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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "hud/hudbrackets.h"
#include "hud/hudtarget.h"
#include "iff_defs/iff_defs.h"
#include "jumpnode/jumpnode.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "tracing/tracing.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#define FADE_FACTOR 2 // how much the bounding brackets get faded
#define LOWEST_RED 50 // lowest r value for bounding bracket
#define LOWEST_GREEN 50 // lowest g value for bounding bracket
#define LOWEST_BLUE 50 // lowest b value for bounding bracket
char Ships_attack_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
"attacker",
"attacker"
};
// resolution adjust factors for the above defines
int Min_target_box_width[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_target_box_height[GR_NUM_RESOLUTIONS] = { 20, 30 };
int Min_subtarget_box_width[GR_NUM_RESOLUTIONS] = { 12, 24 };
int Min_subtarget_box_height[GR_NUM_RESOLUTIONS] = { 12, 24 };
void hud_init_brackets()
{
}
void draw_brackets_square(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2, int resize_mode)
{
int width, height;
if(resize_mode != GR_RESIZE_NONE || gr_screen.rendering_to_texture != -1)
{
gr_resize_screen_pos(&x1, &y1, NULL, NULL, resize_mode);
gr_resize_screen_pos(&x2, &y2, NULL, NULL, resize_mode);
}
width = x2 - x1;
height = y2 - y1;
if (width < 1 || height < 1)
return;
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// horizontal lines
if ( (x1 + bracket_width > 0) && (x1 < gr_screen.clip_width) ){
draw_list->add_gradient(x1,y1,x1+bracket_width-1,y1,GR_RESIZE_NONE); // top left
draw_list->add_gradient(x1,y2,x1+bracket_width-1,y2,GR_RESIZE_NONE); // bottom left
}
if ( (x2 - bracket_width < gr_screen.clip_width) && (x2 > 0) ) {
draw_list->add_gradient(x2, y1, x2-bracket_width+1,y1,GR_RESIZE_NONE); // top right
draw_list->add_gradient(x2, y2, x2-bracket_width+1,y2,GR_RESIZE_NONE); // bottom right
}
// vertical lines
if ( (y1 + bracket_height > 0) && (y1 < gr_screen.clip_height) ) {
draw_list->add_gradient(x1,y1,x1,y1+bracket_height-1,GR_RESIZE_NONE); // top left
draw_list->add_gradient(x2,y1,x2,y1+bracket_height-1,GR_RESIZE_NONE); // top right
}
if ( (y2 - bracket_height < gr_screen.clip_height) && (y2 > 0) ) {
draw_list->add_gradient(x1,y2,x1,y2-bracket_height+1,GR_RESIZE_NONE); // bottom left
draw_list->add_gradient(x2,y2,x2,y2-bracket_height+1,GR_RESIZE_NONE); // bottom right
}
}
// NOTE: all values should be in unscaled range
void draw_brackets_square_quick(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2, int thick)
{
int width, height;
width = x2 - x1;
height = y2 - y1;
// make the brackets extend 25% of the way along the width or height
int bracket_width = width/4;
int bracket_height = height/4;
// top line
draw_list->add_line(x1,y1,x1+bracket_width,y1);
draw_list->add_line(x2,y1,x2-bracket_width,y1);
if ( thick ) {
draw_list->add_line(x1,y1+1,x1+bracket_width,y1+1);
draw_list->add_line(x2,y1+1,x2-bracket_width,y1+1);
}
// bottom line
draw_list->add_line(x1,y2,x1+bracket_width,y2);
draw_list->add_line(x2,y2,x2-bracket_width,y2);
if ( thick ) {
draw_list->add_line(x1,y2-1,x1+bracket_width,y2-1);
draw_list->add_line(x2,y2-1,x2-bracket_width,y2-1);
}
// left line
if ( thick ) {
draw_list->add_line(x1,y1+2,x1,y1+bracket_height);
draw_list->add_line(x1,y2-2,x1,y2-bracket_height);
draw_list->add_line(x1+1,y1+2,x1+1,y1+bracket_height);
draw_list->add_line(x1+1,y2-2,x1+1,y2-bracket_height);
} else {
draw_list->add_line(x1,y1+1,x1,y1+bracket_height);
draw_list->add_line(x1,y2-1,x1,y2-bracket_height);
}
// right line
if ( thick ) {
draw_list->add_line(x2,y1+2,x2,y1+bracket_height);
draw_list->add_line(x2,y2-2,x2,y2-bracket_height);
draw_list->add_line(x2-1,y1+2,x2-1,y1+bracket_height);
draw_list->add_line(x2-1,y2-2,x2-1,y2-bracket_height);
} else {
draw_list->add_line(x2,y1+1,x2,y1+bracket_height);
draw_list->add_line(x2,y2-1,x2,y2-bracket_height);
}
}
void draw_brackets_diamond_quick(graphics::line_draw_list* draw_list, int x1, int y1, int x2, int y2)
{
int width, height, half_width, half_height;
int center_x, center_y;
int x_delta, y_delta;
float side_len, bracket_len;
width = x2 - x1;
height = y2 - y1;
half_width = (int)std::lround( width/2.0f);
half_height = (int)std::lround( height/2.0f);
side_len = (float)_hypot(half_width, half_height);
bracket_len = side_len / 8;
x_delta = (int)std::lround(bracket_len * width / side_len);
y_delta = (int)std::lround(bracket_len * height / side_len);
center_x = x1 + half_width;
center_y = y1 + half_height;
// top left line
draw_list->add_line(center_x - x_delta, y1 + y_delta,center_x, y1);
draw_list->add_line(x1 + x_delta, center_y - y_delta, x1, center_y);
// top right line
draw_list->add_line(center_x + x_delta, y1 + y_delta,center_x, y1);
draw_list->add_line(x2 - x_delta, center_y - y_delta, x2, center_y);
// bottom left line
draw_list->add_line(x1 + x_delta, center_y + y_delta, x1, center_y);
draw_list->add_line(center_x - x_delta, y2 - y_delta, center_x, y2);
// bottom right line
draw_list->add_line(x2 - x_delta, center_y + y_delta, x2, center_y);
draw_list->add_line(center_x + x_delta, y2 - y_delta, center_x, y2);
// draw an 'X' in the middle of the brackets
draw_list->add_line(center_x-x_delta, center_y-y_delta, center_x+x_delta, center_y+y_delta);
draw_list->add_line(center_x-x_delta, center_y+y_delta, center_x+x_delta, center_y-y_delta);
}
extern int HUD_drew_selection_bracket_on_target;
//Do we want to show the ship & class name?
extern bool Extra_target_info;
// Display the current target distance, right justified at (x,y)
void hud_target_show_dist_on_bracket(int x, int y, float distance, int font_num)
{
char text_dist[64];
int w,h;
float displayed_distance;
if ( y < 0 || y > gr_screen.clip_height ) {
return;
}
if ( x < 0 || x > gr_screen.clip_width ) {
return;
}
// scale by distance modifier from hud_guages.tbl for display purposes
displayed_distance = distance * Hud_unit_multiplier;
sprintf(text_dist, "%d", (int)std::lround(displayed_distance));
hud_num_make_mono(text_dist, font_num);
gr_get_string_size(&w,&h,text_dist);
int y_delta = 4;
if ( HUD_drew_selection_bracket_on_target ) {
y += 4;
}
gr_string(x - w+2, y+y_delta, text_dist);
}
int Ships_attacking_bitmap = -1;
int num_ships_attacking(int target_objnum);
int draw_subsys_brackets(graphics::line_draw_list* draw_list, ship_subsys* subsys, int min_width, int min_height, bool draw, bool set_color, int* draw_coords)
{
Assertion(subsys != NULL, "Invalid subsystem pointer passed to draw_subsys_brackets!");
int target_objnum;
object* targetp;
vertex subobj_vertex;
vec3d subobj_pos;
int x1,x2,y1,y2;
target_objnum = subsys->parent_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
Assert( targetp->type == OBJ_SHIP );
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex,&subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return -1;
int subobj_x = (int)std::lround(subobj_vertex.screen.xyw.x);
int subobj_y = (int)std::lround(subobj_vertex.screen.xyw.y);
int hud_subtarget_w, hud_subtarget_h, bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
if ( bound_rc != 0 )
return -1;
hud_subtarget_w = x2-x1+1;
if ( hud_subtarget_w > gr_screen.clip_width ) {
hud_subtarget_w = gr_screen.clip_width;
}
hud_subtarget_h = y2-y1+1;
if ( hud_subtarget_h > gr_screen.clip_height ) {
hud_subtarget_h = gr_screen.clip_height;
}
if ( hud_subtarget_w > gr_screen.max_w ) {
x1 = subobj_x - (gr_screen.max_w>>1);
x2 = subobj_x + (gr_screen.max_w>>1);
}
if ( hud_subtarget_h > gr_screen.max_h ) {
y1 = subobj_y - (gr_screen.max_h>>1);
y2 = subobj_y + (gr_screen.max_h>>1);
}
// *** these unsize take care of everything below ***
gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
gr_unsize_screen_pos( &subobj_x, &subobj_y );
gr_unsize_screen_pos( &x1, &y1 );
gr_unsize_screen_pos( &x2, &y2 );
if ( hud_subtarget_w < min_width ) {
x1 = subobj_x - (min_width>>1);
x2 = subobj_x + (min_width>>1);
}
if ( hud_subtarget_h < min_height ) {
y1 = subobj_y - (min_height>>1);
y2 = subobj_y + (min_height>>1);
}
// determine if subsystem is on far or near side of the ship
bool in_sight = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, false);
if (draw)
{
if (set_color)
{
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000: this will now execute for fighterbays if the bay has been given a
// percentage subsystem strength in ships.tbl
// Goober5000: this will now execute for any subsys that takes damage and will not
// execute for any subsys that doesn't take damage
if ( (subsys->current_hits <= 0) && ( ship_subsys_takes_damage(subsys) ) ) {
gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1));
} else {
hud_set_iff_color( targetp, 1 );
}
}
if ( in_sight ) {
draw_brackets_square_quick(draw_list, x1, y1, x2, y2);
} else {
draw_brackets_diamond_quick(draw_list, x1, y1, x2, y2);
}
}
if (draw_coords != nullptr)
{
// Positions are unsized, we need to resize them to get the actual screen coordinates
gr_resize_screen_pos(&x1, &y1);
gr_resize_screen_pos(&x2, &y2);
draw_coords[0] = x1;
draw_coords[1] = y1;
draw_coords[2] = x2;
draw_coords[3] = y2;
}
// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
return in_sight;
}
HudGaugeBrackets::HudGaugeBrackets():
HudGauge3DAnchor(HUD_OBJECT_BRACKETS, HUD_OFFSCREEN_INDICATOR, false, true, VM_DEAD_VIEW, 255, 255, 255)
{
}
void HudGaugeBrackets::initMinTargetBoxSizes(int w, int h)
{
Min_target_box_width = w;
Min_target_box_height = h;
}
void HudGaugeBrackets::initMinSubTargetBoxSizes(int w, int h)
{
Min_subtarget_box_width = w;
Min_subtarget_box_height = h;
}
void HudGaugeBrackets::initBitmaps(char *fname)
{
attacking_dot = bm_load(fname);
if (attacking_dot < 0) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeBrackets::render(float /*frametime*/)
{
// don't display brackets if we're warping out.
if ( Player->control_mode != PCM_NORMAL ) {
return;
}
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
for(size_t i = 0; i < target_display_list.size(); i++) {
// make sure this point is projected. Otherwise, skip.
if( !(target_display_list[i].target_point.flags & PF_OVERFLOW) ) {
if ( target_display_list[i].objp ) {
renderObjectBrackets(target_display_list[i].objp, &target_display_list[i].bracket_clr, target_display_list[i].correction,
target_display_list[i].correction, target_display_list[i].flags);
} else {
// no corresponding object so this must represent a nav point.
renderNavBrackets(&target_display_list[i].target_pos, &target_display_list[i].target_point, &target_display_list[i].bracket_clr,
target_display_list[i].name);
}
}
}
line_draw_list.flush();
if(!in_frame)
g3_end_frame();
}
void HudGaugeBrackets::renderObjectBrackets(object *targetp, color *clr, int w_correction, int h_correction, int flags)
{
TRACE_SCOPE(tracing::RenderTargetingBracket);
int x1,x2,y1,y2;
bool draw_box = true;
int bound_rc;
SCP_list<CJumpNode>::iterator jnp;
bool not_player_target = (Player_ai->target_objnum < 0 || targetp != &Objects[Player_ai->target_objnum]);
// target_is_dying is set to zero when the target is not dying, -1 when no target. Only 1, aka "TRUE", is invalid.
if ( not_player_target || Player->target_is_dying <= 0) {
int modelnum;
switch ( targetp->type ) {
case OBJ_SHIP:
modelnum = Ship_info[Ships[targetp->instance].ship_info_index].model_num;
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
draw_box = false;
}
break;
case OBJ_DEBRIS:
modelnum = Debris[targetp->instance].model_num;
bound_rc = submodel_find_2d_bound_min( modelnum, Debris[targetp->instance].submodel_num, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
if ( bound_rc != 0 ) {
draw_box = false;
}
break;
case OBJ_WEAPON:
modelnum = Weapon_info[Weapons[targetp->instance].weapon_info_index].model_num;
if (modelnum != -1)
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
else {
vertex vtx;
g3_rotate_vertex(&vtx,&targetp->pos);
g3_project_vertex(&vtx);
x1 = x2 = (int) vtx.screen.xyw.x;
y1 = y2 = (int) vtx.screen.xyw.y;
}
break;
case OBJ_ASTEROID:
{
int pof = 0;
pof = Asteroids[targetp->instance].asteroid_subtype;
modelnum = Asteroid_info[Asteroids[targetp->instance].asteroid_type].model_num[pof];
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
}
break;
case OBJ_JUMP_NODE:
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == targetp)
break;
}
modelnum = jnp->GetModelNumber();
bound_rc = model_find_2d_bound_min( modelnum, &targetp->orient, &targetp->pos,&x1,&y1,&x2,&y2 );
break;
default:
Int3(); // should never happen
return;
}
Hud_target_w = x2-x1+1;
if ( Hud_target_w > gr_screen.clip_width ) {
Hud_target_w = gr_screen.clip_width;
}
Hud_target_h = y2-y1+1;
if ( Hud_target_h > gr_screen.clip_height ) {
Hud_target_h = gr_screen.clip_height;
}
if(clr->red && clr->green && clr->blue ) {
gr_set_color_fast(clr);
} else {
// if no specific color defined, use the IFF color.
hud_set_iff_color(targetp, 1);
}
if ( draw_box ) {
float distance = 0.0f; // init to 0 if we don't have to display distance
int target_objnum = -1;
if(flags & TARGET_DISPLAY_DIST) {
// since we can have either the target, or rogue asteroids bracketed,
// check which case we are in, and then do the correct distance.
if (not_player_target) {
distance = hud_find_target_distance(targetp, &Player_obj->pos);
} else {
distance = Player_ai->current_target_distance;
}
}
if(flags & TARGET_DISPLAY_DOTS) {
target_objnum = OBJ_INDEX(targetp);
}
renderBoundingBrackets(x1-5, y1-5, x2+5, y2+5, w_correction, h_correction, distance, target_objnum, flags);
}
if ( (targetp->type == OBJ_SHIP) && (flags & TARGET_DISPLAY_SUBSYS) ) {
renderBoundingBracketsSubobject();
}
}
}
void HudGaugeBrackets::renderNavBrackets(vec3d* nav_pos, vertex* nav_point, color* clr, char* string)
{
TRACE_SCOPE(tracing::RenderNavBracket);
float dist;
int box_scale = 15;
int x, y;
x = int(nav_point->screen.xyw.x);
y = int(nav_point->screen.xyw.y);
// draw this nav bracket based on this gauge's base resolution
gr_set_screen_scale(base_w, base_h);
gr_unsize_screen_pos( &x, &y );
dist = vm_vec_dist_quick(&Objects[Player_ship->objnum].pos, nav_pos);
if (dist < 1000)
box_scale = int(float(dist)/1000.0f * 15);
if (box_scale < 4)
box_scale=4;
gr_set_color_fast(clr);
draw_brackets_square(&line_draw_list, x-box_scale, y-box_scale, x+box_scale, y+box_scale);
// draw the nav name
if(string) {
gr_string(x-(box_scale+10), y-(box_scale+20), string);
}
// draw distance to target in lower right corner of box
hud_target_show_dist_on_bracket(x+(box_scale+10),y+(box_scale+10), dist, font_num);
// bring the scale back to normal
gr_reset_screen_scale();
}
void HudGaugeBrackets::renderBoundingBrackets(int x1, int y1, int x2, int y2, int w_correction, int h_correction, float distance, int target_objnum, int flags)
{
int width, height;
if ( ( x1 < 0 && x2 < 0 ) || ( y1 < 0 && y2 < 0 ) )
return;
if ( ( x1 > gr_screen.clip_width && x2 > gr_screen.clip_width ) ||
( y1 > gr_screen.clip_height && y2 > gr_screen.clip_height ) )
return;
// draw the all bracket components based on this gauge's screen scale
gr_set_screen_scale(base_w, base_h);
// *** everything below is taken care of with this unsize ***
gr_unsize_screen_pos(&x1, &y1);
gr_unsize_screen_pos(&x2, &y2);
width = x2-x1;
Assert(width>=0);
height = y2-y1;
Assert(height>=0);
if ( (width >= (base_w)) && (height >= (base_h)) ) {
return;
}
if (width < Min_target_box_width) {
x1 = x1 - (Min_target_box_width-width)/2;
x2 = x2 + (Min_target_box_width-width)/2;
}
if (height < Min_target_box_height) {
y1 = y1 - (Min_target_box_height-height)/2;
y2 = y2 + (Min_target_box_height-height)/2;
}
draw_brackets_square(&line_draw_list, x1-w_correction, y1-h_correction, x2+w_correction, y2+h_correction);
// draw distance to target in lower right corner of box
if ( distance > 0 ) {
hud_target_show_dist_on_bracket(x2+w_correction,y2+h_correction,distance,font_num);
}
// Maybe show + for each additional fighter or bomber attacking target.
if ( (target_objnum != -1) ) {
int num_attacking = num_ships_attacking(target_objnum);
// If a ship is attacked by player, show one fewer plus
int k=0;
if (Objects[target_objnum].type == OBJ_SHIP) {
if (iff_x_attacks_y(Player_ship->team, Ships[Objects[target_objnum].instance].team)) {
k = 1;
}
} else {
k = 1;
}
if (num_attacking > k) {
int i, w, h, num_blips;
num_blips = num_attacking-k;
if (num_blips > 4) {
num_blips = 4;
}
//int bitmap = get_blip_bitmap();
bm_get_info(attacking_dot, &w, &h);
if (attacking_dot >= 0) {
if (num_blips > 3)
y1 -= 3;
for (i=0; i<num_blips; i++) {
GR_AABITMAP(attacking_dot, x2+3, y1+i*(h+2));
}
}
// Increment for the position of ship name/class.
// DEPENDANT ON ATTACKER SIZE (X)
x2 += w + 2;
}
}
if( (target_objnum != -1) && (flags & (TARGET_DISPLAY_NAME | TARGET_DISPLAY_CLASS)) ) {
object* t_objp = &Objects[target_objnum];
const char* tinfo_name = NULL;
const char* tinfo_class = NULL;
char temp_name[NAME_LENGTH*2+3];
char temp_class[NAME_LENGTH];
SCP_list<CJumpNode>::iterator jnp;
switch(t_objp->type) {
case OBJ_SHIP:
hud_stuff_ship_name(temp_name, &Ships[t_objp->instance]);
hud_stuff_ship_class(temp_class, &Ships[t_objp->instance]);
tinfo_name = temp_name;
tinfo_class = temp_class;
// maybe concatenate the callsign
if (*temp_name) {
char temp_callsign[NAME_LENGTH];
hud_stuff_ship_callsign(temp_callsign, &Ships[t_objp->instance]);
if (*temp_callsign)
sprintf(&temp_name[strlen(temp_name)], " (%s)", temp_callsign);
} else { // maybe substitute the callsign
hud_stuff_ship_callsign(temp_name, &Ships[t_objp->instance]);
}
break;
case OBJ_DEBRIS:
tinfo_name = XSTR("debris", 348);
break;
case OBJ_WEAPON:
tinfo_name = Weapon_info[Weapons[t_objp->instance].weapon_info_index].get_display_name();
break;
case OBJ_ASTEROID:
switch(Asteroids[t_objp->instance].asteroid_type) {
case ASTEROID_TYPE_SMALL:
case ASTEROID_TYPE_MEDIUM:
case ASTEROID_TYPE_LARGE:
tinfo_name = XSTR("asteroid", 431);
break;
default:
tinfo_name = XSTR("debris", 348);
}
break;
case OBJ_JUMP_NODE:
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObjectNumber() == target_objnum)
break;
}
tinfo_name = jnp->GetDisplayName();
break;
}
if(tinfo_name && (flags & TARGET_DISPLAY_NAME)) {
gr_string(x2+3, y1, tinfo_name);
}
if(tinfo_class && (flags & TARGET_DISPLAY_CLASS)) {
gr_string(x2+3, y1+gr_get_font_height(), tinfo_class);
}
}
// we're done, so bring the scale back to normal
gr_reset_screen_scale();
}
void HudGaugeBrackets::renderBoundingBracketsSubobject()
{
if (Player_ai->targeted_subsys_parent == Player_ai->target_objnum)
if (Player_ai->targeted_subsys != NULL) {
ship_subsys *subsys;
int target_objnum;
object* targetp;
vertex subobj_vertex;
vec3d subobj_pos;
int x1,x2,y1,y2;
subsys = Player_ai->targeted_subsys;
target_objnum = Player_ai->target_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
Assert( targetp->type == OBJ_SHIP );
gr_set_screen_scale(base_w, base_h);
get_subsystem_world_pos(targetp, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex,&subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return;
int subobj_x = (int)std::lround(subobj_vertex.screen.xyw.x);
int subobj_y = (int)std::lround(subobj_vertex.screen.xyw.y);
int hud_subtarget_w, hud_subtarget_h, bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y1,&x2,&y2);
if ( bound_rc != 0 )
return;
hud_subtarget_w = x2-x1+1;
if ( hud_subtarget_w > gr_screen.clip_width ) {
hud_subtarget_w = gr_screen.clip_width;
}
hud_subtarget_h = y2-y1+1;
if ( hud_subtarget_h > gr_screen.clip_height ) {
hud_subtarget_h = gr_screen.clip_height;
}
if ( hud_subtarget_w > gr_screen.max_w ) {
x1 = subobj_x - (gr_screen.max_w>>1);
x2 = subobj_x + (gr_screen.max_w>>1);
}
if ( hud_subtarget_h > gr_screen.max_h ) {
y1 = subobj_y - (gr_screen.max_h>>1);
y2 = subobj_y + (gr_screen.max_h>>1);
}
// *** these unsize take care of everything below ***
gr_unsize_screen_pos( &hud_subtarget_w, &hud_subtarget_h );
gr_unsize_screen_pos( &subobj_x, &subobj_y );
gr_unsize_screen_pos( &x1, &y1 );
gr_unsize_screen_pos( &x2, &y2 );
if ( hud_subtarget_w < Min_subtarget_box_width ) {
x1 = subobj_x - (Min_subtarget_box_width>>1);
x2 = subobj_x + (Min_subtarget_box_width>>1);
}
if ( hud_subtarget_h < Min_subtarget_box_height ) {
y1 = subobj_y - (Min_subtarget_box_height>>1);
y2 = subobj_y + (Min_subtarget_box_height>>1);
}
// determine if subsystem is on far or near side of the ship
Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, false) ? 1 : 0;
// AL 29-3-98: If subsystem is destroyed, draw gray brackets
// Goober5000: this will now execute for fighterbays if the bay has been given a
// percentage subsystem strength in ships.tbl
// Goober5000: this will now execute for any subsys that takes damage and will not
// execute for any subsys that doesn't take damage
if ( (Player_ai->targeted_subsys->current_hits <= 0) && ( ship_subsys_takes_damage(Player_ai->targeted_subsys) ) ) {
gr_set_color_fast(iff_get_color(IFF_COLOR_MESSAGE, 1));
} else {
hud_set_iff_color( targetp, 1 );
}
if ( Player->subsys_in_view ) {
draw_brackets_square_quick(&line_draw_list, x1, y1, x2, y2);
} else {
draw_brackets_diamond_quick(&line_draw_list, x1, y1, x2, y2);
}
// mprintf(("Drawing subobject brackets at %4i, %4i\n", sx, sy));
// reset the scale to normal
gr_reset_screen_scale();
}
}
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