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/HUDtargetbox.cpp $
15 * C module for drawing the target monitor box on the HUD
18 * Revision 1.6 2003/05/25 02:30:42 taylor
21 * Revision 1.5 2002/06/18 08:58:53 relnev
22 * last few struct changes
24 * Revision 1.4 2002/06/17 06:33:09 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.3 2002/06/09 04:41:21 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:45 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:09 root
37 * 31 11/02/99 3:22p Jefff
38 * translation of targetbox text
40 * 30 10/29/99 10:41p Jefff
41 * more subsystem fixes
43 * 29 10/28/99 11:17p Jefff
44 * used escape seqs for some special German chars
46 * 28 10/28/99 2:02a Jefff
47 * revised the subsystem localization
49 * 27 9/14/99 11:03p Jefff
50 * dont draw target names from # on (weapons case)
52 * 26 9/04/99 5:17p Andsager
53 * Make event log record name of destroyed subsytem, and use this name for
54 * different types of turrets
56 * 25 8/25/99 11:35a Andsager
57 * Move hud render ship subsystem target box for ships with Autocenter
59 * 24 8/17/99 7:32p Jefff
60 * models use autocenter in target view
62 * 23 8/01/99 12:39p Dave
63 * Added HUD contrast control key (for nebula).
65 * 22 7/31/99 4:15p Dave
66 * Fixed supernova particle velocities. Handle OBJ_NONE in target
67 * monitoring view. Properly use objectives notify gauge colors.
69 * 21 7/28/99 2:49p Andsager
70 * Make hud target speed use vm_vec_mag (not vm_vec_mag_quick)
72 * 20 7/15/99 9:20a Andsager
73 * FS2_DEMO initial checkin
75 * 19 7/02/99 10:56a Andsager
76 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
78 * 18 6/29/99 3:16p Andsager
81 * 17 6/10/99 3:43p Dave
82 * Do a better job of syncing text colors to HUD gauges.
84 * 16 6/09/99 2:55p Andsager
85 * Allow multiple asteroid subtypes (of large, medium, small) and follow
88 * 15 6/07/99 4:20p Andsager
89 * Add HUD color for tagged object. Apply to target and radar.
91 * 14 6/03/99 11:43a Dave
92 * Added the ability to use a different model when rendering to the HUD
95 * 13 5/24/99 9:02a Andsager
96 * Remove Int3() in turret subsys name code when turret has no weapon.
98 * 12 5/21/99 1:42p Andsager
99 * Added error checking for HUD turret name
101 * 11 5/20/99 7:00p Dave
102 * Added alternate type names for ships. Changed swarm missile table
105 * 10 5/19/99 3:50p Andsager
106 * Show type of debris is debris field (species debris or asteroid). Show
107 * type of subsystem turret targeted (laser, missile, flak, beam).
109 * 9 5/14/99 4:22p Andsager
110 * Modify hud_render_target_ship to show damaged subsystems in their
111 * actual state. Now also shows rotation of subsystems.
113 * 8 4/16/99 5:54p Dave
114 * Support for on/off style "stream" weapons. Real early support for
115 * target-painting lasers.
117 * 7 1/07/99 9:08a Jasen
120 * 6 12/28/98 3:17p Dave
121 * Support for multiple hud bitmap filenames for hi-res mode.
123 * 5 12/21/98 5:03p Dave
124 * Modified all hud elements to be multi-resolution friendly.
126 * 4 11/05/98 4:18p Dave
127 * First run nebula support. Beefed up localization a bit. Removed all
128 * conditional compiles for foreign versions. Modified mission file
131 * 3 10/13/98 9:28a Dave
132 * Started neatening up freespace.h. Many variables renamed and
133 * reorganized. Added AlphaColors.[h,cpp]
135 * 2 10/07/98 10:53a Dave
138 * 1 10/07/98 10:49a Dave
140 * 108 8/28/98 3:28p Dave
141 * EMP effect done. AI effects may need some tweaking as required.
143 * 107 8/25/98 1:48p Dave
144 * First rev of EMP effect. Player side stuff basically done. Next comes
147 * 106 6/19/98 3:49p Lawrance
148 * localization tweaks
150 * 105 6/17/98 11:04a Lawrance
151 * localize subsystem names that appear on the HUD
153 * 104 6/09/98 5:18p Lawrance
154 * French/German localization
156 * 103 6/09/98 10:31a Hoffoss
157 * Created index numbers for all xstr() references. Any new xstr() stuff
158 * added from here on out should be added to the end if the list. The
159 * current list count can be found in FreeSpace.cpp (search for
162 * 102 6/01/98 11:43a John
163 * JAS & MK: Classified all strings for localization.
165 * 101 5/20/98 3:52p Allender
166 * fixed compiler warnings
168 * 100 5/20/98 12:59p John
169 * Turned optimizations on for debug builds. Also turning on automatic
170 * function inlining. Turned off the unreachable code warning.
172 * 99 5/15/98 8:36p Lawrance
173 * Add 'target ship that last sent transmission' target key
175 * 98 5/14/98 11:26a Lawrance
176 * ensure fighter bays are drawn with correct bracket color
178 * 97 5/08/98 5:32p Lawrance
179 * Allow cargo scanning even if target gauge is disabled
181 * 96 5/04/98 10:51p Lawrance
182 * remove unused local
184 * 95 5/04/98 9:17p Lawrance
185 * Truncate ship class names at # char when displaying debris on target
188 * 94 5/04/98 6:12p Lawrance
189 * Write generic function hud_end_string_at_first_hash_symbol(), to use in
190 * various spots on the HUD
192 * 93 4/15/98 12:55a Lawrance
193 * Show time to impact for bombs
195 * 92 4/02/98 6:31p Lawrance
196 * remove asteroid references if DEMO defined
198 * 91 3/31/98 5:18p John
199 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
200 * bunch of debug stuff out of player file. Made model code be able to
201 * unload models and malloc out only however many models are needed.
204 * 90 3/30/98 1:08a Lawrance
205 * Implement "blast" icon. Blink HUD icon when player ship is hit by a
213 #include "3dinternal.h"
216 #include "hudtarget.h"
217 #include "hudbrackets.h"
220 #include "missionparse.h"
225 #include "freespace.h"
228 #include "subsysdamage.h"
229 #include "hudtargetbox.h"
231 #include "asteroid.h"
232 #include "jumpnode.h"
235 #include "localize.h"
237 int Target_window_coords[GR_NUM_RESOLUTIONS][4] =
247 object *Enemy_attacker = NULL;
249 static int Target_static_next;
250 static int Target_static_playing;
251 int Target_static_looping;
254 extern int Show_target_debug_info;
255 extern int Show_target_weapons;
258 // used to print out + or - after target distance and speed
259 char* modifiers[] = {
267 char Target_view_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
271 char Target_integ_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
275 char Target_extra_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
280 // animation frames for the target view monitor
281 // frames: 0 => background of target monitor
282 // 1 => foreground of target monitor
283 hud_frames Target_view_gauge;
284 int Target_view_gauge_loaded = 0;
286 // animation frames for the extended target information
287 // frames: 0 => normal gague
288 hud_frames Target_view_extra;
289 int Target_view_extra_loaded = 0;
291 // animation frames for the target view monitor integrity bar
292 // frames: 0 => dark bar
294 hud_frames Target_view_integrity_gauge;
295 int Target_view_integrity_gauge_loaded = 0;
297 #define NUM_TBOX_COORDS 11 // keep up to date
298 #define TBOX_BACKGROUND 0
306 #define TBOX_EXTRA_ORDERS 8
307 #define TBOX_EXTRA_TIME 9
308 #define TBOX_EXTRA_DOCK 10
310 int Targetbox_coords[GR_NUM_RESOLUTIONS][NUM_TBOX_COORDS][2] =
340 int Integrity_bar_coords[GR_NUM_RESOLUTIONS][4] = {
348 int Integrity_string_coords[GR_NUM_RESOLUTIONS][2] = {
357 // cargo scanning extents
358 int Cargo_scan_coords[GR_NUM_RESOLUTIONS][4] = {
367 // first element is time flashing expires, second element is time of next flash
368 int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS][2];
369 int Targetbox_flash_flags;
371 // flag to indicate whether to show the extra information about a target
372 // The HUD_config controls whether this can be shown... but the player can still toggle it on/off
374 int Targetbox_show_extra_info = 1;
376 // Different target states. This drives the text display right below the hull integrity on the targetbox.
382 static int Last_ts; // holds last target status.
384 void hud_blit_target_integrity(int disabled,int force_obj_num = -1);
386 // cut down long subsystem names to a more manageable length
387 char *hud_targetbox_truncate_subsys_name(char *outstr)
390 if ( strstr(outstr, "communication") ) {
391 strcpy(outstr, "Komm");
392 } else if ( !stricmp(outstr, "weapons") ) {
393 strcpy(outstr, "Waffen");
394 } else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) {
395 strcpy(outstr, "Antrieb");
396 } else if ( !stricmp(outstr, "sensors") ) {
397 strcpy(outstr, "Sensoren");
398 } else if ( strstr(outstr, "navigat") ) {
399 strcpy(outstr, "Nav");
400 } else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) {
401 strcpy(outstr, "J\x84gerhangar");
402 } else if ( strstr(outstr, "missile") ) {
403 strcpy(outstr, "Raketenwerfer");
404 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) {
405 strcpy(outstr, "Gesch\x81tzturm");
406 } else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) {
407 strcpy(outstr, "Br\x81""cke");
408 } else if ( strstr(outstr, "Barracks") ) {
409 strcpy(outstr, "Quartiere");
410 } else if ( strstr(outstr, "Reactor") ) {
411 strcpy(outstr, "Reaktor");
412 } else if ( strstr(outstr, "RadarDish") ) {
413 strcpy(outstr, "Radarantenne");
414 } else if (!stricmp(outstr, "Gas Collector")) {
415 strcpy(outstr, "Sammler");
418 if ( strstr(outstr, "communication") ) {
419 strcpy(outstr, "comm");
420 } else if ( !stricmp(outstr, "weapons") ) {
421 strcpy(outstr, "armes");
422 } else if ( strstr(outstr, "engine") ) {
423 strcpy(outstr, "moteur");
424 } else if ( !stricmp(outstr, "sensors") ) {
425 strcpy(outstr, "detecteurs");
426 } else if ( strstr(outstr, "navi") ) {
427 strcpy(outstr, "nav");
428 } else if ( strstr(outstr, "missile") ) {
429 strcpy(outstr, "lanceur de missiles");
430 } else if ( strstr(outstr, "fighter") ) {
431 strcpy(outstr, "baie de chasse");
432 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") || strstr(outstr, "missile") ) {
433 strcpy(outstr, "tourelle");
436 if (!strnicmp(outstr, XSTR( "communication", 333), 3)) {
437 strcpy( outstr, XSTR( "comm", 334) );
438 } else if (!strnicmp(outstr, XSTR( "navigation", 335), 3)) {
439 strcpy( outstr, XSTR( "nav", 336) );
440 } else if (!stricmp(outstr, "Gas Collector")) {
441 strcpy(outstr, "Collector");
448 // init a specific targetbox timer
449 void hud_targetbox_init_flash_timer(int index)
451 Targetbox_flash_timers[index][0] = 1;
452 Targetbox_flash_timers[index][1] = 1;
453 Targetbox_flash_flags &= ~(1<<index);
456 // init the timers used to flash different parts of the targetbox. This needs to get called whenever
457 // the current target changes.
458 void hud_targetbox_init_flash()
460 hud_targetbox_init_flash_timer(TBOX_FLASH_NAME);
461 hud_targetbox_init_flash_timer(TBOX_FLASH_CARGO);
462 hud_targetbox_init_flash_timer(TBOX_FLASH_HULL);
463 hud_targetbox_init_flash_timer(TBOX_FLASH_STATUS);
464 hud_targetbox_init_flash_timer(TBOX_FLASH_SUBSYS);
465 hud_targetbox_init_flash_timer(TBOX_FLASH_DOCKED);
470 // set the color for flashing text
471 // input: index => item to flash
472 // flash_fast => optional param (default value 0), flash twice as fast
473 // exit: 1 => set bright color
474 // 0 => set default color
475 int hud_targetbox_maybe_flash(int index, int flash_fast)
479 // hud_set_default_color();
480 hud_set_gauge_color(HUD_TARGET_MONITOR);
481 if ( !timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
482 if ( timestamp_elapsed(Targetbox_flash_timers[index][1]) ) {
484 Targetbox_flash_timers[index][1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
486 Targetbox_flash_timers[index][1] = timestamp(TBOX_FLASH_INTERVAL);
488 Targetbox_flash_flags ^= (1<<index); // toggle between default and bright frames
491 if ( Targetbox_flash_flags & (1<<index) ) {
492 // hud_set_bright_color();
493 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
496 // hud_set_dim_color();
497 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_DIM);
504 // init all targetbox flash timers
505 void hud_targetbox_init_all_timers()
508 for ( i = 0; i < NUM_TBOX_FLASH_TIMERS; i++ ) {
509 hud_targetbox_init_flash_timer(i);
515 // Initialize the data needed for the target view. This is called from HUD_init() once per mission
516 void hud_targetbox_init()
518 if (!Target_view_gauge_loaded) {
519 Target_view_gauge.first_frame = bm_load_animation(Target_view_fname[gr_screen.res], &Target_view_gauge.num_frames);
520 if ( Target_view_gauge.first_frame < 0 ) {
521 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_view_fname[gr_screen.res]);
523 Target_view_gauge_loaded = 1;
526 if (!Target_view_integrity_gauge_loaded) {
527 Target_view_integrity_gauge.first_frame = bm_load_animation(Target_integ_fname[gr_screen.res], &Target_view_integrity_gauge.num_frames);
528 if ( Target_view_integrity_gauge.first_frame < 0 ) {
529 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_integ_fname[gr_screen.res]);
531 Target_view_integrity_gauge_loaded = 1;
534 if (!Target_view_extra_loaded) {
535 Target_view_extra.first_frame = bm_load_animation(Target_extra_fname[gr_screen.res], &Target_view_extra.num_frames);
536 if ( Target_view_extra.first_frame < 0 ) {
537 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_extra_fname[gr_screen.res]);
539 Target_view_extra_loaded = 1;
542 hud_targetbox_init_all_timers();
545 // -------------------------------------------------------------------------------------
546 // hud_save_restore_camera_data()
548 // Called to save and restore the 3D camera settings.
550 void hud_save_restore_camera_data(int save)
552 static vector save_view_position;
553 static float save_view_zoom;
554 static matrix save_view_matrix;
555 static matrix save_eye_matrix;
556 static vector save_eye_position;
558 // save global view variables, so we can restore them
560 save_view_position = View_position;
561 save_view_zoom = View_zoom;
562 save_view_matrix = View_matrix;
563 save_eye_matrix = Eye_matrix;
564 save_eye_position = Eye_position;
567 // restore global view variables
568 View_position = save_view_position;
569 View_zoom = save_view_zoom;
570 View_matrix = save_view_matrix;
571 Eye_matrix = save_eye_matrix;
572 Eye_position = save_eye_position;
576 // -------------------------------------------------------------------------------------
577 // hud_render_target_background()
579 // Common set up for drawing the background of the target monitor, for ships/debris/missiles
581 void hud_render_target_background()
583 // blit the background frame
584 hud_set_gauge_color(HUD_TARGET_MONITOR);
586 GR_AABITMAP(Target_view_gauge.first_frame, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
588 // blit the extra targeting info frame
589 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
593 // -------------------------------------------------------------------------------------
594 // hud_render_target_setup()
596 // Common set up for the 3d code for drawing the target monitor, for ships/debris/missiles
598 void hud_render_target_setup(vector *camera_eye, matrix *camera_orient, float zoom)
600 // JAS: g3_start_frame uses clip_width and clip_height to determine the
601 // size to render to. Normally, you would set this by using gr_set_clip,
602 // but because of the hacked in hud jittering, I couldn't. So come talk
603 // to me before modifying or reusing the following code. Thanks.
605 gr_screen.clip_width = Target_window_coords[gr_screen.res][2];
606 gr_screen.clip_height = Target_window_coords[gr_screen.res][3];
607 g3_start_frame(1); // Turn on zbuffering
608 hud_save_restore_camera_data(1);
609 g3_set_view_matrix( camera_eye, camera_orient, zoom);
610 model_set_detail_level(1); // use medium detail level
612 HUD_set_clip(Target_window_coords[gr_screen.res][0],Target_window_coords[gr_screen.res][1],Target_window_coords[gr_screen.res][2],Target_window_coords[gr_screen.res][3]);
616 // -------------------------------------------------------------------------------------
617 // hud_render_target_close()
619 // Common clean-up after drawing the target monitor, for ships/debris/missiles
621 void hud_render_target_close()
624 hud_save_restore_camera_data(0);
627 // -------------------------------------------------------------------------------------
628 // hud_blit_target_foreground()
630 void hud_blit_target_foreground()
632 hud_set_gauge_color(HUD_TARGET_MONITOR);
634 GR_AABITMAP(Target_view_gauge.first_frame+1, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
637 // -------------------------------------------------------------------------------------
638 // hud_get_target_strength()
640 // Get the shield and hull percentages for a given ship object
642 // input: *objp => pointer to ship object that you want strength values for
643 // shields => OUTPUT parameter: percentage value of shields (0->1.0)
644 // integrity => OUTPUT parameter: percentage value of integrity (0->1.0)
646 void hud_get_target_strength(object *objp, float *shields, float *integrity)
650 if ( objp->type != OBJ_SHIP ) {
655 sip = &Ship_info[Ships[objp->instance].ship_info_index];
657 if (!( sip->shields == 0.0f )){
658 *shields = get_shield_strength(objp) / sip->shields;
663 if (*shields < 0.0f){
667 if ( sip->initial_hull_strength == 0 ) {
668 Int3(); // illegal initial hull strength
673 *integrity = objp->hull_strength / sip->initial_hull_strength;
678 // maybe draw the extra targeted ship information above the target monitor
679 void hud_targetbox_show_extra_ship_info(ship *target_shipp, ai_info *target_aip)
681 char outstr[256], tmpbuf[256];
684 int extra_data_shown=0;
686 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
688 not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING);
689 if ( not_training && (hud_gauge_active(HUD_TARGET_MONITOR_EXTRA_DATA)) && (Targetbox_show_extra_info) ) {
690 // Print out current orders if the targeted ship is friendly
691 // AL 12-26-97: only show orders and time to target for friendly ships
692 if ( (Player_ship->team == target_shipp->team) && !(ship_get_SIF(target_shipp) & SIF_NOT_FLYABLE) ) {
694 if ( ship_return_orders(outstr, target_shipp) ) {
695 gr_force_fit_string(outstr, 255, 162);
698 strcpy(outstr, XSTR( "no orders", 337));
701 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_ORDERS][1], EG_TBOX_EXTRA1, outstr);
705 sprintf(outstr, XSTR( "time to: ", 338));
706 if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) {
707 strcat(outstr, tmpbuf);
709 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_TIME][1], EG_TBOX_EXTRA2, outstr);
714 // Print out dock status
715 if ( target_aip->ai_flags & AIF_DOCKED ) {
716 if ( target_aip->dock_objnum >= 0 ) {
717 sprintf(outstr, XSTR( "Docked: %s", 339), Ships[Objects[target_aip->dock_objnum].instance].ship_name);
718 gr_force_fit_string(outstr, 255, 173);
719 hud_targetbox_maybe_flash(TBOX_FLASH_DOCKED);
721 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][0], Targetbox_coords[gr_screen.res][TBOX_EXTRA_DOCK][1], EG_TBOX_EXTRA3, outstr);
726 if ( extra_data_shown ) {
727 // hud_set_default_color();
729 GR_AABITMAP(Target_view_extra.first_frame, Targetbox_coords[gr_screen.res][TBOX_EXTRA][0],Targetbox_coords[gr_screen.res][TBOX_EXTRA][1]);
733 // Render a jump node on the target monitor
734 void hud_render_target_jump_node(object *target_objp)
737 vector obj_pos = {0.0f,0.0f,0.0f};
738 vector camera_eye = {0.0f,0.0f,0.0f};
739 matrix camera_orient = IDENTITY_MATRIX;
740 vector orient_vec, up_vector;
744 if ( Detail.targetview_model ) {
745 // take the forward orientation to be the vector from the player to the current target
746 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
747 vm_vec_normalize(&orient_vec);
749 factor = target_objp->radius*4.0f;
751 // use the player's up vector, and construct the viewers orientation matrix
752 up_vector = Player_obj->orient.v.uvec;
753 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
755 // normalize the vector from the player to the current target, and scale by a factor to calculate
756 // the objects position
757 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
759 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
760 jumpnode_render( target_objp, &obj_pos );
761 hud_render_target_close();
765 hud_blit_target_foreground();
766 hud_blit_target_integrity(1);
767 // hud_set_default_color();
768 hud_set_gauge_color(HUD_TARGET_MONITOR);
770 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, Jump_nodes[target_objp->instance].name);
772 dist = vm_vec_dist_quick(&target_objp->pos, &Player_obj->pos);
774 // account for hud shaking
775 hx = fl2i(HUD_offset_x);
776 hy = fl2i(HUD_offset_y);
778 sprintf(outstr,XSTR( "d: %.0f", 340), dist);
779 hud_num_make_mono(outstr);
780 gr_get_string_size(&w,&h,outstr);
782 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr);
785 // -------------------------------------------------------------------------------------
786 // hud_render_target_asteroid()
788 // Render a piece of asteroid on the target monitor
790 void hud_render_target_asteroid(object *target_objp)
792 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
793 vector obj_pos = {0.0f,0.0f,0.0f};
794 vector camera_eye = {0.0f,0.0f,0.0f};
795 matrix camera_orient = IDENTITY_MATRIX;
797 vector orient_vec, up_vector;
799 float time_to_impact, factor;
802 asteroidp = &Asteroids[target_objp->instance];
804 target_team = obj_team(target_objp);
806 subtype = asteroidp->asteroid_subtype;
808 if ( Detail.targetview_model ) {
809 // take the forward orientation to be the vector from the player to the current target
810 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
811 vm_vec_normalize(&orient_vec);
813 factor = 2*target_objp->radius;
815 // use the player's up vector, and construct the viewers orientation matrix
816 up_vector = Player_obj->orient.v.uvec;
817 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
819 // normalize the vector from the player to the current target, and scale by a factor to calculate
820 // the objects position
821 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
823 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
824 model_clear_instance(Asteroid_info[asteroidp->type].model_num[subtype]);
825 model_render(Asteroid_info[asteroidp->type].model_num[subtype], &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
826 hud_render_target_close();
830 hud_blit_target_foreground();
831 hud_blit_target_integrity(1);
832 // hud_set_default_color();
833 hud_set_gauge_color(HUD_TARGET_MONITOR);
835 // hud print type of Asteroid (debris)
837 switch (asteroidp->type) {
838 case ASTEROID_TYPE_SMALL:
839 case ASTEROID_TYPE_MEDIUM:
840 case ASTEROID_TYPE_BIG:
841 strcpy(hud_name, NOX("asteroid"));
845 case DEBRIS_TERRAN_SMALL:
846 case DEBRIS_TERRAN_MEDIUM:
847 case DEBRIS_TERRAN_LARGE:
848 strcpy(hud_name, NOX("terran debris"));
851 case DEBRIS_VASUDAN_SMALL:
852 case DEBRIS_VASUDAN_MEDIUM:
853 case DEBRIS_VASUDAN_LARGE:
854 strcpy(hud_name, NOX("vasudan debris"));
857 case DEBRIS_SHIVAN_SMALL:
858 case DEBRIS_SHIVAN_MEDIUM:
859 case DEBRIS_SHIVAN_LARGE:
860 strcpy(hud_name, NOX("shivan debris"));
868 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, hud_name);
870 time_to_impact = asteroid_time_to_impact(target_objp);
871 if ( time_to_impact >= 0 ) {
872 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, NOX("impact: %.1f sec"), time_to_impact);
877 void get_turret_subsys_name(model_subsystem *system_info, char *outstr)
879 Assert(system_info->type == SUBSYSTEM_TURRET);
881 if (system_info->turret_weapon_type >= 0) {
882 // check if beam or flak using weapon flags
883 if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
884 sprintf(outstr, "%s", XSTR("Flak turret", 1566));
885 } else if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
886 sprintf(outstr, "%s", XSTR("Beam turret", 1567));
889 if (Weapon_info[system_info->turret_weapon_type].subtype == WP_LASER) {
890 sprintf(outstr, "%s", XSTR("Laser turret", 1568));
891 } else if (Weapon_info[system_info->turret_weapon_type].subtype == WP_MISSILE) {
892 sprintf(outstr, "%s", XSTR("Missile lnchr", 1569));
896 sprintf(outstr, "%s", NOX("Turret"));
900 // This should not happen
901 sprintf(outstr, "%s", NOX("Unused"));
905 // -------------------------------------------------------------------------------------
906 // hud_render_target_ship_info()
908 // Render the data for a ship on the target monitor. Called by hud_render_target_ship().
910 void hud_render_target_ship_info(object *target_objp)
913 ship_info *target_sip;
915 int w,h,screen_integrity=1, base_index;
917 float ship_integrity, shield_strength;
919 Assert(target_objp->type == OBJ_SHIP);
920 target_shipp = &Ships[target_objp->instance];
921 target_sip = &Ship_info[target_shipp->ship_info_index];
922 target_aip = &Ai_info[target_shipp->ai_index];
924 strcpy( outstr, target_shipp->ship_name );
926 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
927 hud_set_iff_color(target_objp, 1);
929 // Print out ship name, with wing name if it exists
930 if ( hud_targetbox_maybe_flash(TBOX_FLASH_NAME) ) {
931 hud_set_iff_color(target_objp, 1);
933 hud_set_iff_color(target_objp);
937 // take ship "copies" into account before printing ship class name.
938 base_index = target_shipp->ship_info_index;
939 if ( target_sip->flags & SIF_SHIP_COPY )
940 base_index = ship_info_base_lookup( target_shipp->ship_info_index );
942 // maybe do some translation
944 lcl_translate_targetbox_name(outstr);
946 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
948 // print out ship class
949 char temp_name[NAME_LENGTH+2] = "";
951 // if this ship has an alternate type name
952 if(target_shipp->alt_type_index >= 0){
953 mission_parse_lookup_alt_index(target_shipp->alt_type_index, temp_name);
955 strcpy(temp_name, Ship_info[base_index].name);
956 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
957 strcpy(temp_name, Ship_info[base_index].name);
958 hud_end_string_at_first_hash_symbol(temp_name);
963 lcl_translate_targetbox_name(temp_name);
965 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, temp_name);
967 ship_integrity = 1.0f;
968 hud_get_target_strength(target_objp, &shield_strength, &ship_integrity);
970 // convert to values of 0->100
971 shield_strength *= 100.0f;
972 ship_integrity *= 100.0f;
974 screen_integrity = fl2i(ship_integrity+0.5f);
975 if ( screen_integrity == 0 ) {
976 if ( ship_integrity > 0 ) {
977 screen_integrity = 1;
980 // Print out right-justified integrity
981 sprintf(outstr,XSTR( "%d%%", 341), screen_integrity);
982 gr_get_string_size(&w,&h,outstr);
984 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
985 // hud_set_bright_color();
986 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
988 hud_targetbox_maybe_flash(TBOX_FLASH_HULL);
991 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_HULL][0]-w, Targetbox_coords[gr_screen.res][TBOX_HULL][1], EG_TBOX_HULL, "%s", outstr);
992 hud_set_gauge_color(HUD_TARGET_MONITOR);
994 // print out the targeted sub-system and % integrity
995 if (Player_ai->targeted_subsys != NULL) {
996 shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->system_info->max_hits *100.0f;
997 screen_integrity = fl2i(shield_strength+0.5f);
999 if ( screen_integrity < 0 ) {
1000 screen_integrity = 0;
1003 if ( screen_integrity == 0 ) {
1004 if ( shield_strength > 0 ) {
1005 screen_integrity = 1;
1009 if ( screen_integrity <= 0 ){
1010 hud_targetbox_start_flash(TBOX_FLASH_SUBSYS); // need to flash 0% continuously
1011 hud_targetbox_maybe_flash(TBOX_FLASH_SUBSYS);
1014 // PRINT SUBSYS NAME
1015 // hud_set_default_color();
1016 // get turret subsys name
1017 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
1018 get_turret_subsys_name(Player_ai->targeted_subsys->system_info, outstr);
1020 sprintf(outstr, "%s", Player_ai->targeted_subsys->system_info->name);
1022 hud_targetbox_truncate_subsys_name(outstr);
1023 gr_printf(Target_window_coords[gr_screen.res][0]+2, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3]-h, outstr);
1025 // AL 23-3-98: Fighter bays are a special case. Player cannot destroy them, so don't
1026 // show the subsystem strength
1027 if ( strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7) ) {
1028 sprintf(outstr,XSTR( "%d%%", 341),screen_integrity);
1029 gr_get_string_size(&w,&h,outstr);
1030 gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]-w-1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - h, "%s", outstr);
1033 hud_set_gauge_color(HUD_TARGET_MONITOR);
1036 // print out 'disabled' on the monitor if the target is disabled
1037 if ( (target_shipp->flags & SF_DISABLED) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) {
1038 if ( target_shipp->flags & SF_DISABLED ) {
1039 sprintf(outstr, XSTR( "DISABLED", 342));
1041 sprintf(outstr, XSTR( "DISRUPTED", 343));
1043 gr_get_string_size(&w,&h,outstr);
1044 gr_printf(Target_window_coords[gr_screen.res][0]+Target_window_coords[gr_screen.res][2]/2 - w/2 - 1, Target_window_coords[gr_screen.res][1]+Target_window_coords[gr_screen.res][3] - 2*h, "%s", outstr);
1047 hud_targetbox_show_extra_ship_info(target_shipp, target_aip);
1050 // call to draw the integrity bar that is on the right of the target monitor
1051 void hud_blit_target_integrity(int disabled,int force_obj_num)
1058 if ( Target_view_integrity_gauge.first_frame == -1 )
1062 GR_AABITMAP(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]);
1066 if(force_obj_num == -1){
1067 Assert(Player_ai->target_objnum >= 0 );
1068 objp = &Objects[Player_ai->target_objnum];
1070 objp = &Objects[Player_ai->target_objnum];
1073 clip_h = fl2i( (1 - Pl_target_integrity) * Integrity_bar_coords[gr_screen.res][3] );
1075 // print out status of ship
1076 if ( (Ships[objp->instance].flags & SF_DISABLED) || (ship_subsys_disrupted(&Ships[objp->instance], SUBSYSTEM_ENGINE)) ) {
1077 sprintf(buf,XSTR( "dis", 344));
1078 current_ts = TS_DIS;
1080 if ( Pl_target_integrity > 0.9 ) {
1081 sprintf(buf,XSTR( "ok", 345));
1083 } else if ( Pl_target_integrity > 0.2 ) {
1084 sprintf(buf,XSTR( "dmg", 346));
1085 current_ts = TS_DMG;
1087 sprintf(buf,XSTR( "crt", 347));
1088 current_ts = TS_CRT;
1092 if ( Last_ts != -1 && current_ts != Last_ts ) {
1093 hud_targetbox_start_flash(TBOX_FLASH_STATUS);
1095 Last_ts = current_ts;
1097 hud_targetbox_maybe_flash(TBOX_FLASH_STATUS);
1099 emp_hud_string(Integrity_string_coords[gr_screen.res][0], Integrity_string_coords[gr_screen.res][1], EG_TBOX_INTEG, buf);
1101 hud_set_gauge_color(HUD_TARGET_MONITOR);
1103 bm_get_info(Target_view_integrity_gauge.first_frame,&w,&h);
1106 // draw the dark portion
1107 GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1], w, clip_h,0,0);
1110 if ( clip_h <= Integrity_bar_coords[gr_screen.res][3] ) {
1111 // draw the bright portion
1112 GR_AABITMAP_EX(Target_view_integrity_gauge.first_frame+1, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]+clip_h,w,h-clip_h,0,clip_h);
1116 // determine if the subsystem is in line-of sight, without taking into accout whether the player ship is
1117 // facing the subsystem
1118 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy)
1120 ship_subsys *subsys;
1122 vertex subobj_vertex;
1126 subsys = Player_ai->targeted_subsys;
1127 if (subsys != NULL ) {
1128 vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient);
1129 vm_vec_add2(&subobj_pos, &target_objp->pos);
1131 // is it subsystem in view
1132 if ( Player->subsys_in_view == -1 ) {
1133 rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0);
1135 rval = Player->subsys_in_view;
1138 // get screen coords, adjusting for autocenter
1139 Assert(target_objp->type == OBJ_SHIP);
1140 if (target_objp->type == OBJ_SHIP) {
1141 pm = model_get(Ships[target_objp->instance].modelnum);
1142 if (pm->flags & PM_FLAG_AUTOCEN) {
1144 vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f);
1145 vm_vec_unrotate(&delta, &temp, &target_objp->orient);
1146 vm_vec_add2(&subobj_pos, &delta);
1150 g3_rotate_vertex(&subobj_vertex, &subobj_pos);
1151 g3_project_vertex(&subobj_vertex);
1152 *sx = (int) subobj_vertex.sx;
1153 *sy = (int) subobj_vertex.sy;
1159 void hud_update_cargo_scan_sound()
1161 if ( Player->cargo_inspect_time <= 0 ) {
1162 player_stop_cargo_scan_sound();
1165 player_maybe_start_cargo_scan_sound();
1169 // If the player is scanning for cargo, draw some cool scanning lines on the target monitor
1170 void hud_maybe_render_cargo_scan(ship_info *target_sip)
1173 int scan_time; // time required to scan ship
1175 if ( Player->cargo_inspect_time <= 0 ) {
1179 scan_time = target_sip->scan_time;
1180 // hud_set_default_color();
1181 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1183 // draw horizontal scan line
1184 x1 = Cargo_scan_coords[gr_screen.res][0];
1185 y1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][1] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][3] ));
1186 x2 = x1 + Cargo_scan_coords[gr_screen.res][2];
1188 gr_line(x1, y1, x2, y1);
1190 // draw vertical scan line
1191 x1 = fl2i(0.5f + Cargo_scan_coords[gr_screen.res][0] + ( (i2fl(Player->cargo_inspect_time) / scan_time) * Cargo_scan_coords[gr_screen.res][2] ));
1192 y1 = Cargo_scan_coords[gr_screen.res][1];
1193 y2 = y1 + Cargo_scan_coords[gr_screen.res][3];
1195 gr_line(x1, y1-3, x1, y2-1);
1198 // Get the eye position for an object at the origin, called from hud_render_target_ship()
1199 // input: eye_pos => Global pos for eye (output parameter)
1200 // orient => Orientation of object at the origin
1201 void hud_targetbox_get_eye(vector *eye_pos, matrix *orient, int ship_num)
1206 vector origin = {0.0f, 0.0f, 0.0f};
1208 shipp = &Ships[ship_num];
1209 pm = model_get( shipp->modelnum );
1211 // If there is no eye, don't do anything
1212 if ( pm->n_view_positions == 0 ) {
1216 ep = &(pm->view_positions[0] );
1218 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, orient, &origin );
1221 // -------------------------------------------------------------------------------------
1222 // hud_render_target_ship()
1224 // Render a ship to the target monitor
1226 void hud_render_target_ship(object *target_objp)
1228 vector obj_pos = {0.0f,0.0f,0.0f};
1229 vector camera_eye = {0.0f,0.0f,0.0f};
1230 matrix camera_orient = IDENTITY_MATRIX;
1232 ship_info *target_sip;
1233 vector orient_vec, up_vector;
1238 target_shipp = &Ships[target_objp->instance];
1239 target_sip = &Ship_info[target_shipp->ship_info_index];
1241 if ( Detail.targetview_model ) {
1242 // take the forward orientation to be the vector from the player to the current target
1243 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1244 vm_vec_normalize(&orient_vec);
1246 factor = -target_sip->closeup_pos.xyz.z;
1248 // use the player's up vector, and construct the viewers orientation matrix
1249 up_vector = Player_obj->orient.v.uvec;
1250 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1252 // normalize the vector from the player to the current target, and scale by a factor to calculate
1253 // the objects position
1254 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1256 // set camera eye to eye of ship relative to origin
1257 // hud_targetbox_get_eye(&camera_eye, &camera_orient, Player_obj->instance);
1259 hud_render_target_setup(&camera_eye, &camera_orient, target_sip->closeup_zoom);
1260 // model_clear_instance(target_sip->modelnum);
1261 ship_model_start( target_objp );
1263 // maybe render a special hud-target-only model
1264 if(target_sip->modelnum_hud >= 0){
1265 model_render( target_sip->modelnum_hud, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1267 model_render( target_sip->modelnum, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1269 ship_model_stop( target_objp );
1273 // check if subsystem target has changed
1274 if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) {
1276 save_pos = target_objp->pos;
1277 target_objp->pos = obj_pos;
1278 subsys_in_view = hud_targetbox_subsystem_in_view(target_objp, &sx, &sy);
1279 target_objp->pos = save_pos;
1281 if ( subsys_in_view != -1 ) {
1283 // AL 29-3-98: If subsystem is destroyed, draw gray brackets
1284 if ( (Player_ai->targeted_subsys->current_hits <= 0) && (strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7)) ) {
1285 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
1287 hud_set_iff_color( target_objp, 1 );
1290 if ( subsys_in_view ) {
1291 draw_brackets_square_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1293 draw_brackets_diamond_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1297 hud_render_target_close();
1300 hud_blit_target_foreground();
1301 hud_blit_target_integrity(0,OBJ_INDEX(target_objp));
1303 hud_render_target_ship_info(target_objp);
1304 hud_maybe_render_cargo_scan(target_sip);
1307 // -------------------------------------------------------------------------------------
1308 // hud_render_target_debris()
1310 // Render a piece of debris on the target monitor
1312 void hud_render_target_debris(object *target_objp)
1314 vector obj_pos = {0.0f,0.0f,0.0f};
1315 vector camera_eye = {0.0f,0.0f,0.0f};
1316 matrix camera_orient = IDENTITY_MATRIX;
1318 vector orient_vec, up_vector;
1319 int target_team, base_index;
1322 debrisp = &Debris[target_objp->instance];
1324 //target_sip = &Ship_info[debrisp->ship_info_index];
1325 target_team = obj_team(target_objp);
1328 if ( Detail.targetview_model ) {
1329 // take the forward orientation to be the vector from the player to the current target
1330 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1331 vm_vec_normalize(&orient_vec);
1333 factor = 2*target_objp->radius;
1335 // use the player's up vector, and construct the viewers orientation matrix
1336 up_vector = Player_obj->orient.v.uvec;
1337 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1339 // normalize the vector from the player to the current target, and scale by a factor to calculate
1340 // the objects position
1341 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1343 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
1344 model_clear_instance(debrisp->model_num);
1345 submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1346 hud_render_target_close();
1350 hud_blit_target_foreground();
1351 hud_blit_target_integrity(1);
1352 // hud_set_default_color();
1353 hud_set_gauge_color(HUD_TARGET_MONITOR);
1355 // take ship "copies" into account before printing out ship class information
1356 base_index = debrisp->ship_info_index;
1357 if ( Ship_info[base_index].flags & SIF_SHIP_COPY )
1358 base_index = ship_info_base_lookup( debrisp->ship_info_index );
1360 // print out ship class that debris came from
1361 char *printable_ship_class = Ship_info[base_index].name;
1362 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
1363 char temp_name[NAME_LENGTH];
1364 strcpy(temp_name, Ship_info[base_index].name);
1365 hud_end_string_at_first_hash_symbol(temp_name);
1366 printable_ship_class = temp_name;
1369 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, printable_ship_class);
1370 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, XSTR( "debris", 348));
1373 // -------------------------------------------------------------------------------------
1374 // hud_render_target_weapon()
1376 // Render a missile or a missile view to the target monitor
1378 void hud_render_target_weapon(object *target_objp)
1380 vector obj_pos = {0.0f,0.0f,0.0f};
1381 vector camera_eye = {0.0f,0.0f,0.0f};
1382 matrix camera_orient = IDENTITY_MATRIX;
1383 vector orient_vec, up_vector;
1384 weapon_info *target_wip = NULL;
1386 object *viewer_obj, *viewed_obj;
1387 int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, w, h;
1389 char outstr[100]; // temp buffer
1391 target_team = obj_team(target_objp);
1393 wp = &Weapons[target_objp->instance];
1394 target_wip = &Weapon_info[wp->weapon_info_index];
1397 if ( target_wip->wi_flags & WIF_HOMING && wp->homing_object != &obj_used_list )
1400 is_player_missile = FALSE;
1401 if ( target_objp->parent_sig == Player_obj->signature ) {
1402 is_player_missile = TRUE;
1405 if ( Detail.targetview_model ) {
1407 viewer_obj = Player_obj;
1408 viewed_obj = target_objp;
1409 missile_view = FALSE;
1410 viewed_model_num = target_wip->model_num;
1411 if ( is_homing && is_player_missile ) {
1412 viewer_obj = target_objp;
1413 viewed_obj = wp->homing_object;
1414 missile_view = TRUE;
1415 viewed_model_num = Ships[wp->homing_object->instance].modelnum;
1418 // take the forward orientation to be the vector from the player to the current target
1419 vm_vec_sub(&orient_vec, &viewed_obj->pos, &viewer_obj->pos);
1420 vm_vec_normalize(&orient_vec);
1422 if ( missile_view == FALSE )
1423 factor = 2*target_objp->radius;
1425 factor = vm_vec_dist_quick(&viewer_obj->pos, &viewed_obj->pos);
1427 // use the viewer's up vector, and construct the viewers orientation matrix
1428 up_vector = viewer_obj->orient.v.uvec;
1429 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1431 // normalize the vector from the viewer to the viwed target, and scale by a factor to calculate
1432 // the objects position
1433 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1435 hud_render_target_setup(&camera_eye, &camera_orient, View_zoom/3);
1436 model_clear_instance(viewed_model_num);
1437 model_render( viewed_model_num, &viewed_obj->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1438 hud_render_target_close();
1442 if ( is_homing == TRUE ) {
1443 hud_blit_target_foreground();
1445 hud_blit_target_foreground();
1448 hud_blit_target_integrity(1);
1449 // hud_set_default_color();
1450 hud_set_gauge_color(HUD_TARGET_MONITOR);
1452 // print out the weapon class name
1453 sprintf( outstr,"%s", target_wip->name );
1454 gr_get_string_size(&w,&h,outstr);
1456 // drop name past the # sign
1457 if ( strstr(outstr, NOX("#")) ) {
1458 hud_end_string_at_first_hash_symbol(outstr);
1460 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
1462 // If a homing weapon, show time to impact
1466 dist = vm_vec_dist(&target_objp->pos, &wp->homing_object->pos);
1467 speed = vm_vec_mag(&target_objp->phys_info.vel);
1469 sprintf(outstr, NOX("impact: %.1f sec"), dist/speed);
1471 sprintf(outstr, XSTR( "unknown", 349));
1474 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, outstr);
1478 // -------------------------------------------------------------------------------------
1479 // hud_render_target_model() will render the target in the small targetting box. The box
1480 // is then shaded to give a monochrome effect
1482 void hud_render_target_model()
1484 object *target_objp;
1486 if ( !hud_gauge_active(HUD_TARGET_MONITOR) )
1489 if ( Player_ai->target_objnum == -1)
1492 if ( Target_static_playing )
1495 target_objp = &Objects[Player_ai->target_objnum];
1497 // Draw the background frame
1498 hud_render_target_background();
1500 switch ( target_objp->type ) {
1502 hud_render_target_ship(target_objp);
1506 hud_render_target_debris(target_objp);
1510 hud_render_target_weapon(target_objp);
1514 hud_render_target_asteroid(target_objp);
1518 hud_render_target_jump_node(target_objp);
1522 // Error(LOCATION, "Trying to show object type %d on target monitor\n", target_objp->type);
1523 hud_cease_targeting();
1528 void hud_cargo_scan_update(object *targetp, float frametime)
1530 char outstr[256]; // temp buffer for sprintf'ing hud output
1533 // Account for HUD shaking
1534 hx = fl2i(HUD_offset_x);
1535 hy = fl2i(HUD_offset_y);
1537 // display cargo inspection status
1538 if ( targetp->type == OBJ_SHIP ) {
1539 if ( player_inspect_cargo(frametime, outstr) ) {
1540 if ( hud_gauge_active(HUD_TARGET_MONITOR) ) {
1541 if ( Player->cargo_inspect_time > 0 ) {
1542 hud_targetbox_start_flash(TBOX_FLASH_CARGO);
1545 // Print out what the cargo is
1546 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
1547 // hud_set_bright_color();
1548 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1550 hud_targetbox_maybe_flash(TBOX_FLASH_CARGO);
1553 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CARGO][0]+hx, Targetbox_coords[gr_screen.res][TBOX_CARGO][1]+hy, EG_TBOX_CARGO, outstr);
1554 hud_set_gauge_color(HUD_TARGET_MONITOR);
1557 } // end if (is_ship)
1561 // -----------------------------------------------------------------------------------
1562 // hud_show_target_data() will display the data about the target in and
1563 // around the targetting window
1565 void hud_show_target_data(float frametime)
1567 char outstr[256]; // temp buffer for sprintf'ing hud output
1568 int w,h; // width and height of string about to print
1569 object *target_objp;
1571 debris *debrisp = NULL;
1572 ship_info *sip = NULL;
1575 hud_set_gauge_color(HUD_TARGET_MONITOR);
1577 target_objp = &Objects[Player_ai->target_objnum];
1579 switch( Objects[Player_ai->target_objnum].type ) {
1581 shipp = &Ships[target_objp->instance];
1582 sip = &Ship_info[shipp->ship_info_index];
1587 debrisp = &Debris[target_objp->instance];
1588 sip = &Ship_info[debrisp->ship_info_index];
1603 Int3(); // can't happen
1609 // Account for HUD shaking
1610 hx = fl2i(HUD_offset_x);
1611 hy = fl2i(HUD_offset_y);
1613 // print out the target distance and speed
1614 sprintf(outstr,XSTR( "d: %.0f%s", 350), Player_ai->current_target_distance, modifiers[Player_ai->current_target_dist_trend]);
1616 hud_num_make_mono(outstr);
1617 gr_get_string_size(&w,&h,outstr);
1619 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_DIST][0]+hx, Targetbox_coords[gr_screen.res][TBOX_DIST][1]+hy, EG_TBOX_DIST, outstr);
1623 spd = vm_vec_dist(&target_objp->pos, &target_objp->last_pos) / frametime;
1625 // 7/28/99 DKA: Do not use vec_mag_quick -- the error is too big
1626 spd = vm_vec_mag(&target_objp->phys_info.vel);
1627 // spd = target_objp->phys_info.fspeed;
1631 // if the speed is 0, determine if we are docked with something -- if so, get the velocity from
1632 // our docked object instead
1633 if ( (spd == 0.0f) && is_ship ) {
1637 aip = &Ai_info[shipp->ai_index];
1638 if ( aip->ai_flags & AIF_DOCKED ) {
1639 Assert( aip->dock_objnum != -1 );
1640 other_objp = &Objects[aip->dock_objnum];
1641 spd = other_objp->phys_info.fspeed;
1647 sprintf(outstr, XSTR( "s: %.0f%s", 351), spd, (spd>1)?modifiers[Player_ai->current_target_speed_trend]:"");
1648 hud_num_make_mono(outstr);
1650 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_SPEED][0]+hx, Targetbox_coords[gr_screen.res][TBOX_SPEED][1]+hy, EG_TBOX_SPEED, outstr);
1653 // output target info for debug purposes only, this will be removed later
1659 if ( Show_target_debug_info && (is_ship == 1) ) {
1662 dy = gr_get_font_height() + 1;
1665 gr_set_color_fast(&HUD_color_debug);
1667 if ( shipp->ai_index >= 0 ) {
1668 ai_info *aip = &Ai_info[shipp->ai_index];
1670 sprintf(outstr,"AI: %s",Ai_behavior_names[aip->mode]);
1672 switch (aip->mode) {
1674 Assert(aip->submode <= SM_BIG_PARALLEL); // Must be <= largest chase submode value.
1675 // sprintf(outstr,"AI: %s",Submode_text[aip->submode]);
1676 sprintf(outstr2," / %s",Submode_text[aip->submode]);
1677 strcat(outstr,outstr2);
1680 Assert(aip->submode <= AIS_STRAFE_POSITION); // Must be <= largest chase submode value.
1681 // sprintf(outstr,"AI: %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1682 sprintf(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1683 strcat(outstr,outstr2);
1686 // gr_printf(sx, sy, "Wpnum: %i",aip->wp_index);
1687 sprintf(outstr2," / Wpnum: %i",aip->wp_index);
1688 strcat(outstr,outstr2);
1694 gr_printf(sx, sy, outstr);
1697 gr_printf(sx, sy, "Max speed = %d, (%d%%)", (int) shipp->current_max_speed, (int) (100.0f * vm_vec_mag(&target_objp->phys_info.vel)/shipp->current_max_speed));
1700 // data can be found in target montior
1701 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+5*h, "Shields: %d", (int) Players[Player_num].current_target->shields);
1702 if (aip->target_objnum != -1) {
1703 char target_str[32];
1707 if (aip->target_objnum == Player_obj-Objects)
1708 strcpy(target_str, "Player!");
1710 sprintf(target_str, "%s", Ships[Objects[aip->target_objnum].instance].ship_name);
1712 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+4*h, "Target: %s", target_str);
1713 gr_printf(sx, sy, "Targ: %s", target_str);
1716 dist = vm_vec_dist_quick(&Objects[Player_ai->target_objnum].pos, &Objects[aip->target_objnum].pos);
1717 vm_vec_normalized_dir(&v2t,&Objects[aip->target_objnum].pos, &Objects[Player_ai->target_objnum].pos);
1719 dot = vm_vec_dot(&v2t, &Objects[Player_ai->target_objnum].orient.v.fvec);
1721 // data can be found in target montior
1722 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+6*h, "Targ dist: %5.1f", dist);
1723 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+5*h, "Targ dot: %3.2f", dot);
1724 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1726 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+6*h, "Targ dst: %3.2f", dist);
1727 gr_printf(sx, sy, "Targ dst: %3.2f", dist);
1730 if ( aip->targeted_subsys != NULL ) {
1731 sprintf(outstr, "Subsys: %s", aip->targeted_subsys->system_info->name);
1732 gr_printf(sx, sy, outstr);
1737 // print out energy transfer information on the ship
1740 sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed);
1741 gr_printf(sx, sy, outstr);
1744 sprintf(outstr,"G/S/E: %.2f/%.2f/%.2f",Energy_levels[shipp->weapon_recharge_index],Energy_levels[shipp->shield_recharge_index],Energy_levels[shipp->engine_recharge_index]);
1745 gr_printf(sx, sy, outstr);
1748 // Show information about attacker.
1752 if (Enemy_attacker != NULL)
1753 if (Enemy_attacker->type == OBJ_SHIP) {
1759 eshipp = &Ships[Enemy_attacker->instance];
1760 eaip = &Ai_info[eshipp->ai_index];
1762 if (eaip->target_objnum == Player_obj-Objects) {
1764 dist = vm_vec_dist_quick(&Enemy_attacker->pos, &Player_obj->pos);
1765 vm_vec_normalized_dir(&v2t,&Objects[eaip->target_objnum].pos, &Enemy_attacker->pos);
1767 dot = vm_vec_dot(&v2t, &Enemy_attacker->orient.v.fvec);
1769 gr_printf(sx, sy, "#%i: %s", Enemy_attacker-Objects, Ships[Enemy_attacker->instance].ship_name);
1771 gr_printf(sx, sy, "Targ dist: %5.1f", dist);
1773 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1778 if (Player_ai->target_objnum == Enemy_attacker - Objects)
1784 Enemy_attacker = NULL;
1785 for (i=0; i<MAX_OBJECTS; i++)
1786 if (Objects[i].type == OBJ_SHIP) {
1789 if (i != Player_ai->target_objnum) {
1790 enemy = Ai_info[Ships[Objects[i].instance].ai_index].target_objnum;
1792 if (enemy == Player_obj-Objects) {
1793 Enemy_attacker = &Objects[i];
1803 gr_printf(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h );
1806 polymodel *pm = model_get( shipp->modelnum );
1807 gr_printf(sx, sy, "POF:%s", pm->filename );
1810 gr_printf(sx, sy, "Mass: %.2f\n", pm->mass);
1815 // display the weapons for the target on the HUD. Include ammo counts.
1816 if ( Show_target_weapons && (is_ship == 1) ) {
1820 swp = &shipp->weapons;
1823 dy = gr_get_font_height();
1825 sprintf(outstr,"Num primaries: %d", swp->num_primary_banks);
1826 gr_printf(sx,sy,outstr);
1828 for ( i = 0; i < swp->num_primary_banks; i++ ) {
1829 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->primary_bank_weapons[i]].name);
1830 gr_printf(sx,sy,outstr);
1835 sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks);
1836 gr_printf(sx,sy,outstr);
1838 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
1839 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->secondary_bank_weapons[i]].name);
1840 gr_printf(sx,sy,outstr);
1849 // called at the start of each level
1850 void hud_targetbox_static_init()
1852 Target_static_next = 0;;
1853 Target_static_playing = 0;
1856 // determine if we should draw static on top of the target box
1857 int hud_targetbox_static_maybe_blit(float frametime)
1861 // on lowest skill level, don't show static on target monitor
1862 if ( Game_skill_level == 0 )
1865 // if multiplayer observer, don't show static
1866 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1870 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
1872 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
1873 sensors_str = SENSOR_STR_TARGET_NO_EFFECTS-1;
1876 if ( sensors_str > SENSOR_STR_TARGET_NO_EFFECTS ) {
1877 Target_static_playing = 0;
1878 Target_static_next = 0;
1880 if ( Target_static_next == 0 )
1881 Target_static_next = 1;
1884 if ( timestamp_elapsed(Target_static_next) ) {
1885 Target_static_playing ^= 1;
1886 Target_static_next = timestamp_rand(50, 750);
1889 if ( Target_static_playing ) {
1890 // hud_set_default_color();
1891 hud_set_gauge_color(HUD_TARGET_MONITOR);
1892 hud_anim_render(&Target_static, frametime, 1);
1893 if ( Target_static_looping == -1 ) {
1894 Target_static_looping = snd_play_looping(&Snds[SND_STATIC]);
1897 if ( Target_static_looping != -1 ) {
1898 snd_stop(Target_static_looping);
1899 Target_static_looping = -1;
1903 return Target_static_playing;
1906 // start the targetbox item flashing for duration ms
1907 // input: index => TBOX_FLASH_ #define
1908 // duration => optional param (default value TBOX_FLASH_DURATION), how long to flash in ms
1909 void hud_targetbox_start_flash(int index, int duration)
1911 Targetbox_flash_timers[index][0] = timestamp(duration);
1914 // stop flashing a specific targetbox item
1915 void hud_targetbox_end_flash(int index)
1917 Targetbox_flash_timers[index][0] = 1;
1920 // determine if a given flashing index is bright or not
1921 int hud_targetbox_is_bright(int index)
1923 return (Targetbox_flash_flags & (1<<index));
1926 // determine if the flashing has expired
1927 int hud_targetbox_flash_expired(int index)
1929 if ( timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
1937 void hudtargetbox_page_in()
1939 bm_page_in_aabitmap( Target_view_gauge.first_frame, Target_view_gauge.num_frames);
1941 bm_page_in_aabitmap( Target_view_integrity_gauge.first_frame, Target_view_integrity_gauge.num_frames );
1943 bm_page_in_aabitmap( Target_view_extra.first_frame, Target_view_extra.num_frames );