_frame = bm_load_animation(Radar_fname[gr_screen.res], &Radar_gauge.num_frames);
315 if ( Radar_gauge.first_frame < 0 ) {
316 Warning(LOCATION,"Cannot load hud ani: %s\n", Radar_fname[gr_screen.res]);
319 for (i=0; i<MAX_RADAR_LEVELS; i++ ) {
320 for (j=0; j<MAX_RADAR_COLORS; j++ ) {
321 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 );
328 // determine what color the object blip should be drawn as
329 int radar_blip_color(object *objp)
336 shipp = &Ships[objp->instance];
337 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
338 color = RCOL_WARPING_SHIP;
339 } else if ( ship_is_tagged(objp) ) {
341 } else if ( Ship_info[shipp->ship_info_index].flags & (SIF_NAVBUOY|SIF_CARGO) ) {
342 color = RCOL_NAVBUOYS;
344 if ( (Player_ship->team == shipp->team) && (Player_ship->team != TEAM_TRAITOR) ) {
345 color = RCOL_FRIENDLY;
347 switch (shipp->team) {
351 color = RCOL_HOSTILE;
354 color = RCOL_NEUTRAL;
357 color = RCOL_UNKNOWN;
360 color = RCOL_HOSTILE;
361 Int3(); // Bogus team id in shipp->team
371 color = RCOL_JUMP_NODE;
374 Error(LOCATION, "Illegal ship type in radar.");
382 DCF_BOOL(see_all, See_all)
384 void radar_plot_object( object *objp )
387 float dist, rscale, zdist, max_radar_dist;
388 int xpos, ypos, color=0;
389 vector *world_pos = &objp->pos;
392 // don't process anything here. Somehow, a jumpnode object caused this function
393 // to get entered on server side.
394 if( Game_mode & GM_STANDALONE_SERVER ){
398 // multiplayer clients ingame joining should skip this function
399 if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
403 // get team-wide awacs level for the object if not ship
404 int ship_is_visible = 0;
405 if (objp->type == OBJ_SHIP) {
406 if (Player_ship != NULL) {
407 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
413 // only check awacs level if ship is not visible by team
415 if (Player_ship != NULL && !ship_is_visible) {
416 awacs_level = awacs_get_level(objp, Player_ship);
419 // if the awacs level is unviewable - bail
420 if(awacs_level < 0.0f && !See_all){
424 // Apply object type filters
425 switch ( objp->type ) {
427 // Place to cull ships, such as NavBuoys
431 // filter jump nodes here if required
435 // if not a bomb, return
436 if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
440 // if bomb is on same team as player, return
441 if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
448 return; // if any other kind of object, don't want to show on radar
453 // JAS -- new way of getting the rotated point that doesn't require this to be
454 // in a g3_start_frame/end_frame block.
455 vm_vec_sub(&tempv,world_pos,&Player_obj->pos);
456 vm_vec_rotate( &pos, &tempv, &Player_obj->orient );
458 // Apply range filter
459 dist = vm_vec_dist(world_pos, &Player_obj->pos);
460 max_radar_dist = Radar_ranges[HUD_config.rp_dist];
461 if ( dist > max_radar_dist ){
465 if ( dist < pos.z ) {
468 rscale = (float) acos( pos.z/dist ) / 3.14159f; //2.0f;
471 zdist = fl_sqrt( (pos.x*pos.x)+(pos.y*pos.y) );
473 float new_x_dist, clipped_x_dist;
474 float new_y_dist, clipped_y_dist;
476 if (zdist < 0.01f ) {
481 new_x_dist = (pos.x/zdist) * rscale * radx;
482 new_y_dist = (pos.y/zdist) * rscale * rady;
484 // force new_x_dist and new_y_dist to be inside the radar
489 hypotenuse = (float)_hypot(new_x_dist, new_y_dist);
490 max_radius = i2fl(Radar_radius[gr_screen.res][0] - 5);
492 if (hypotenuse >= (max_radius) ) {
493 clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
494 clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
495 new_x_dist = clipped_x_dist;
496 new_y_dist = clipped_y_dist;
500 xpos = fl2i( Radar_center[gr_screen.res][0] + new_x_dist );
501 ypos = fl2i( Radar_center[gr_screen.res][1] - new_y_dist );
503 color = radar_blip_color(objp);
505 // Determine the distance at which we will dim the radar blip
506 if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) {
507 Radar_calc_dim_dist_timer=timestamp(1000);
508 Radar_dim_range = player_farthest_weapon_range();
509 if ( Radar_dim_range <= 0 ) {
510 Radar_dim_range=1500.0f;
517 if ( dist > Radar_dim_range ) {
521 if ( N_blips >= MAX_BLIPS ) {
522 // out of blips, don't plot
530 // flag the blip as a current target if it is
531 if (OBJ_INDEX(objp) == Player_ai->target_objnum) {
532 b->flags |= BLIP_CURRENT_TARGET;
537 list_append( &Blip_dim_list[color], b );
539 list_append( &Blip_bright_list[color], b );
545 // see if blip should be drawn distorted
546 if (objp->type == OBJ_SHIP) {
547 // ships specifically hidden from sensors
548 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
549 b->flags |= BLIP_DRAW_DISTORTED;
552 // determine if its AWACS distorted
553 if ( awacs_level < 1.0f ){
554 b->flags |= BLIP_DRAW_DISTORTED;
561 // set N_blips for each color/brightness level to zero
562 void radar_null_nblips()
568 for (i=0; i<MAX_RADAR_COLORS; i++) {
569 list_init(&Blip_bright_list[i]);
570 list_init(&Blip_dim_list[i]);
574 // radar_mission_init() is called at the start of each mission.
575 void radar_mission_init()
580 Radar_death_timer = 0;
581 Radar_static_playing = 0;
582 Radar_static_next = 0;
583 Radar_avail_prev_frame = 1;
584 Radar_calc_dim_dist_timer = timestamp(0);
586 for ( i=0; i<NUM_FLICKER_TIMERS; i++ ) {
587 Radar_flicker_timer[i]=timestamp(0);
588 Radar_flicker_on[i]=0;
592 #define SMALL_BLIP_CHAR (Lcl_special_chars + 5)
593 #define LARGE_BLIP_CHAR (Lcl_special_chars + 6)
595 int Small_blip_offset_x = 0;
596 int Small_blip_offset_y = 0;
597 int Large_blip_offset_x = 0;
598 int Large_blip_offset_y = 0;
600 char Small_blip_string[2];
601 char Large_blip_string[2];
603 void radar_frame_init()
606 radx = i2fl(Radar_radius[gr_screen.res][0])/2.0f;
607 rady = i2fl(Radar_radius[gr_screen.res][1])/2.0f;
612 Small_blip_string[0] = ubyte(SMALL_BLIP_CHAR);
613 Small_blip_string[1] = 0;
614 gr_get_string_size( &w, &h, Small_blip_string );
615 Small_blip_offset_x = -w/2;
616 Small_blip_offset_y = -h/2;
618 Large_blip_string[0] = ubyte(LARGE_BLIP_CHAR);
619 Large_blip_string[1] = 0;
620 gr_get_string_size( &w, &h, Large_blip_string );
621 Large_blip_offset_x = -w/2;
622 Large_blip_offset_y = -h/2;
625 void radar_draw_circle( int x, int y, int rad )
627 if ( rad == Radar_blip_radius_target[gr_screen.res] ) {
628 gr_string( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string );
630 // rad = RADAR_BLIP_RADIUS_NORMAL;
631 gr_string( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string );
635 // radar is damaged, so make blips dance around
636 void radar_blip_draw_distorted(blip *b)
640 xdiff = -10 + rand()%20;
641 ydiff = -10 + rand()%20;
643 // maybe scale the effect if EMP is active
644 if(emp_active_local()){
645 scale = emp_current_intensity();
647 xdiff = (int)((float)xdiff * scale);
648 ydiff = (int)((float)ydiff * scale);
651 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
654 // blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
655 void radar_blip_draw_flicker(blip *b)
657 int xdiff=0, ydiff=0, flicker_index;
659 if ( (b-Blips) & 1 ) {
665 if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
666 Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
667 Radar_flicker_on[flicker_index] ^= 1;
670 if ( !Radar_flicker_on[flicker_index] ) {
675 xdiff = -2 + rand()%4;
676 ydiff = -2 + rand()%4;
679 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
682 // Draw all the active radar blips
683 void draw_radar_blips(int rcol, int is_dim, int distort)
686 blip *blip_head=NULL;
692 blip_head = &Blip_dim_list[rcol];
694 blip_head = &Blip_bright_list[rcol];
697 for ( b = GET_FIRST(blip_head); b !=END_OF_LIST(blip_head); b = GET_NEXT(b) ) {
699 Assert((rcol >= 0) && (rcol < MAX_RADAR_COLORS));
702 gr_set_color_fast( &Radar_colors[RADAR_BLIP_DIM][rcol] );
704 gr_set_color_fast( &Radar_colors[RADAR_BLIP_BRIGHT][rcol] );
707 if (b->flags & BLIP_CURRENT_TARGET) {
708 // draw cool blip to indicate current target
709 b->rad = Radar_blip_radius_target[gr_screen.res];
711 b->rad = Radar_blip_radius_normal[gr_screen.res];
715 radar_blip_draw_distorted(b);
716 } else if ( b->flags & BLIP_DRAW_DISTORTED ) {
717 radar_blip_draw_flicker(b);
719 radar_draw_circle( b->x, b->y, b->rad );
724 // Draw the radar blips
725 // input: distorted => 0 (default) to draw normal, 1 to draw distorted
726 void radar_draw_blips_sorted(int distort)
728 // draw dim blips first
729 draw_radar_blips(RCOL_JUMP_NODE, 1, distort);
730 draw_radar_blips(RCOL_WARPING_SHIP, 1, distort);
731 draw_radar_blips(RCOL_NAVBUOYS, 1, distort);
732 draw_radar_blips(RCOL_FRIENDLY, 1, distort);
733 draw_radar_blips(RCOL_UNKNOWN, 1, distort);
734 draw_radar_blips(RCOL_BOMB, 1, distort);
735 draw_radar_blips(RCOL_NEUTRAL, 1, distort);
736 draw_radar_blips(RCOL_HOSTILE, 1, distort);
737 draw_radar_blips(RCOL_TAGGED, 1, distort);
740 draw_radar_blips(RCOL_JUMP_NODE, 0, distort);
741 draw_radar_blips(RCOL_WARPING_SHIP, 0, distort);
742 draw_radar_blips(RCOL_NAVBUOYS, 0, distort);
743 draw_radar_blips(RCOL_FRIENDLY, 0, distort);
744 draw_radar_blips(RCOL_UNKNOWN, 0, distort);
745 draw_radar_blips(RCOL_BOMB, 0, distort);
746 draw_radar_blips(RCOL_NEUTRAL, 0, distort);
747 draw_radar_blips(RCOL_HOSTILE, 0, distort);
748 draw_radar_blips(RCOL_TAGGED, 0, distort);
751 static int test_time = 1;
752 void radar_draw_range()
756 // hud_set_bright_color();
757 hud_set_gauge_color(HUD_RADAR, HUD_C_BRIGHT);
759 switch ( HUD_config.rp_dist ) {
762 gr_printf(Radar_dist_coords[gr_screen.res][RR_SHORT][0], Radar_dist_coords[gr_screen.res][RR_SHORT][1], XSTR( "2k", 467));
766 gr_printf(Radar_dist_coords[gr_screen.res][RR_LONG][0], Radar_dist_coords[gr_screen.res][RR_LONG][1], XSTR( "10k", 468));
770 sprintf(buf, NOX("%c"), Lcl_special_chars);
771 gr_printf(Radar_dist_coords[gr_screen.res][RR_INFINITY][0], Radar_dist_coords[gr_screen.res][RR_INFINITY][1], buf);
775 Int3(); // can't happen (get Alan if it does)
779 hud_set_default_color();
782 void radar_frame_render(float frametime)
785 int ok_to_blit_radar;
787 ok_to_blit_radar = 1;
789 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
791 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
792 sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
795 // note that on lowest skill level, there is no radar effects due to sensors damage
796 if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
797 Radar_static_playing = 0;
798 Radar_static_next = 0;
799 Radar_death_timer = 0;
800 Radar_avail_prev_frame = 1;
801 } else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
802 if ( Radar_avail_prev_frame ) {
803 Radar_death_timer = timestamp(2000);
804 Radar_static_next = 1;
806 Radar_avail_prev_frame = 0;
808 Radar_death_timer = 0;
809 if ( Radar_static_next == 0 )
810 Radar_static_next = 1;
813 if ( timestamp_elapsed(Radar_death_timer) ) {
814 ok_to_blit_radar = 0;
817 hud_set_gauge_color(HUD_RADAR);
821 if ( timestamp_elapsed(Radar_static_next) ) {
822 Radar_static_playing ^= 1;
823 Radar_static_next = timestamp_rand(50, 750);
826 // if the emp effect is active, always draw the radar wackily
827 if(emp_active_local()){
828 Radar_static_playing = 1;
831 if ( ok_to_blit_radar ) {
832 if ( Radar_static_playing ) {
833 radar_draw_blips_sorted(1); // passing 1 means to draw distorted
834 if ( Radar_static_looping == -1 ) {
835 Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
838 radar_draw_blips_sorted();
839 if ( Radar_static_looping != -1 ) {
840 snd_stop(Radar_static_looping);
841 Radar_static_looping = -1;
845 if ( Radar_static_looping != -1 ) {
846 snd_stop(Radar_static_looping);
847 Radar_static_looping = -1;
852 void radar_blit_gauge()
854 gr_set_bitmap(Radar_gauge.first_frame+1);
855 gr_aabitmap( Radar_coords[gr_screen.res][0], Radar_coords[gr_screen.res][1] );
860 bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames );