2 * $Logfile: /Freespace2/code/Hud/HUDtargetbox.cpp $
7 * C module for drawing the target monitor box on the HUD
10 * Revision 1.2 2002/05/07 03:16:45 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 31 11/02/99 3:22p Jefff
18 * translation of targetbox text
20 * 30 10/29/99 10:41p Jefff
21 * more subsystem fixes
23 * 29 10/28/99 11:17p Jefff
24 * used escape seqs for some special German chars
26 * 28 10/28/99 2:02a Jefff
27 * revised the subsystem localization
29 * 27 9/14/99 11:03p Jefff
30 * dont draw target names from # on (weapons case)
32 * 26 9/04/99 5:17p Andsager
33 * Make event log record name of destroyed subsytem, and use this name for
34 * different types of turrets
36 * 25 8/25/99 11:35a Andsager
37 * Move hud render ship subsystem target box for ships with Autocenter
39 * 24 8/17/99 7:32p Jefff
40 * models use autocenter in target view
42 * 23 8/01/99 12:39p Dave
43 * Added HUD contrast control key (for nebula).
45 * 22 7/31/99 4:15p Dave
46 * Fixed supernova particle velocities. Handle OBJ_NONE in target
47 * monitoring view. Properly use objectives notify gauge colors.
49 * 21 7/28/99 2:49p Andsager
50 * Make hud target speed use vm_vec_mag (not vm_vec_mag_quick)
52 * 20 7/15/99 9:20a Andsager
53 * FS2_DEMO initial checkin
55 * 19 7/02/99 10:56a Andsager
56 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
58 * 18 6/29/99 3:16p Andsager
61 * 17 6/10/99 3:43p Dave
62 * Do a better job of syncing text colors to HUD gauges.
64 * 16 6/09/99 2:55p Andsager
65 * Allow multiple asteroid subtypes (of large, medium, small) and follow
68 * 15 6/07/99 4:20p Andsager
69 * Add HUD color for tagged object. Apply to target and radar.
71 * 14 6/03/99 11:43a Dave
72 * Added the ability to use a different model when rendering to the HUD
75 * 13 5/24/99 9:02a Andsager
76 * Remove Int3() in turret subsys name code when turret has no weapon.
78 * 12 5/21/99 1:42p Andsager
79 * Added error checking for HUD turret name
81 * 11 5/20/99 7:00p Dave
82 * Added alternate type names for ships. Changed swarm missile table
85 * 10 5/19/99 3:50p Andsager
86 * Show type of debris is debris field (species debris or asteroid). Show
87 * type of subsystem turret targeted (laser, missile, flak, beam).
89 * 9 5/14/99 4:22p Andsager
90 * Modify hud_render_target_ship to show damaged subsystems in their
91 * actual state. Now also shows rotation of subsystems.
93 * 8 4/16/99 5:54p Dave
94 * Support for on/off style "stream" weapons. Real early support for
95 * target-painting lasers.
97 * 7 1/07/99 9:08a Jasen
100 * 6 12/28/98 3:17p Dave
101 * Support for multiple hud bitmap filenames for hi-res mode.
103 * 5 12/21/98 5:03p Dave
104 * Modified all hud elements to be multi-resolution friendly.
106 * 4 11/05/98 4:18p Dave
107 * First run nebula support. Beefed up localization a bit. Removed all
108 * conditional compiles for foreign versions. Modified mission file
111 * 3 10/13/98 9:28a Dave
112 * Started neatening up freespace.h. Many variables renamed and
113 * reorganized. Added AlphaColors.[h,cpp]
115 * 2 10/07/98 10:53a Dave
118 * 1 10/07/98 10:49a Dave
120 * 108 8/28/98 3:28p Dave
121 * EMP effect done. AI effects may need some tweaking as required.
123 * 107 8/25/98 1:48p Dave
124 * First rev of EMP effect. Player side stuff basically done. Next comes
127 * 106 6/19/98 3:49p Lawrance
128 * localization tweaks
130 * 105 6/17/98 11:04a Lawrance
131 * localize subsystem names that appear on the HUD
133 * 104 6/09/98 5:18p Lawrance
134 * French/German localization
136 * 103 6/09/98 10:31a Hoffoss
137 * Created index numbers for all xstr() references. Any new xstr() stuff
138 * added from here on out should be added to the end if the list. The
139 * current list count can be found in FreeSpace.cpp (search for
142 * 102 6/01/98 11:43a John
143 * JAS & MK: Classified all strings for localization.
145 * 101 5/20/98 3:52p Allender
146 * fixed compiler warnings
148 * 100 5/20/98 12:59p John
149 * Turned optimizations on for debug builds. Also turning on automatic
150 * function inlining. Turned off the unreachable code warning.
152 * 99 5/15/98 8:36p Lawrance
153 * Add 'target ship that last sent transmission' target key
155 * 98 5/14/98 11:26a Lawrance
156 * ensure fighter bays are drawn with correct bracket color
158 * 97 5/08/98 5:32p Lawrance
159 * Allow cargo scanning even if target gauge is disabled
161 * 96 5/04/98 10:51p Lawrance
162 * remove unused local
164 * 95 5/04/98 9:17p Lawrance
165 * Truncate ship class names at # char when displaying debris on target
168 * 94 5/04/98 6:12p Lawrance
169 * Write generic function hud_end_string_at_first_hash_symbol(), to use in
170 * various spots on the HUD
172 * 93 4/15/98 12:55a Lawrance
173 * Show time to impact for bombs
175 * 92 4/02/98 6:31p Lawrance
176 * remove asteroid references if DEMO defined
178 * 91 3/31/98 5:18p John
179 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
180 * bunch of debug stuff out of player file. Made model code be able to
181 * unload models and malloc out only however many models are needed.
184 * 90 3/30/98 1:08a Lawrance
185 * Implement "blast" icon. Blink HUD icon when player ship is hit by a
193 #include "3dinternal.h"
196 #include "hudtarget.h"
197 #include "hudbrackets.h"
200 #include "missionparse.h"
205 #include "freespace.h"
208 #include "subsysdamage.h"
209 #include "hudtargetbox.h"
211 #include "asteroid.h"
212 #include "jumpnode.h"
215 #include "localize.h"
217 int Target_window_coords[GR_NUM_RESOLUTIONS][4] =
227 object *Enemy_attacker = NULL;
229 static int Target_static_next;
230 static int Target_static_playing;
231 int Target_static_looping;
234 extern int Show_target_debug_info;
235 extern int Show_target_weapons;
238 // used to print out + or - after target distance and speed
239 char* modifiers[] = {
247 char Target_view_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
251 char Target_integ_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
255 char Target_extra_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
260 // animation frames for the target view monitor
261 // frames: 0 => background of target monitor
262 // 1 => foreground of target monitor
263 hud_frames Target_view_gauge;
264 int Target_view_gauge_loaded = 0;
266 // animation frames for the extended target information
267 // frames: 0 => normal gague
268 hud_frames Target_view_extra;
269 int Target_view_extra_loaded = 0;
271 // animation frames for the target view monitor integrity bar
272 // frames: 0 => dark bar
274 hud_frames Target_view_integrity_gauge;
275 int Target_view_integrity_gauge_loaded = 0;
277 #define NUM_TBOX_COORDS 11 // keep up to date
278 #define TBOX_BACKGROUND 0
286 #define TBOX_EXTRA_ORDERS 8
287 #define TBOX_EXTRA_TIME 9
288 #define TBOX_EXTRA_DOCK 10
290 int Targetbox_coords[GR_NUM_RESOLUTIONS][NUM_TBOX_COORDS][2] =
320 int Integrity_bar_coords[GR_NUM_RESOLUTIONS][4] = {
328 int Integrity_string_coords[GR_NUM_RESOLUTIONS][2] = {
337 // cargo scanning extents
338 int Cargo_scan_coords[GR_NUM_RESOLUTIONS][4] = {
347 // first element is time flashing expires, second element is time of next flash
348 int Targetbox_flash_timers[NUM_TBOX_FLASH_TIMERS][2];
349 int Targetbox_flash_flags;
351 // flag to indicate whether to show the extra information about a target
352 // The HUD_config controls whether this can be shown... but the player can still toggle it on/off
354 int Targetbox_show_extra_info = 1;
356 // Different target states. This drives the text display right below the hull integrity on the targetbox.
362 static int Last_ts; // holds last target status.
364 void hud_blit_target_integrity(int disabled,int force_obj_num = -1);
366 // cut down long subsystem names to a more manageable length
367 char *hud_targetbox_truncate_subsys_name(char *outstr)
370 if ( strstr(outstr, "communication") ) {
371 strcpy(outstr, "Komm");
372 } else if ( !stricmp(outstr, "weapons") ) {
373 strcpy(outstr, "Waffen");
374 } else if ( strstr(outstr, "engine") || strstr(outstr, "Engine")) {
375 strcpy(outstr, "Antrieb");
376 } else if ( !stricmp(outstr, "sensors") ) {
377 strcpy(outstr, "Sensoren");
378 } else if ( strstr(outstr, "navigat") ) {
379 strcpy(outstr, "Nav");
380 } else if ( strstr(outstr, "fighterbay") || strstr(outstr, "Fighterbay") ) {
381 strcpy(outstr, "J\x84gerhangar");
382 } else if ( strstr(outstr, "missile") ) {
383 strcpy(outstr, "Raketenwerfer");
384 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") ) {
385 strcpy(outstr, "Gesch\x81tzturm");
386 } else if ( strstr(outstr, "Command Tower") || strstr(outstr, "Bridge") ) {
387 strcpy(outstr, "Br\x81""cke");
388 } else if ( strstr(outstr, "Barracks") ) {
389 strcpy(outstr, "Quartiere");
390 } else if ( strstr(outstr, "Reactor") ) {
391 strcpy(outstr, "Reaktor");
392 } else if ( strstr(outstr, "RadarDish") ) {
393 strcpy(outstr, "Radarantenne");
394 } else if (!stricmp(outstr, "Gas Collector")) {
395 strcpy(outstr, "Sammler");
398 if ( strstr(outstr, "communication") ) {
399 strcpy(outstr, "comm");
400 } else if ( !stricmp(outstr, "weapons") ) {
401 strcpy(outstr, "armes");
402 } else if ( strstr(outstr, "engine") ) {
403 strcpy(outstr, "moteur");
404 } else if ( !stricmp(outstr, "sensors") ) {
405 strcpy(outstr, "detecteurs");
406 } else if ( strstr(outstr, "navi") ) {
407 strcpy(outstr, "nav");
408 } else if ( strstr(outstr, "missile") ) {
409 strcpy(outstr, "lanceur de missiles");
410 } else if ( strstr(outstr, "fighter") ) {
411 strcpy(outstr, "baie de chasse");
412 } else if ( strstr(outstr, "laser") || strstr(outstr, "turret") || strstr(outstr, "missile") ) {
413 strcpy(outstr, "tourelle");
416 if (!strnicmp(outstr, XSTR( "communication", 333), 3)) {
417 strcpy( outstr, XSTR( "comm", 334) );
418 } else if (!strnicmp(outstr, XSTR( "navigation", 335), 3)) {
419 strcpy( outstr, XSTR( "nav", 336) );
420 } else if (!stricmp(outstr, "Gas Collector")) {
421 strcpy(outstr, "Collector");
428 // init a specific targetbox timer
429 void hud_targetbox_init_flash_timer(int index)
431 Targetbox_flash_timers[index][0] = 1;
432 Targetbox_flash_timers[index][1] = 1;
433 Targetbox_flash_flags &= ~(1<<index);
436 // init the timers used to flash different parts of the targetbox. This needs to get called whenever
437 // the current target changes.
438 void hud_targetbox_init_flash()
440 hud_targetbox_init_flash_timer(TBOX_FLASH_NAME);
441 hud_targetbox_init_flash_timer(TBOX_FLASH_CARGO);
442 hud_targetbox_init_flash_timer(TBOX_FLASH_HULL);
443 hud_targetbox_init_flash_timer(TBOX_FLASH_STATUS);
444 hud_targetbox_init_flash_timer(TBOX_FLASH_SUBSYS);
445 hud_targetbox_init_flash_timer(TBOX_FLASH_DOCKED);
450 // set the color for flashing text
451 // input: index => item to flash
452 // flash_fast => optional param (default value 0), flash twice as fast
453 // exit: 1 => set bright color
454 // 0 => set default color
455 int hud_targetbox_maybe_flash(int index, int flash_fast)
459 // hud_set_default_color();
460 hud_set_gauge_color(HUD_TARGET_MONITOR);
461 if ( !timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
462 if ( timestamp_elapsed(Targetbox_flash_timers[index][1]) ) {
464 Targetbox_flash_timers[index][1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
466 Targetbox_flash_timers[index][1] = timestamp(TBOX_FLASH_INTERVAL);
468 Targetbox_flash_flags ^= (1<<index); // toggle between default and bright frames
471 if ( Targetbox_flash_flags & (1<<index) ) {
472 // hud_set_bright_color();
473 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
476 // hud_set_dim_color();
477 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_DIM);
484 // init all targetbox flash timers
485 void hud_targetbox_init_all_timers()
488 for ( i = 0; i < NUM_TBOX_FLASH_TIMERS; i++ ) {
489 hud_targetbox_init_flash_timer(i);
495 // Initialize the data needed for the target view. This is called from HUD_init() once per mission
496 void hud_targetbox_init()
498 if (!Target_view_gauge_loaded) {
499 Target_view_gauge.first_frame = bm_load_animation(Target_view_fname[gr_screen.res], &Target_view_gauge.num_frames);
500 if ( Target_view_gauge.first_frame < 0 ) {
501 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_view_fname[gr_screen.res]);
503 Target_view_gauge_loaded = 1;
506 if (!Target_view_integrity_gauge_loaded) {
507 Target_view_integrity_gauge.first_frame = bm_load_animation(Target_integ_fname[gr_screen.res], &Target_view_integrity_gauge.num_frames);
508 if ( Target_view_integrity_gauge.first_frame < 0 ) {
509 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_integ_fname[gr_screen.res]);
511 Target_view_integrity_gauge_loaded = 1;
514 if (!Target_view_extra_loaded) {
515 Target_view_extra.first_frame = bm_load_animation(Target_extra_fname[gr_screen.res], &Target_view_extra.num_frames);
516 if ( Target_view_extra.first_frame < 0 ) {
517 Warning(LOCATION,"Cannot load hud ani: %s\n", Target_extra_fname[gr_screen.res]);
519 Target_view_extra_loaded = 1;
522 hud_targetbox_init_all_timers();
525 // -------------------------------------------------------------------------------------
526 // hud_save_restore_camera_data()
528 // Called to save and restore the 3D camera settings.
530 void hud_save_restore_camera_data(int save)
532 static vector save_view_position;
533 static float save_view_zoom;
534 static matrix save_view_matrix;
535 static matrix save_eye_matrix;
536 static vector save_eye_position;
538 // save global view variables, so we can restore them
540 save_view_position = View_position;
541 save_view_zoom = View_zoom;
542 save_view_matrix = View_matrix;
543 save_eye_matrix = Eye_matrix;
544 save_eye_position = Eye_position;
547 // restore global view variables
548 View_position = save_view_position;
549 View_zoom = save_view_zoom;
550 View_matrix = save_view_matrix;
551 Eye_matrix = save_eye_matrix;
552 Eye_position = save_eye_position;
556 // -------------------------------------------------------------------------------------
557 // hud_render_target_background()
559 // Common set up for drawing the background of the target monitor, for ships/debris/missiles
561 void hud_render_target_background()
563 // blit the background frame
564 hud_set_gauge_color(HUD_TARGET_MONITOR);
566 GR_AABITMAP(Target_view_gauge.first_frame, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
568 // blit the extra targeting info frame
569 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
573 // -------------------------------------------------------------------------------------
574 // hud_render_target_setup()
576 // Common set up for the 3d code for drawing the target monitor, for ships/debris/missiles
578 void hud_render_target_setup(vector *camera_eye, matrix *camera_orient, float zoom)
580 // JAS: g3_start_frame uses clip_width and clip_height to determine the
581 // size to render to. Normally, you would set this by using gr_set_clip,
582 // but because of the hacked in hud jittering, I couldn't. So come talk
583 // to me before modifying or reusing the following code. Thanks.
585 gr_screen.clip_width = Target_window_coords[gr_screen.res][2];
586 gr_screen.clip_height = Target_window_coords[gr_screen.res][3];
587 g3_start_frame(1); // Turn on zbuffering
588 hud_save_restore_camera_data(1);
589 g3_set_view_matrix( camera_eye, camera_orient, zoom);
590 model_set_detail_level(1); // use medium detail level
592 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]);
596 // -------------------------------------------------------------------------------------
597 // hud_render_target_close()
599 // Common clean-up after drawing the target monitor, for ships/debris/missiles
601 void hud_render_target_close()
604 hud_save_restore_camera_data(0);
607 // -------------------------------------------------------------------------------------
608 // hud_blit_target_foreground()
610 void hud_blit_target_foreground()
612 hud_set_gauge_color(HUD_TARGET_MONITOR);
614 GR_AABITMAP(Target_view_gauge.first_frame+1, Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][0],Targetbox_coords[gr_screen.res][TBOX_BACKGROUND][1]);
617 // -------------------------------------------------------------------------------------
618 // hud_get_target_strength()
620 // Get the shield and hull percentages for a given ship object
622 // input: *objp => pointer to ship object that you want strength values for
623 // shields => OUTPUT parameter: percentage value of shields (0->1.0)
624 // integrity => OUTPUT parameter: percentage value of integrity (0->1.0)
626 void hud_get_target_strength(object *objp, float *shields, float *integrity)
630 if ( objp->type != OBJ_SHIP ) {
635 sip = &Ship_info[Ships[objp->instance].ship_info_index];
637 if (!( sip->shields == 0.0f )){
638 *shields = get_shield_strength(objp) / sip->shields;
643 if (*shields < 0.0f){
647 if ( sip->initial_hull_strength == 0 ) {
648 Int3(); // illegal initial hull strength
653 *integrity = objp->hull_strength / sip->initial_hull_strength;
658 // maybe draw the extra targeted ship information above the target monitor
659 void hud_targetbox_show_extra_ship_info(ship *target_shipp, ai_info *target_aip)
661 char outstr[256], tmpbuf[256];
664 int extra_data_shown=0;
666 hud_set_gauge_color(HUD_TARGET_MONITOR_EXTRA_DATA);
668 not_training = !(The_mission.game_type & MISSION_TYPE_TRAINING);
669 if ( not_training && (hud_gauge_active(HUD_TARGET_MONITOR_EXTRA_DATA)) && (Targetbox_show_extra_info) ) {
670 // Print out current orders if the targeted ship is friendly
671 // AL 12-26-97: only show orders and time to target for friendly ships
672 if ( (Player_ship->team == target_shipp->team) && !(ship_get_SIF(target_shipp) & SIF_NOT_FLYABLE) ) {
674 if ( ship_return_orders(outstr, target_shipp) ) {
675 gr_force_fit_string(outstr, 255, 162);
678 strcpy(outstr, XSTR( "no orders", 337));
681 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);
685 sprintf(outstr, XSTR( "time to: ", 338));
686 if ( ship_return_time_to_goal(tmpbuf, target_shipp) ) {
687 strcat(outstr, tmpbuf);
689 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);
694 // Print out dock status
695 if ( target_aip->ai_flags & AIF_DOCKED ) {
696 if ( target_aip->dock_objnum >= 0 ) {
697 sprintf(outstr, XSTR( "Docked: %s", 339), Ships[Objects[target_aip->dock_objnum].instance].ship_name);
698 gr_force_fit_string(outstr, 255, 173);
699 hud_targetbox_maybe_flash(TBOX_FLASH_DOCKED);
701 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);
706 if ( extra_data_shown ) {
707 // hud_set_default_color();
709 GR_AABITMAP(Target_view_extra.first_frame, Targetbox_coords[gr_screen.res][TBOX_EXTRA][0],Targetbox_coords[gr_screen.res][TBOX_EXTRA][1]);
713 // Render a jump node on the target monitor
714 void hud_render_target_jump_node(object *target_objp)
717 vector obj_pos = {0.0f,0.0f,0.0f};
718 vector camera_eye = {0.0f,0.0f,0.0f};
719 matrix camera_orient = IDENTITY_MATRIX;
720 vector orient_vec, up_vector;
724 if ( Detail.targetview_model ) {
725 // take the forward orientation to be the vector from the player to the current target
726 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
727 vm_vec_normalize(&orient_vec);
729 factor = target_objp->radius*4.0f;
731 // use the player's up vector, and construct the viewers orientation matrix
732 up_vector = Player_obj->orient.uvec;
733 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
735 // normalize the vector from the player to the current target, and scale by a factor to calculate
736 // the objects position
737 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
739 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
740 jumpnode_render( target_objp, &obj_pos );
741 hud_render_target_close();
745 hud_blit_target_foreground();
746 hud_blit_target_integrity(1);
747 // hud_set_default_color();
748 hud_set_gauge_color(HUD_TARGET_MONITOR);
750 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);
752 dist = vm_vec_dist_quick(&target_objp->pos, &Player_obj->pos);
754 // account for hud shaking
755 hx = fl2i(HUD_offset_x);
756 hy = fl2i(HUD_offset_y);
758 sprintf(outstr,XSTR( "d: %.0f", 340), dist);
759 hud_num_make_mono(outstr);
760 gr_get_string_size(&w,&h,outstr);
762 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);
765 // -------------------------------------------------------------------------------------
766 // hud_render_target_asteroid()
768 // Render a piece of asteroid on the target monitor
770 void hud_render_target_asteroid(object *target_objp)
773 vector obj_pos = {0.0f,0.0f,0.0f};
774 vector camera_eye = {0.0f,0.0f,0.0f};
775 matrix camera_orient = IDENTITY_MATRIX;
777 vector orient_vec, up_vector;
779 float time_to_impact, factor;
782 asteroidp = &Asteroids[target_objp->instance];
784 target_team = obj_team(target_objp);
786 subtype = asteroidp->asteroid_subtype;
788 if ( Detail.targetview_model ) {
789 // take the forward orientation to be the vector from the player to the current target
790 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
791 vm_vec_normalize(&orient_vec);
793 factor = 2*target_objp->radius;
795 // use the player's up vector, and construct the viewers orientation matrix
796 up_vector = Player_obj->orient.uvec;
797 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
799 // normalize the vector from the player to the current target, and scale by a factor to calculate
800 // the objects position
801 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
803 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
804 model_clear_instance(Asteroid_info[asteroidp->type].model_num[subtype]);
805 model_render(Asteroid_info[asteroidp->type].model_num[subtype], &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
806 hud_render_target_close();
810 hud_blit_target_foreground();
811 hud_blit_target_integrity(1);
812 // hud_set_default_color();
813 hud_set_gauge_color(HUD_TARGET_MONITOR);
815 // hud print type of Asteroid (debris)
817 switch (asteroidp->type) {
818 case ASTEROID_TYPE_SMALL:
819 case ASTEROID_TYPE_MEDIUM:
820 case ASTEROID_TYPE_BIG:
821 strcpy(hud_name, NOX("asteroid"));
824 case DEBRIS_TERRAN_SMALL:
825 case DEBRIS_TERRAN_MEDIUM:
826 case DEBRIS_TERRAN_LARGE:
827 strcpy(hud_name, NOX("terran debris"));
830 case DEBRIS_VASUDAN_SMALL:
831 case DEBRIS_VASUDAN_MEDIUM:
832 case DEBRIS_VASUDAN_LARGE:
833 strcpy(hud_name, NOX("vasudan debris"));
836 case DEBRIS_SHIVAN_SMALL:
837 case DEBRIS_SHIVAN_MEDIUM:
838 case DEBRIS_SHIVAN_LARGE:
839 strcpy(hud_name, NOX("shivan debris"));
846 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, hud_name);
848 time_to_impact = asteroid_time_to_impact(target_objp);
849 if ( time_to_impact >= 0 ) {
850 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);
855 void get_turret_subsys_name(model_subsystem *system_info, char *outstr)
857 Assert(system_info->type == SUBSYSTEM_TURRET);
859 if (system_info->turret_weapon_type >= 0) {
860 // check if beam or flak using weapon flags
861 if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_FLAK) {
862 sprintf(outstr, "%s", XSTR("Flak turret", 1566));
863 } else if (Weapon_info[system_info->turret_weapon_type].wi_flags & WIF_BEAM) {
864 sprintf(outstr, "%s", XSTR("Beam turret", 1567));
867 if (Weapon_info[system_info->turret_weapon_type].subtype == WP_LASER) {
868 sprintf(outstr, "%s", XSTR("Laser turret", 1568));
869 } else if (Weapon_info[system_info->turret_weapon_type].subtype == WP_MISSILE) {
870 sprintf(outstr, "%s", XSTR("Missile lnchr", 1569));
874 sprintf(outstr, "%s", NOX("Turret"));
878 // This should not happen
879 sprintf(outstr, "%s", NOX("Unused"));
883 // -------------------------------------------------------------------------------------
884 // hud_render_target_ship_info()
886 // Render the data for a ship on the target monitor. Called by hud_render_target_ship().
888 void hud_render_target_ship_info(object *target_objp)
891 ship_info *target_sip;
893 int w,h,screen_integrity=1, base_index;
895 float ship_integrity, shield_strength;
897 Assert(target_objp->type == OBJ_SHIP);
898 target_shipp = &Ships[target_objp->instance];
899 target_sip = &Ship_info[target_shipp->ship_info_index];
900 target_aip = &Ai_info[target_shipp->ai_index];
902 strcpy( outstr, target_shipp->ship_name );
904 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
905 hud_set_iff_color(target_objp, 1);
907 // Print out ship name, with wing name if it exists
908 if ( hud_targetbox_maybe_flash(TBOX_FLASH_NAME) ) {
909 hud_set_iff_color(target_objp, 1);
911 hud_set_iff_color(target_objp);
915 // take ship "copies" into account before printing ship class name.
916 base_index = target_shipp->ship_info_index;
917 if ( target_sip->flags & SIF_SHIP_COPY )
918 base_index = ship_info_base_lookup( target_shipp->ship_info_index );
920 // maybe do some translation
922 lcl_translate_targetbox_name(outstr);
924 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
926 // print out ship class
927 char temp_name[NAME_LENGTH+2] = "";
929 // if this ship has an alternate type name
930 if(target_shipp->alt_type_index >= 0){
931 mission_parse_lookup_alt_index(target_shipp->alt_type_index, temp_name);
933 strcpy(temp_name, Ship_info[base_index].name);
934 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
935 strcpy(temp_name, Ship_info[base_index].name);
936 hud_end_string_at_first_hash_symbol(temp_name);
941 lcl_translate_targetbox_name(temp_name);
943 emp_hud_printf(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, temp_name);
945 ship_integrity = 1.0f;
946 hud_get_target_strength(target_objp, &shield_strength, &ship_integrity);
948 // convert to values of 0->100
949 shield_strength *= 100.0f;
950 ship_integrity *= 100.0f;
952 screen_integrity = fl2i(ship_integrity+0.5f);
953 if ( screen_integrity == 0 ) {
954 if ( ship_integrity > 0 ) {
955 screen_integrity = 1;
958 // Print out right-justified integrity
959 sprintf(outstr,XSTR( "%d%%", 341), screen_integrity);
960 gr_get_string_size(&w,&h,outstr);
962 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
963 // hud_set_bright_color();
964 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
966 hud_targetbox_maybe_flash(TBOX_FLASH_HULL);
969 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);
970 hud_set_gauge_color(HUD_TARGET_MONITOR);
972 // print out the targeted sub-system and % integrity
973 if (Player_ai->targeted_subsys != NULL) {
974 shield_strength = Player_ai->targeted_subsys->current_hits/Player_ai->targeted_subsys->system_info->max_hits *100.0f;
975 screen_integrity = fl2i(shield_strength+0.5f);
977 if ( screen_integrity < 0 ) {
978 screen_integrity = 0;
981 if ( screen_integrity == 0 ) {
982 if ( shield_strength > 0 ) {
983 screen_integrity = 1;
987 if ( screen_integrity <= 0 ){
988 hud_targetbox_start_flash(TBOX_FLASH_SUBSYS); // need to flash 0% continuously
989 hud_targetbox_maybe_flash(TBOX_FLASH_SUBSYS);
993 // hud_set_default_color();
994 // get turret subsys name
995 if (Player_ai->targeted_subsys->system_info->type == SUBSYSTEM_TURRET) {
996 get_turret_subsys_name(Player_ai->targeted_subsys->system_info, outstr);
998 sprintf(outstr, "%s", Player_ai->targeted_subsys->system_info->name);
1000 hud_targetbox_truncate_subsys_name(outstr);
1001 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);
1003 // AL 23-3-98: Fighter bays are a special case. Player cannot destroy them, so don't
1004 // show the subsystem strength
1005 if ( strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7) ) {
1006 sprintf(outstr,XSTR( "%d%%", 341),screen_integrity);
1007 gr_get_string_size(&w,&h,outstr);
1008 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);
1011 hud_set_gauge_color(HUD_TARGET_MONITOR);
1014 // print out 'disabled' on the monitor if the target is disabled
1015 if ( (target_shipp->flags & SF_DISABLED) || (ship_subsys_disrupted(target_shipp, SUBSYSTEM_ENGINE)) ) {
1016 if ( target_shipp->flags & SF_DISABLED ) {
1017 sprintf(outstr, XSTR( "DISABLED", 342));
1019 sprintf(outstr, XSTR( "DISRUPTED", 343));
1021 gr_get_string_size(&w,&h,outstr);
1022 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);
1025 hud_targetbox_show_extra_ship_info(target_shipp, target_aip);
1028 // call to draw the integrity bar that is on the right of the target monitor
1029 void hud_blit_target_integrity(int disabled,int force_obj_num)
1036 if ( Target_view_integrity_gauge.first_frame == -1 )
1040 GR_AABITMAP(Target_view_integrity_gauge.first_frame, Integrity_bar_coords[gr_screen.res][0], Integrity_bar_coords[gr_screen.res][1]);
1044 if(force_obj_num == -1){
1045 Assert(Player_ai->target_objnum >= 0 );
1046 objp = &Objects[Player_ai->target_objnum];
1048 objp = &Objects[Player_ai->target_objnum];
1051 clip_h = fl2i( (1 - Pl_target_integrity) * Integrity_bar_coords[gr_screen.res][3] );
1053 // print out status of ship
1054 if ( (Ships[objp->instance].flags & SF_DISABLED) || (ship_subsys_disrupted(&Ships[objp->instance], SUBSYSTEM_ENGINE)) ) {
1055 sprintf(buf,XSTR( "dis", 344));
1056 current_ts = TS_DIS;
1058 if ( Pl_target_integrity > 0.9 ) {
1059 sprintf(buf,XSTR( "ok", 345));
1061 } else if ( Pl_target_integrity > 0.2 ) {
1062 sprintf(buf,XSTR( "dmg", 346));
1063 current_ts = TS_DMG;
1065 sprintf(buf,XSTR( "crt", 347));
1066 current_ts = TS_CRT;
1070 if ( Last_ts != -1 && current_ts != Last_ts ) {
1071 hud_targetbox_start_flash(TBOX_FLASH_STATUS);
1073 Last_ts = current_ts;
1075 hud_targetbox_maybe_flash(TBOX_FLASH_STATUS);
1077 emp_hud_string(Integrity_string_coords[gr_screen.res][0], Integrity_string_coords[gr_screen.res][1], EG_TBOX_INTEG, buf);
1079 hud_set_gauge_color(HUD_TARGET_MONITOR);
1081 bm_get_info(Target_view_integrity_gauge.first_frame,&w,&h);
1084 // draw the dark portion
1085 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);
1088 if ( clip_h <= Integrity_bar_coords[gr_screen.res][3] ) {
1089 // draw the bright portion
1090 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);
1094 // determine if the subsystem is in line-of sight, without taking into accout whether the player ship is
1095 // facing the subsystem
1096 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy)
1098 ship_subsys *subsys;
1100 vertex subobj_vertex;
1104 subsys = Player_ai->targeted_subsys;
1105 if (subsys != NULL ) {
1106 vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient);
1107 vm_vec_add2(&subobj_pos, &target_objp->pos);
1109 // is it subsystem in view
1110 if ( Player->subsys_in_view == -1 ) {
1111 rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0);
1113 rval = Player->subsys_in_view;
1116 // get screen coords, adjusting for autocenter
1117 Assert(target_objp->type == OBJ_SHIP);
1118 if (target_objp->type == OBJ_SHIP) {
1119 pm = model_get(Ships[target_objp->instance].modelnum);
1120 if (pm->flags & PM_FLAG_AUTOCEN) {
1122 vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f);
1123 vm_vec_unrotate(&delta, &temp, &target_objp->orient);
1124 vm_vec_add2(&subobj_pos, &delta);
1128 g3_rotate_vertex(&subobj_vertex, &subobj_pos);
1129 g3_project_vertex(&subobj_vertex);
1130 *sx = (int) subobj_vertex.sx;
1131 *sy = (int) subobj_vertex.sy;
1137 void hud_update_cargo_scan_sound()
1139 if ( Player->cargo_inspect_time <= 0 ) {
1140 player_stop_cargo_scan_sound();
1143 player_maybe_start_cargo_scan_sound();
1147 // If the player is scanning for cargo, draw some cool scanning lines on the target monitor
1148 void hud_maybe_render_cargo_scan(ship_info *target_sip)
1151 int scan_time; // time required to scan ship
1153 if ( Player->cargo_inspect_time <= 0 ) {
1157 scan_time = target_sip->scan_time;
1158 // hud_set_default_color();
1159 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1161 // draw horizontal scan line
1162 x1 = Cargo_scan_coords[gr_screen.res][0];
1163 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] ));
1164 x2 = x1 + Cargo_scan_coords[gr_screen.res][2];
1166 gr_line(x1, y1, x2, y1);
1168 // draw vertical scan line
1169 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] ));
1170 y1 = Cargo_scan_coords[gr_screen.res][1];
1171 y2 = y1 + Cargo_scan_coords[gr_screen.res][3];
1173 gr_line(x1, y1-3, x1, y2-1);
1176 // Get the eye position for an object at the origin, called from hud_render_target_ship()
1177 // input: eye_pos => Global pos for eye (output parameter)
1178 // orient => Orientation of object at the origin
1179 void hud_targetbox_get_eye(vector *eye_pos, matrix *orient, int ship_num)
1184 vector origin = {0.0f, 0.0f, 0.0f};
1186 shipp = &Ships[ship_num];
1187 pm = model_get( shipp->modelnum );
1189 // If there is no eye, don't do anything
1190 if ( pm->n_view_positions == 0 ) {
1194 ep = &(pm->view_positions[0] );
1196 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, orient, &origin );
1199 // -------------------------------------------------------------------------------------
1200 // hud_render_target_ship()
1202 // Render a ship to the target monitor
1204 void hud_render_target_ship(object *target_objp)
1206 vector obj_pos = {0.0f,0.0f,0.0f};
1207 vector camera_eye = {0.0f,0.0f,0.0f};
1208 matrix camera_orient = IDENTITY_MATRIX;
1210 ship_info *target_sip;
1211 vector orient_vec, up_vector;
1216 target_shipp = &Ships[target_objp->instance];
1217 target_sip = &Ship_info[target_shipp->ship_info_index];
1219 if ( Detail.targetview_model ) {
1220 // take the forward orientation to be the vector from the player to the current target
1221 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1222 vm_vec_normalize(&orient_vec);
1224 factor = -target_sip->closeup_pos.z;
1226 // use the player's up vector, and construct the viewers orientation matrix
1227 up_vector = Player_obj->orient.uvec;
1228 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1230 // normalize the vector from the player to the current target, and scale by a factor to calculate
1231 // the objects position
1232 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1234 // set camera eye to eye of ship relative to origin
1235 // hud_targetbox_get_eye(&camera_eye, &camera_orient, Player_obj->instance);
1237 hud_render_target_setup(&camera_eye, &camera_orient, target_sip->closeup_zoom);
1238 // model_clear_instance(target_sip->modelnum);
1239 ship_model_start( target_objp );
1241 // maybe render a special hud-target-only model
1242 if(target_sip->modelnum_hud >= 0){
1243 model_render( target_sip->modelnum_hud, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1245 model_render( target_sip->modelnum, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
1247 ship_model_stop( target_objp );
1251 // check if subsystem target has changed
1252 if ( Player_ai->targeted_subsys == Player_ai->last_subsys_target ) {
1254 save_pos = target_objp->pos;
1255 target_objp->pos = obj_pos;
1256 subsys_in_view = hud_targetbox_subsystem_in_view(target_objp, &sx, &sy);
1257 target_objp->pos = save_pos;
1259 if ( subsys_in_view != -1 ) {
1261 // AL 29-3-98: If subsystem is destroyed, draw gray brackets
1262 if ( (Player_ai->targeted_subsys->current_hits <= 0) && (strnicmp(NOX("fighter"), Player_ai->targeted_subsys->system_info->name, 7)) ) {
1263 gr_set_color_fast(&IFF_colors[IFF_COLOR_MESSAGE][1]);
1265 hud_set_iff_color( target_objp, 1 );
1268 if ( subsys_in_view ) {
1269 draw_brackets_square_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1271 draw_brackets_diamond_quick(sx - 10, sy - 10, sx + 10, sy + 10);
1275 hud_render_target_close();
1278 hud_blit_target_foreground();
1279 hud_blit_target_integrity(0,OBJ_INDEX(target_objp));
1281 hud_render_target_ship_info(target_objp);
1282 hud_maybe_render_cargo_scan(target_sip);
1285 // -------------------------------------------------------------------------------------
1286 // hud_render_target_debris()
1288 // Render a piece of debris on the target monitor
1290 void hud_render_target_debris(object *target_objp)
1292 vector obj_pos = {0.0f,0.0f,0.0f};
1293 vector camera_eye = {0.0f,0.0f,0.0f};
1294 matrix camera_orient = IDENTITY_MATRIX;
1296 vector orient_vec, up_vector;
1297 int target_team, base_index;
1300 debrisp = &Debris[target_objp->instance];
1302 //target_sip = &Ship_info[debrisp->ship_info_index];
1303 target_team = obj_team(target_objp);
1306 if ( Detail.targetview_model ) {
1307 // take the forward orientation to be the vector from the player to the current target
1308 vm_vec_sub(&orient_vec, &target_objp->pos, &Player_obj->pos);
1309 vm_vec_normalize(&orient_vec);
1311 factor = 2*target_objp->radius;
1313 // use the player's up vector, and construct the viewers orientation matrix
1314 up_vector = Player_obj->orient.uvec;
1315 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1317 // normalize the vector from the player to the current target, and scale by a factor to calculate
1318 // the objects position
1319 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1321 hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
1322 model_clear_instance(debrisp->model_num);
1323 submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1324 hud_render_target_close();
1328 hud_blit_target_foreground();
1329 hud_blit_target_integrity(1);
1330 // hud_set_default_color();
1331 hud_set_gauge_color(HUD_TARGET_MONITOR);
1333 // take ship "copies" into account before printing out ship class information
1334 base_index = debrisp->ship_info_index;
1335 if ( Ship_info[base_index].flags & SIF_SHIP_COPY )
1336 base_index = ship_info_base_lookup( debrisp->ship_info_index );
1338 // print out ship class that debris came from
1339 char *printable_ship_class = Ship_info[base_index].name;
1340 if ( strstr(Ship_info[base_index].name, NOX("#")) ) {
1341 char temp_name[NAME_LENGTH];
1342 strcpy(temp_name, Ship_info[base_index].name);
1343 hud_end_string_at_first_hash_symbol(temp_name);
1344 printable_ship_class = temp_name;
1347 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);
1348 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));
1351 // -------------------------------------------------------------------------------------
1352 // hud_render_target_weapon()
1354 // Render a missile or a missile view to the target monitor
1356 void hud_render_target_weapon(object *target_objp)
1358 vector obj_pos = {0.0f,0.0f,0.0f};
1359 vector camera_eye = {0.0f,0.0f,0.0f};
1360 matrix camera_orient = IDENTITY_MATRIX;
1361 vector orient_vec, up_vector;
1362 weapon_info *target_wip = NULL;
1364 object *viewer_obj, *viewed_obj;
1365 int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, w, h;
1367 char outstr[100]; // temp buffer
1369 target_team = obj_team(target_objp);
1371 wp = &Weapons[target_objp->instance];
1372 target_wip = &Weapon_info[wp->weapon_info_index];
1375 if ( target_wip->wi_flags & WIF_HOMING && wp->homing_object != &obj_used_list )
1378 is_player_missile = FALSE;
1379 if ( target_objp->parent_sig == Player_obj->signature ) {
1380 is_player_missile = TRUE;
1383 if ( Detail.targetview_model ) {
1385 viewer_obj = Player_obj;
1386 viewed_obj = target_objp;
1387 missile_view = FALSE;
1388 viewed_model_num = target_wip->model_num;
1389 if ( is_homing && is_player_missile ) {
1390 viewer_obj = target_objp;
1391 viewed_obj = wp->homing_object;
1392 missile_view = TRUE;
1393 viewed_model_num = Ships[wp->homing_object->instance].modelnum;
1396 // take the forward orientation to be the vector from the player to the current target
1397 vm_vec_sub(&orient_vec, &viewed_obj->pos, &viewer_obj->pos);
1398 vm_vec_normalize(&orient_vec);
1400 if ( missile_view == FALSE )
1401 factor = 2*target_objp->radius;
1403 factor = vm_vec_dist_quick(&viewer_obj->pos, &viewed_obj->pos);
1405 // use the viewer's up vector, and construct the viewers orientation matrix
1406 up_vector = viewer_obj->orient.uvec;
1407 vm_vector_2_matrix(&camera_orient,&orient_vec,&up_vector,NULL);
1409 // normalize the vector from the viewer to the viwed target, and scale by a factor to calculate
1410 // the objects position
1411 vm_vec_copy_scale(&obj_pos,&orient_vec,factor);
1413 hud_render_target_setup(&camera_eye, &camera_orient, View_zoom/3);
1414 model_clear_instance(viewed_model_num);
1415 model_render( viewed_model_num, &viewed_obj->orient, &obj_pos, MR_NO_LIGHTING | MR_LOCK_DETAIL );
1416 hud_render_target_close();
1420 if ( is_homing == TRUE ) {
1421 hud_blit_target_foreground();
1423 hud_blit_target_foreground();
1426 hud_blit_target_integrity(1);
1427 // hud_set_default_color();
1428 hud_set_gauge_color(HUD_TARGET_MONITOR);
1430 // print out the weapon class name
1431 sprintf( outstr,"%s", target_wip->name );
1432 gr_get_string_size(&w,&h,outstr);
1434 // drop name past the # sign
1435 if ( strstr(outstr, NOX("#")) ) {
1436 hud_end_string_at_first_hash_symbol(outstr);
1438 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr);
1440 // If a homing weapon, show time to impact
1444 dist = vm_vec_dist(&target_objp->pos, &wp->homing_object->pos);
1445 speed = vm_vec_mag(&target_objp->phys_info.vel);
1447 sprintf(outstr, NOX("impact: %.1f sec"), dist/speed);
1449 sprintf(outstr, XSTR( "unknown", 349));
1452 emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_CLASS][0], Targetbox_coords[gr_screen.res][TBOX_CLASS][1], EG_TBOX_CLASS, outstr);
1456 // -------------------------------------------------------------------------------------
1457 // hud_render_target_model() will render the target in the small targetting box. The box
1458 // is then shaded to give a monochrome effect
1460 void hud_render_target_model()
1462 object *target_objp;
1464 if ( !hud_gauge_active(HUD_TARGET_MONITOR) )
1467 if ( Player_ai->target_objnum == -1)
1470 if ( Target_static_playing )
1473 target_objp = &Objects[Player_ai->target_objnum];
1475 // Draw the background frame
1476 hud_render_target_background();
1478 switch ( target_objp->type ) {
1480 hud_render_target_ship(target_objp);
1484 hud_render_target_debris(target_objp);
1488 hud_render_target_weapon(target_objp);
1492 hud_render_target_asteroid(target_objp);
1496 hud_render_target_jump_node(target_objp);
1500 // Error(LOCATION, "Trying to show object type %d on target monitor\n", target_objp->type);
1501 hud_cease_targeting();
1506 void hud_cargo_scan_update(object *targetp, float frametime)
1508 char outstr[256]; // temp buffer for sprintf'ing hud output
1511 // Account for HUD shaking
1512 hx = fl2i(HUD_offset_x);
1513 hy = fl2i(HUD_offset_y);
1515 // display cargo inspection status
1516 if ( targetp->type == OBJ_SHIP ) {
1517 if ( player_inspect_cargo(frametime, outstr) ) {
1518 if ( hud_gauge_active(HUD_TARGET_MONITOR) ) {
1519 if ( Player->cargo_inspect_time > 0 ) {
1520 hud_targetbox_start_flash(TBOX_FLASH_CARGO);
1523 // Print out what the cargo is
1524 if ( hud_gauge_maybe_flash(HUD_TARGET_MONITOR) == 1 ) {
1525 // hud_set_bright_color();
1526 hud_set_gauge_color(HUD_TARGET_MONITOR, HUD_C_BRIGHT);
1528 hud_targetbox_maybe_flash(TBOX_FLASH_CARGO);
1531 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);
1532 hud_set_gauge_color(HUD_TARGET_MONITOR);
1535 } // end if (is_ship)
1539 // -----------------------------------------------------------------------------------
1540 // hud_show_target_data() will display the data about the target in and
1541 // around the targetting window
1543 void hud_show_target_data(float frametime)
1545 char outstr[256]; // temp buffer for sprintf'ing hud output
1546 int w,h; // width and height of string about to print
1547 object *target_objp;
1549 debris *debrisp = NULL;
1550 ship_info *sip = NULL;
1553 hud_set_gauge_color(HUD_TARGET_MONITOR);
1555 target_objp = &Objects[Player_ai->target_objnum];
1557 switch( Objects[Player_ai->target_objnum].type ) {
1559 shipp = &Ships[target_objp->instance];
1560 sip = &Ship_info[shipp->ship_info_index];
1565 debrisp = &Debris[target_objp->instance];
1566 sip = &Ship_info[debrisp->ship_info_index];
1581 Int3(); // can't happen
1587 // Account for HUD shaking
1588 hx = fl2i(HUD_offset_x);
1589 hy = fl2i(HUD_offset_y);
1591 // print out the target distance and speed
1592 sprintf(outstr,XSTR( "d: %.0f%s", 350), Player_ai->current_target_distance, modifiers[Player_ai->current_target_dist_trend]);
1594 hud_num_make_mono(outstr);
1595 gr_get_string_size(&w,&h,outstr);
1597 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);
1601 spd = vm_vec_dist(&target_objp->pos, &target_objp->last_pos) / frametime;
1603 // 7/28/99 DKA: Do not use vec_mag_quick -- the error is too big
1604 spd = vm_vec_mag(&target_objp->phys_info.vel);
1605 // spd = target_objp->phys_info.fspeed;
1609 // if the speed is 0, determine if we are docked with something -- if so, get the velocity from
1610 // our docked object instead
1611 if ( (spd == 0.0f) && is_ship ) {
1615 aip = &Ai_info[shipp->ai_index];
1616 if ( aip->ai_flags & AIF_DOCKED ) {
1617 Assert( aip->dock_objnum != -1 );
1618 other_objp = &Objects[aip->dock_objnum];
1619 spd = other_objp->phys_info.fspeed;
1625 sprintf(outstr, XSTR( "s: %.0f%s", 351), spd, (spd>1)?modifiers[Player_ai->current_target_speed_trend]:"");
1626 hud_num_make_mono(outstr);
1628 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);
1631 // output target info for debug purposes only, this will be removed later
1637 if ( Show_target_debug_info && (is_ship == 1) ) {
1640 dy = gr_get_font_height() + 1;
1643 gr_set_color_fast(&HUD_color_debug);
1645 if ( shipp->ai_index >= 0 ) {
1646 ai_info *aip = &Ai_info[shipp->ai_index];
1648 sprintf(outstr,"AI: %s",Ai_behavior_names[aip->mode]);
1650 switch (aip->mode) {
1652 Assert(aip->submode <= SM_BIG_PARALLEL); // Must be <= largest chase submode value.
1653 // sprintf(outstr,"AI: %s",Submode_text[aip->submode]);
1654 sprintf(outstr2," / %s",Submode_text[aip->submode]);
1655 strcat(outstr,outstr2);
1658 Assert(aip->submode <= AIS_STRAFE_POSITION); // Must be <= largest chase submode value.
1659 // sprintf(outstr,"AI: %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1660 sprintf(outstr2," / %s",Strafe_submode_text[aip->submode-AIS_STRAFE_ATTACK]);
1661 strcat(outstr,outstr2);
1664 // gr_printf(sx, sy, "Wpnum: %i",aip->wp_index);
1665 sprintf(outstr2," / Wpnum: %i",aip->wp_index);
1666 strcat(outstr,outstr2);
1672 gr_printf(sx, sy, outstr);
1675 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));
1678 // data can be found in target montior
1679 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+5*h, "Shields: %d", (int) Players[Player_num].current_target->shields);
1680 if (aip->target_objnum != -1) {
1681 char target_str[32];
1685 if (aip->target_objnum == Player_obj-Objects)
1686 strcpy(target_str, "Player!");
1688 sprintf(target_str, "%s", Ships[Objects[aip->target_objnum].instance].ship_name);
1690 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+4*h, "Target: %s", target_str);
1691 gr_printf(sx, sy, "Targ: %s", target_str);
1694 dist = vm_vec_dist_quick(&Objects[Player_ai->target_objnum].pos, &Objects[aip->target_objnum].pos);
1695 vm_vec_normalized_dir(&v2t,&Objects[aip->target_objnum].pos, &Objects[Player_ai->target_objnum].pos);
1697 dot = vm_vec_dot(&v2t, &Objects[Player_ai->target_objnum].orient.fvec);
1699 // data can be found in target montior
1700 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+3, TARGET_WINDOW_Y1+6*h, "Targ dist: %5.1f", dist);
1701 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+5*h, "Targ dot: %3.2f", dot);
1702 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1704 // gr_printf(TARGET_WINDOW_X1+TARGET_WINDOW_WIDTH+2, TARGET_WINDOW_Y1+6*h, "Targ dst: %3.2f", dist);
1705 gr_printf(sx, sy, "Targ dst: %3.2f", dist);
1708 if ( aip->targeted_subsys != NULL ) {
1709 sprintf(outstr, "Subsys: %s", aip->targeted_subsys->system_info->name);
1710 gr_printf(sx, sy, outstr);
1715 // print out energy transfer information on the ship
1718 sprintf(outstr,"MAX G/E: %.0f/%.0f",shipp->weapon_energy,shipp->current_max_speed);
1719 gr_printf(sx, sy, outstr);
1722 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]);
1723 gr_printf(sx, sy, outstr);
1726 // Show information about attacker.
1730 if (Enemy_attacker != NULL)
1731 if (Enemy_attacker->type == OBJ_SHIP) {
1737 eshipp = &Ships[Enemy_attacker->instance];
1738 eaip = &Ai_info[eshipp->ai_index];
1740 if (eaip->target_objnum == Player_obj-Objects) {
1742 dist = vm_vec_dist_quick(&Enemy_attacker->pos, &Player_obj->pos);
1743 vm_vec_normalized_dir(&v2t,&Objects[eaip->target_objnum].pos, &Enemy_attacker->pos);
1745 dot = vm_vec_dot(&v2t, &Enemy_attacker->orient.fvec);
1747 gr_printf(sx, sy, "#%i: %s", Enemy_attacker-Objects, Ships[Enemy_attacker->instance].ship_name);
1749 gr_printf(sx, sy, "Targ dist: %5.1f", dist);
1751 gr_printf(sx, sy, "Targ dot: %3.2f", dot);
1756 if (Player_ai->target_objnum == Enemy_attacker - Objects)
1762 Enemy_attacker = NULL;
1763 for (i=0; i<MAX_OBJECTS; i++)
1764 if (Objects[i].type == OBJ_SHIP) {
1767 if (i != Player_ai->target_objnum) {
1768 enemy = Ai_info[Ships[Objects[i].instance].ai_index].target_objnum;
1770 if (enemy == Player_obj-Objects) {
1771 Enemy_attacker = &Objects[i];
1781 gr_printf(sx, sy, "Targ size: %dx%d", Hud_target_w, Hud_target_h );
1784 polymodel *pm = model_get( shipp->modelnum );
1785 gr_printf(sx, sy, "POF:%s", pm->filename );
1788 gr_printf(sx, sy, "Mass: %.2f\n", pm->mass);
1793 // display the weapons for the target on the HUD. Include ammo counts.
1794 if ( Show_target_weapons && (is_ship == 1) ) {
1798 swp = &shipp->weapons;
1801 dy = gr_get_font_height();
1803 sprintf(outstr,"Num primaries: %d", swp->num_primary_banks);
1804 gr_printf(sx,sy,outstr);
1806 for ( i = 0; i < swp->num_primary_banks; i++ ) {
1807 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->primary_bank_weapons[i]].name);
1808 gr_printf(sx,sy,outstr);
1813 sprintf(outstr,"Num secondaries: %d", swp->num_secondary_banks);
1814 gr_printf(sx,sy,outstr);
1816 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
1817 sprintf(outstr,"%d. %s", i+1, Weapon_info[swp->secondary_bank_weapons[i]].name);
1818 gr_printf(sx,sy,outstr);
1827 // called at the start of each level
1828 void hud_targetbox_static_init()
1830 Target_static_next = 0;;
1831 Target_static_playing = 0;
1834 // determine if we should draw static on top of the target box
1835 int hud_targetbox_static_maybe_blit(float frametime)
1839 // on lowest skill level, don't show static on target monitor
1840 if ( Game_skill_level == 0 )
1843 // if multiplayer observer, don't show static
1844 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1848 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
1850 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
1851 sensors_str = SENSOR_STR_TARGET_NO_EFFECTS-1;
1854 if ( sensors_str > SENSOR_STR_TARGET_NO_EFFECTS ) {
1855 Target_static_playing = 0;
1856 Target_static_next = 0;
1858 if ( Target_static_next == 0 )
1859 Target_static_next = 1;
1862 if ( timestamp_elapsed(Target_static_next) ) {
1863 Target_static_playing ^= 1;
1864 Target_static_next = timestamp_rand(50, 750);
1867 if ( Target_static_playing ) {
1868 // hud_set_default_color();
1869 hud_set_gauge_color(HUD_TARGET_MONITOR);
1870 hud_anim_render(&Target_static, frametime, 1);
1871 if ( Target_static_looping == -1 ) {
1872 Target_static_looping = snd_play_looping(&Snds[SND_STATIC]);
1875 if ( Target_static_looping != -1 ) {
1876 snd_stop(Target_static_looping);
1877 Target_static_looping = -1;
1881 return Target_static_playing;
1884 // start the targetbox item flashing for duration ms
1885 // input: index => TBOX_FLASH_ #define
1886 // duration => optional param (default value TBOX_FLASH_DURATION), how long to flash in ms
1887 void hud_targetbox_start_flash(int index, int duration)
1889 Targetbox_flash_timers[index][0] = timestamp(duration);
1892 // stop flashing a specific targetbox item
1893 void hud_targetbox_end_flash(int index)
1895 Targetbox_flash_timers[index][0] = 1;
1898 // determine if a given flashing index is bright or not
1899 int hud_targetbox_is_bright(int index)
1901 return (Targetbox_flash_flags & (1<<index));
1904 // determine if the flashing has expired
1905 int hud_targetbox_flash_expired(int index)
1907 if ( timestamp_elapsed(Targetbox_flash_timers[index][0]) ) {
1915 void hudtargetbox_page_in()
1917 bm_page_in_aabitmap( Target_view_gauge.first_frame, Target_view_gauge.num_frames);
1919 bm_page_in_aabitmap( Target_view_integrity_gauge.first_frame, Target_view_integrity_gauge.num_frames );
1921 bm_page_in_aabitmap( Target_view_extra.first_frame, Target_view_extra.num_frames );