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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: HUDView.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ View class for Heads Up Display
+*/
+
+#include "MemDebug.h"
+#include "HUDView.h"
+#include "HUDSounds.h"
+#include "Ship.h"
+#include "Element.h"
+#include "Computer.h"
+#include "Drive.h"
+#include "Instruction.h"
+#include "NavSystem.h"
+#include "Power.h"
+#include "Shield.h"
+#include "Sensor.h"
+#include "Contact.h"
+#include "ShipDesign.h"
+#include "Shot.h"
+#include "Drone.h"
+#include "Thruster.h"
+#include "Weapon.h"
+#include "WeaponGroup.h"
+#include "FlightDeck.h"
+#include "SteerAI.h"
+#include "Sim.h"
+#include "StarSystem.h"
+#include "Starshatter.h"
+#include "CameraDirector.h"
+#include "MFD.h"
+#include "RadioView.h"
+#include "FormatUtil.h"
+#include "Hoop.h"
+#include "QuantumDrive.h"
+#include "KeyMap.h"
+#include "AudioConfig.h"
+#include "Player.h"
+
+#include "NetGame.h"
+#include "NetPlayer.h"
+
+#include "Color.h"
+#include "CameraView.h"
+#include "Screen.h"
+#include "DataLoader.h"
+#include "Scene.h"
+#include "FontMgr.h"
+#include "Graphic.h"
+#include "Sprite.h"
+#include "Keyboard.h"
+#include "Mouse.h"
+#include "MouseController.h"
+#include "Polygon.h"
+#include "Sound.h"
+#include "Game.h"
+#include "Window.h"
+
+static Bitmap hud_left_air;
+static Bitmap hud_right_air;
+static Bitmap hud_left_fighter;
+static Bitmap hud_right_fighter;
+static Bitmap hud_left_starship;
+static Bitmap hud_right_starship;
+static Bitmap instr_left;
+static Bitmap instr_right;
+static Bitmap warn_left;
+static Bitmap warn_right;
+static Bitmap lead;
+static Bitmap cross;
+static Bitmap cross1;
+static Bitmap cross2;
+static Bitmap cross3;
+static Bitmap cross4;
+static Bitmap fpm;
+static Bitmap hpm;
+static Bitmap pitch_ladder_pos;
+static Bitmap pitch_ladder_neg;
+static Bitmap chase_left;
+static Bitmap chase_right;
+static Bitmap chase_top;
+static Bitmap chase_bottom;
+static Bitmap icon_ship;
+static Bitmap icon_target;
+
+static BYTE* hud_left_shade_air = 0;
+static BYTE* hud_right_shade_air = 0;
+static BYTE* hud_left_shade_fighter = 0;
+static BYTE* hud_right_shade_fighter = 0;
+static BYTE* hud_left_shade_starship = 0;
+static BYTE* hud_right_shade_starship = 0;
+static BYTE* instr_left_shade = 0;
+static BYTE* instr_right_shade = 0;
+static BYTE* warn_left_shade = 0;
+static BYTE* warn_right_shade = 0;
+static BYTE* lead_shade = 0;
+static BYTE* cross_shade = 0;
+static BYTE* cross1_shade = 0;
+static BYTE* cross2_shade = 0;
+static BYTE* cross3_shade = 0;
+static BYTE* cross4_shade = 0;
+static BYTE* fpm_shade = 0;
+static BYTE* hpm_shade = 0;
+static BYTE* pitch_ladder_pos_shade = 0;
+static BYTE* pitch_ladder_neg_shade = 0;
+static BYTE* chase_left_shade = 0;
+static BYTE* chase_right_shade = 0;
+static BYTE* chase_top_shade = 0;
+static BYTE* chase_bottom_shade = 0;
+static BYTE* icon_ship_shade = 0;
+static BYTE* icon_target_shade = 0;
+
+static Sprite* hud_left_sprite = 0;
+static Sprite* hud_right_sprite = 0;
+static Sprite* fpm_sprite = 0;
+static Sprite* hpm_sprite = 0;
+static Sprite* lead_sprite = 0;
+static Sprite* aim_sprite = 0;
+static Sprite* tgt1_sprite = 0;
+static Sprite* tgt2_sprite = 0;
+static Sprite* tgt3_sprite = 0;
+static Sprite* tgt4_sprite = 0;
+static Sprite* chase_sprite = 0;
+static Sprite* instr_left_sprite = 0;
+static Sprite* instr_right_sprite = 0;
+static Sprite* warn_left_sprite = 0;
+static Sprite* warn_right_sprite = 0;
+static Sprite* icon_ship_sprite = 0;
+static Sprite* icon_target_sprite = 0;
+
+static Sound* missile_lock_sound;
+
+const int NUM_HUD_COLORS = 4;
+
+Color standard_hud_colors[NUM_HUD_COLORS] = {
+ Color(130,190,140), // green
+ Color(130,200,220), // cyan
+ Color(250,170, 80), // orange
+ // Color(220,220,100), // yellow
+ Color( 16, 16, 16) // dark gray
+};
+
+Color standard_txt_colors[NUM_HUD_COLORS] = {
+ Color(150,200,170), // green w/ green gray
+ Color(220,220,180), // cyan w/ light yellow
+ Color(220,220, 80), // orange w/ yellow
+ // Color(180,200,220), // yellow w/ white
+ Color( 32, 32, 32) // dark gray
+};
+
+Color night_vision_colors[NUM_HUD_COLORS] = {
+ Color( 20, 80, 20), // green
+ Color( 30, 80, 80), // cyan
+ Color( 80, 80, 20), // yellow
+ // Color(180,200,220), // not used
+ Color( 0, 0, 0) // no night vision
+};
+
+static Font* hud_font = 0;
+static Font* big_font = 0;
+
+static bool mouse_in = false;
+static int mouse_latch = 0;
+static int mouse_index = -1;
+
+static int ship_status = System::NOMINAL;
+static int tgt_status = System::NOMINAL;
+
+// +--------------------------------------------------------------------+
+
+static enum TXT {
+ MAX_CONTACT = 50,
+
+ TXT_CAUTION_TXT = 0,
+ TXT_LAST_CAUTION = 23,
+ TXT_CAM_ANGLE,
+ TXT_CAM_MODE,
+ TXT_PAUSED,
+ TXT_GEAR_DOWN,
+
+ TXT_HUD_MODE,
+ TXT_PRIMARY_WEP,
+ TXT_SECONDARY_WEP,
+ TXT_DECOY,
+ TXT_SHIELD,
+ TXT_AUTO,
+ TXT_SHOOT,
+ TXT_NAV_INDEX,
+ TXT_NAV_ACTION,
+ TXT_NAV_FORMATION,
+ TXT_NAV_SPEED,
+ TXT_NAV_ETR,
+ TXT_NAV_HOLD,
+
+ TXT_SPEED,
+ TXT_RANGE,
+ TXT_CLOSING_SPEED,
+ TXT_THREAT_WARN,
+ TXT_COMPASS,
+ TXT_HEADING,
+ TXT_PITCH,
+ TXT_ALTITUDE,
+ TXT_GFORCE,
+ TXT_MISSILE_T1,
+ TXT_MISSILE_T2,
+ TXT_ICON_SHIP_TYPE,
+ TXT_ICON_TARGET_TYPE,
+ TXT_TARGET_NAME,
+ TXT_TARGET_DESIGN,
+ TXT_TARGET_SHIELD,
+ TXT_TARGET_HULL,
+ TXT_TARGET_SUB,
+ TXT_TARGET_ETA,
+
+ TXT_MSG_1,
+ TXT_MSG_2,
+ TXT_MSG_3,
+ TXT_MSG_4,
+ TXT_MSG_5,
+ TXT_MSG_6,
+
+ TXT_NAV_PT,
+ TXT_SELF,
+ TXT_SELF_NAME,
+ TXT_CONTACT_NAME,
+ TXT_CONTACT_INFO = TXT_CONTACT_NAME + MAX_CONTACT,
+ TXT_LAST = TXT_CONTACT_INFO + MAX_CONTACT,
+
+ TXT_LAST_ACTIVE = TXT_NAV_HOLD,
+ TXT_INSTR_PAGE = TXT_CAUTION_TXT + 6,
+};
+
+static HUDText hud_text[TXT_LAST];
+
+void
+HUDView::DrawHUDText(int index, const char* txt, Rect& rect, int align, int upcase, bool box)
+{
+ if (index < 0 || index >= TXT_LAST)
+ return;
+
+ HUDText& ht = hud_text[index];
+ Color hc = ht.color;
+
+ char txt_buf[256];
+ int n = strlen(txt);
+
+ if (n > 250) n = 250;
+
+ int i;
+ for (i = 0; i < n; i++) {
+ if (upcase && islower(txt[i]))
+ txt_buf[i] = toupper(txt[i]);
+ else
+ txt_buf[i] = txt[i];
+ }
+
+ txt_buf[i] = 0;
+
+ if (box) {
+ ht.font->DrawText(txt_buf, n, rect, DT_LEFT | DT_SINGLELINE | DT_CALCRECT);
+
+ if ((align & DT_CENTER) != 0) {
+ int cx = width/2;
+ rect.x = cx - rect.w/2;
+ }
+ }
+
+ if (!cockpit_hud_texture && rect.Contains(Mouse::X(), Mouse::Y())) {
+ mouse_in = true;
+
+ if (index <= TXT_LAST_ACTIVE)
+ hc = Color::White;
+
+ if (Mouse::LButton() && !mouse_latch) {
+ mouse_latch = 2;
+ mouse_index = index;
+ }
+ }
+
+ if (cockpit_hud_texture &&
+ index >= TXT_HUD_MODE &&
+ index <= TXT_TARGET_ETA &&
+ ht.font != big_font) {
+
+ Sprite* s = hud_sprite[0];
+
+ int cx = (int) s->Location().x;
+ int cy = (int) s->Location().y;
+ int w2 = s->Width() / 2;
+ int h2 = s->Height() / 2;
+
+ Rect txt_rect(rect);
+ txt_rect.x -= (cx-w2);
+ txt_rect.y -= (cy-h2);
+
+ if (index == TXT_ICON_SHIP_TYPE)
+ txt_rect = Rect(0, 500, 128, 12);
+
+ else if (index == TXT_ICON_TARGET_TYPE)
+ txt_rect = Rect(128, 500, 128, 12);
+
+ ht.font->SetColor(hc);
+ ht.font->DrawText(txt_buf, n, txt_rect, align | DT_SINGLELINE, cockpit_hud_texture);
+ ht.hidden = false;
+ }
+ else {
+ ht.font->SetColor(hc);
+ ht.font->DrawText(txt_buf, n, rect, align | DT_SINGLELINE);
+ ht.rect = rect;
+ ht.hidden = false;
+
+ if (box) {
+ rect.Inflate(3,2);
+ rect.h--;
+ window->DrawRect(rect, hud_color);
+ }
+ }
+}
+
+void
+HUDView::HideHUDText(int index)
+{
+ if (index >= TXT_LAST)
+ return;
+
+ hud_text[index].hidden = true;
+}
+
+// +--------------------------------------------------------------------+
+
+HUDView* HUDView::hud_view = 0;
+bool HUDView::arcade = false;
+bool HUDView::show_fps = false;
+int HUDView::def_color_set = 1;
+int HUDView::gunsight = 1;
+
+// +--------------------------------------------------------------------+
+
+HUDView::HUDView(Window* c)
+: View(c), projector(0), camview(0),
+sim(0), ship(0), target(0), mode(HUD_MODE_TAC),
+tactical(0), overlay(0), cockpit_hud_texture(0),
+threat(0), active_region(0), transition(false), docking(false),
+az_ring(0), az_pointer(0), el_ring(0), el_pointer(0), compass_scale(1),
+show_warn(false), show_inst(false), inst_page(0)
+{
+ hud_view = this;
+
+ sim = Sim::GetSim();
+
+ if (sim)
+ sim->ShowGrid(false);
+
+ int i;
+
+ width = window->Width();
+ height = window->Height();
+ xcenter = (width / 2.0) - 0.5;
+ ycenter = (height / 2.0) + 0.5;
+
+ PrepareBitmap("HUDleftA.pcx", hud_left_air, hud_left_shade_air);
+ PrepareBitmap("HUDrightA.pcx", hud_right_air, hud_right_shade_air);
+ PrepareBitmap("HUDleft.pcx", hud_left_fighter, hud_left_shade_fighter);
+ PrepareBitmap("HUDright.pcx", hud_right_fighter, hud_right_shade_fighter);
+ PrepareBitmap("HUDleft1.pcx", hud_left_starship, hud_left_shade_starship);
+ PrepareBitmap("HUDright1.pcx", hud_right_starship, hud_right_shade_starship);
+ PrepareBitmap("INSTR_left.pcx", instr_left, instr_left_shade);
+ PrepareBitmap("INSTR_right.pcx", instr_right, instr_right_shade);
+ PrepareBitmap("CAUTION_left.pcx", warn_left, warn_left_shade);
+ PrepareBitmap("CAUTION_right.pcx", warn_right, warn_right_shade);
+ PrepareBitmap("hud_icon.pcx", icon_ship, icon_ship_shade);
+ PrepareBitmap("hud_icon.pcx", icon_target, icon_target_shade);
+
+ PrepareBitmap("lead.pcx", lead, lead_shade);
+ PrepareBitmap("cross.pcx", cross, cross_shade);
+ PrepareBitmap("cross1.pcx", cross1, cross1_shade);
+ PrepareBitmap("cross2.pcx", cross2, cross2_shade);
+ PrepareBitmap("cross3.pcx", cross3, cross3_shade);
+ PrepareBitmap("cross4.pcx", cross4, cross4_shade);
+ PrepareBitmap("fpm.pcx", fpm, fpm_shade);
+ PrepareBitmap("hpm.pcx", hpm, hpm_shade);
+ PrepareBitmap("chase_l.pcx", chase_left, chase_left_shade);
+ PrepareBitmap("chase_r.pcx", chase_right, chase_right_shade);
+ PrepareBitmap("chase_t.pcx", chase_top, chase_top_shade);
+ PrepareBitmap("chase_b.pcx", chase_bottom, chase_bottom_shade);
+ PrepareBitmap("ladder1.pcx", pitch_ladder_pos,
+ pitch_ladder_pos_shade);
+ PrepareBitmap("ladder2.pcx", pitch_ladder_neg,
+ pitch_ladder_neg_shade);
+
+ hud_left_air.SetType(Bitmap::BMP_TRANSLUCENT);
+ hud_right_air.SetType(Bitmap::BMP_TRANSLUCENT);
+ hud_left_fighter.SetType(Bitmap::BMP_TRANSLUCENT);
+ hud_right_fighter.SetType(Bitmap::BMP_TRANSLUCENT);
+ hud_left_starship.SetType(Bitmap::BMP_TRANSLUCENT);
+ hud_right_starship.SetType(Bitmap::BMP_TRANSLUCENT);
+ instr_left.SetType(Bitmap::BMP_TRANSLUCENT);
+ instr_right.SetType(Bitmap::BMP_TRANSLUCENT);
+ warn_left.SetType(Bitmap::BMP_TRANSLUCENT);
+ warn_right.SetType(Bitmap::BMP_TRANSLUCENT);
+ icon_ship.SetType(Bitmap::BMP_TRANSLUCENT);
+ icon_target.SetType(Bitmap::BMP_TRANSLUCENT);
+ fpm.SetType(Bitmap::BMP_TRANSLUCENT);
+ hpm.SetType(Bitmap::BMP_TRANSLUCENT);
+ lead.SetType(Bitmap::BMP_TRANSLUCENT);
+ cross.SetType(Bitmap::BMP_TRANSLUCENT);
+ cross1.SetType(Bitmap::BMP_TRANSLUCENT);
+ cross2.SetType(Bitmap::BMP_TRANSLUCENT);
+ cross3.SetType(Bitmap::BMP_TRANSLUCENT);
+ cross4.SetType(Bitmap::BMP_TRANSLUCENT);
+ chase_left.SetType(Bitmap::BMP_TRANSLUCENT);
+ chase_right.SetType(Bitmap::BMP_TRANSLUCENT);
+ chase_top.SetType(Bitmap::BMP_TRANSLUCENT);
+ chase_bottom.SetType(Bitmap::BMP_TRANSLUCENT);
+ pitch_ladder_pos.SetType(Bitmap::BMP_TRANSLUCENT);
+ pitch_ladder_neg.SetType(Bitmap::BMP_TRANSLUCENT);
+
+ hud_left_sprite = new(__FILE__,__LINE__) Sprite(&hud_left_fighter);
+ hud_right_sprite = new(__FILE__,__LINE__) Sprite(&hud_right_fighter);
+ instr_left_sprite = new(__FILE__,__LINE__) Sprite(&instr_left);
+ instr_right_sprite = new(__FILE__,__LINE__) Sprite(&instr_right);
+ warn_left_sprite = new(__FILE__,__LINE__) Sprite(&warn_left);
+ warn_right_sprite = new(__FILE__,__LINE__) Sprite(&warn_right);
+ icon_ship_sprite = new(__FILE__,__LINE__) Sprite(&icon_ship);
+ icon_target_sprite = new(__FILE__,__LINE__) Sprite(&icon_target);
+ fpm_sprite = new(__FILE__,__LINE__) Sprite(&fpm);
+ hpm_sprite = new(__FILE__,__LINE__) Sprite(&hpm);
+ lead_sprite = new(__FILE__,__LINE__) Sprite(&lead);
+ aim_sprite = new(__FILE__,__LINE__) Sprite(&cross);
+ tgt1_sprite = new(__FILE__,__LINE__) Sprite(&cross1);
+ tgt2_sprite = new(__FILE__,__LINE__) Sprite(&cross2);
+ tgt3_sprite = new(__FILE__,__LINE__) Sprite(&cross3);
+ tgt4_sprite = new(__FILE__,__LINE__) Sprite(&cross4);
+ chase_sprite = new(__FILE__,__LINE__) Sprite(&chase_left);
+
+ ZeroMemory(hud_sprite, sizeof(hud_sprite));
+
+ hud_sprite[ 0] = hud_left_sprite;
+ hud_sprite[ 1] = hud_right_sprite;
+ hud_sprite[ 2] = instr_left_sprite;
+ hud_sprite[ 3] = instr_right_sprite;
+ hud_sprite[ 4] = warn_left_sprite;
+ hud_sprite[ 5] = warn_right_sprite;
+ hud_sprite[ 6] = icon_ship_sprite;
+ hud_sprite[ 7] = icon_target_sprite;
+ hud_sprite[ 8] = fpm_sprite;
+ hud_sprite[ 9] = hpm_sprite;
+ hud_sprite[10] = lead_sprite;
+ hud_sprite[11] = aim_sprite;
+ hud_sprite[12] = tgt1_sprite;
+ hud_sprite[13] = tgt2_sprite;
+ hud_sprite[14] = tgt3_sprite;
+ hud_sprite[15] = tgt4_sprite;
+ hud_sprite[16] = chase_sprite;
+
+ double pitch_ladder_UV[8] = { 0.125,0.0625, 0.875,0.0625, 0.875,0, 0.125,0 };
+ double UV[8];
+
+ for (i = 0; i < 15; i++) {
+ pitch_ladder[i] = new(__FILE__,__LINE__) Sprite(&pitch_ladder_pos);
+
+ CopyMemory(UV, pitch_ladder_UV, sizeof(UV));
+ UV[1] = UV[3] = (pitch_ladder_UV[1] * (i ));
+ UV[5] = UV[7] = (pitch_ladder_UV[1] * (i+1));
+
+ pitch_ladder[i]->Reshape(192, 16);
+ pitch_ladder[i]->SetTexCoords(UV);
+ pitch_ladder[i]->SetBlendMode(2);
+ pitch_ladder[i]->Hide();
+ }
+
+ // zero mark at i=15
+ {
+ pitch_ladder[i] = new(__FILE__,__LINE__) Sprite(&pitch_ladder_pos);
+
+ UV[0] = UV[6] = 0;
+ UV[2] = UV[4] = 1;
+ UV[1] = UV[3] = (pitch_ladder_UV[1] * (i+1));
+ UV[5] = UV[7] = (pitch_ladder_UV[1] * (i ));
+
+ pitch_ladder[i]->Reshape(256, 16);
+ pitch_ladder[i]->SetTexCoords(UV);
+ pitch_ladder[i]->SetBlendMode(2);
+ pitch_ladder[i]->Hide();
+ }
+
+ for (i = 16; i < 31; i++) {
+ pitch_ladder[i] = new(__FILE__,__LINE__) Sprite(&pitch_ladder_neg);
+
+ CopyMemory(UV, pitch_ladder_UV, sizeof(UV));
+ UV[1] = UV[3] = (pitch_ladder_UV[1] * (30 - i ));
+ UV[5] = UV[7] = (pitch_ladder_UV[1] * (30 - i+1));
+
+ pitch_ladder[i]->Reshape(192, 16);
+ pitch_ladder[i]->SetTexCoords(UV);
+ pitch_ladder[i]->SetBlendMode(2);
+ pitch_ladder[i]->Hide();
+ }
+
+ for (i = 0; i < 3; i++)
+ mfd[i] = new(__FILE__,__LINE__) MFD(window, i);
+
+ mfd[0]->SetRect(Rect( 8, height - 136, 128, 128));
+ mfd[1]->SetRect(Rect(width - 136, height - 136, 128, 128));
+ mfd[2]->SetRect(Rect( 8, 8, 128, 128));
+
+ hud_left_sprite->MoveTo( Point(width/2-128, height/2, 1));
+ hud_right_sprite->MoveTo(Point(width/2+128, height/2, 1));
+ hud_left_sprite->SetBlendMode(2);
+ hud_left_sprite->SetFilter(0);
+ hud_right_sprite->SetBlendMode(2);
+ hud_right_sprite->SetFilter(0);
+
+ instr_left_sprite->MoveTo( Point(width/2-128, height-128, 1));
+ instr_right_sprite->MoveTo(Point(width/2+128, height-128, 1));
+ instr_left_sprite->SetBlendMode(2);
+ instr_left_sprite->SetFilter(0);
+ instr_right_sprite->SetBlendMode(2);
+ instr_right_sprite->SetFilter(0);
+
+ warn_left_sprite->MoveTo( Point(width/2-128, height-128, 1));
+ warn_right_sprite->MoveTo(Point(width/2+128, height-128, 1));
+ warn_left_sprite->SetBlendMode(2);
+ warn_left_sprite->SetFilter(0);
+ warn_right_sprite->SetBlendMode(2);
+ warn_right_sprite->SetFilter(0);
+
+ icon_ship_sprite->MoveTo( Point( 184, height-72, 1));
+ icon_target_sprite->MoveTo(Point(width - 184, height-72, 1));
+ icon_ship_sprite->SetBlendMode(2);
+ icon_ship_sprite->SetFilter(0);
+ icon_target_sprite->SetBlendMode(2);
+ icon_target_sprite->SetFilter(0);
+
+ fpm_sprite->MoveTo(Point(width/2, height/2, 1));
+ hpm_sprite->MoveTo(Point(width/2, height/2, 1));
+ lead_sprite->MoveTo(Point(width/2, height/2, 1));
+ aim_sprite->MoveTo(Point(width/2, height/2, 1));
+ tgt1_sprite->MoveTo(Point(width/2, height/2, 1));
+ tgt2_sprite->MoveTo(Point(width/2, height/2, 1));
+ tgt3_sprite->MoveTo(Point(width/2, height/2, 1));
+ tgt4_sprite->MoveTo(Point(width/2, height/2, 1));
+
+ fpm_sprite->SetBlendMode(2);
+ hpm_sprite->SetBlendMode(2);
+ lead_sprite->SetBlendMode(2);
+ aim_sprite->SetBlendMode(2);
+ tgt1_sprite->SetBlendMode(2);
+ tgt2_sprite->SetBlendMode(2);
+ tgt3_sprite->SetBlendMode(2);
+ tgt4_sprite->SetBlendMode(2);
+ chase_sprite->SetBlendMode(2);
+
+ fpm_sprite->SetFilter(0);
+ hpm_sprite->SetFilter(0);
+ lead_sprite->SetFilter(0);
+ aim_sprite->SetFilter(0);
+ tgt1_sprite->SetFilter(0);
+ tgt2_sprite->SetFilter(0);
+ tgt3_sprite->SetFilter(0);
+ tgt4_sprite->SetFilter(0);
+ chase_sprite->SetFilter(0);
+
+ lead_sprite->Hide();
+ aim_sprite->Hide();
+ tgt1_sprite->Hide();
+ tgt2_sprite->Hide();
+ tgt3_sprite->Hide();
+ tgt4_sprite->Hide();
+ chase_sprite->Hide();
+
+ aw = chase_left.Width() / 2;
+ ah = chase_left.Height() / 2;
+
+ mfd[0]->SetMode(MFD::MFD_MODE_SHIP);
+ mfd[1]->SetMode(MFD::MFD_MODE_FOV);
+ mfd[2]->SetMode(MFD::MFD_MODE_GAME);
+
+ hud_font = FontMgr::Find("HUD");
+ big_font = FontMgr::Find("GUI");
+
+ for (i = 0; i < TXT_LAST; i++) {
+ hud_text[i].font = hud_font;
+ }
+
+ hud_text[TXT_THREAT_WARN].font = big_font;
+ hud_text[TXT_SHOOT].font = big_font;
+ hud_text[TXT_AUTO].font = big_font;
+
+ SetHUDColorSet(def_color_set);
+ MFD::SetColor(standard_hud_colors[color]);
+
+ DataLoader* loader = DataLoader::GetLoader();
+ loader->SetDataPath("HUD/");
+
+ az_ring = new(__FILE__,__LINE__) Solid;
+ az_pointer = new(__FILE__,__LINE__) Solid;
+ el_ring = new(__FILE__,__LINE__) Solid;
+ el_pointer = new(__FILE__,__LINE__) Solid;
+
+ az_ring->Load("CompassRing.mag", compass_scale);
+ az_pointer->Load("CompassPointer.mag", compass_scale);
+ el_ring->Load("PitchRing.mag", compass_scale);
+ el_pointer->Load("CompassPointer.mag", compass_scale);
+
+ loader->SetDataPath("Sounds/");
+ loader->LoadSound("MissileLock.wav", missile_lock_sound, Sound::LOOP | Sound::LOCKED);
+
+ loader->SetDataPath(0);
+
+ for (i = 0; i < MAX_MSG; i++)
+ msg_time[i] = 0;
+}
+
+HUDView::~HUDView()
+{
+ HideCompass();
+
+ if (missile_lock_sound) {
+ missile_lock_sound->Stop();
+ missile_lock_sound->Release();
+ missile_lock_sound = 0;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ delete mfd[i];
+ mfd[i] = 0;
+ }
+
+ for (int i = 0; i < 32; i++) {
+ GRAPHIC_DESTROY(hud_sprite[i]);
+ }
+
+ fpm.ClearImage();
+ hpm.ClearImage();
+ lead.ClearImage();
+ cross.ClearImage();
+ cross1.ClearImage();
+ cross2.ClearImage();
+ cross3.ClearImage();
+ cross4.ClearImage();
+ hud_left_air.ClearImage();
+ hud_right_air.ClearImage();
+ hud_left_fighter.ClearImage();
+ hud_right_fighter.ClearImage();
+ hud_left_starship.ClearImage();
+ hud_right_starship.ClearImage();
+ instr_left.ClearImage();
+ instr_right.ClearImage();
+ warn_left.ClearImage();
+ warn_right.ClearImage();
+ icon_ship.ClearImage();
+ icon_target.ClearImage();
+ chase_left.ClearImage();
+ chase_right.ClearImage();
+ chase_top.ClearImage();
+ chase_bottom.ClearImage();
+ pitch_ladder_pos.ClearImage();
+ pitch_ladder_neg.ClearImage();
+
+ delete [] fpm_shade;
+ delete [] hpm_shade;
+ delete [] lead_shade;
+ delete [] cross_shade;
+ delete [] cross1_shade;
+ delete [] cross2_shade;
+ delete [] cross3_shade;
+ delete [] cross4_shade;
+ delete [] hud_left_shade_air;
+ delete [] hud_right_shade_air;
+ delete [] hud_left_shade_fighter;
+ delete [] hud_right_shade_fighter;
+ delete [] hud_left_shade_starship;
+ delete [] hud_right_shade_starship;
+ delete [] instr_left_shade;
+ delete [] instr_right_shade;
+ delete [] warn_left_shade;
+ delete [] warn_right_shade;
+ delete [] icon_ship_shade;
+ delete [] icon_target_shade;
+ delete [] chase_left_shade;
+ delete [] chase_right_shade;
+ delete [] chase_top_shade;
+ delete [] chase_bottom_shade;
+ delete [] pitch_ladder_pos_shade;
+ delete [] pitch_ladder_neg_shade;
+
+ delete az_ring;
+ delete az_pointer;
+ delete el_ring;
+ delete el_pointer;
+
+ fpm_shade = 0;
+ hpm_shade = 0;
+ cross_shade = 0;
+ cross1_shade = 0;
+ cross2_shade = 0;
+ cross3_shade = 0;
+ cross4_shade = 0;
+ hud_left_shade_air = 0;
+ hud_right_shade_air = 0;
+ hud_left_shade_fighter = 0;
+ hud_right_shade_fighter = 0;
+ hud_left_shade_starship = 0;
+ hud_right_shade_starship = 0;
+ instr_left_shade = 0;
+ instr_right_shade = 0;
+ warn_left_shade = 0;
+ warn_right_shade = 0;
+ icon_ship_shade = 0;
+ icon_target_shade = 0;
+ chase_left_shade = 0;
+ chase_right_shade = 0;
+ chase_top_shade = 0;
+ chase_bottom_shade = 0;
+ pitch_ladder_pos_shade = 0;
+ pitch_ladder_neg_shade = 0;
+
+ az_ring = 0;
+ az_pointer = 0;
+ el_ring = 0;
+ el_pointer = 0;
+
+ hud_view = 0;
+}
+
+void
+HUDView::OnWindowMove()
+{
+ width = window->Width();
+ height = window->Height();
+ xcenter = (width / 2.0) - 0.5;
+ ycenter = (height / 2.0) + 0.5;
+
+ mfd[0]->SetRect(Rect( 8, height - 136, 128, 128));
+ mfd[1]->SetRect(Rect(width - 136, height - 136, 128, 128));
+ mfd[2]->SetRect(Rect( 8, 8, 128, 128));
+
+ hud_left_sprite->MoveTo( Point(width/2-128, height/2, 1));
+ hud_right_sprite->MoveTo(Point(width/2+128, height/2, 1));
+
+ instr_left_sprite->MoveTo( Point(width/2-128, height-128, 1));
+ instr_right_sprite->MoveTo(Point(width/2+128, height-128, 1));
+ warn_left_sprite->MoveTo( Point(width/2-128, height-128, 1));
+ warn_right_sprite->MoveTo(Point(width/2+128, height-128, 1));
+ icon_ship_sprite->MoveTo( Point( 184, height-72, 1));
+ icon_target_sprite->MoveTo(Point(width - 184, height-72, 1));
+
+ for (int i = 0; i < TXT_LAST; i++) {
+ hud_text[i].font = hud_font;
+ hud_text[i].color = standard_txt_colors[color];
+ }
+
+ if (big_font) {
+ hud_text[TXT_THREAT_WARN].font = big_font;
+ hud_text[TXT_SHOOT].font = big_font;
+ hud_text[TXT_AUTO].font = big_font;
+ }
+
+ MFD::SetColor(standard_hud_colors[color]);
+
+ int cx = width/2;
+ int cy = height/2;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::SetTacticalMode(int mode)
+{
+ if (tactical != mode) {
+ tactical = mode;
+
+ if (tactical) {
+ hud_left_sprite->Hide();
+ hud_right_sprite->Hide();
+
+ for (int i = 0; i < 31; i++)
+ pitch_ladder[i]->Hide();
+ }
+ else if (Game::MaxTexSize() > 128) {
+ hud_left_sprite->Show();
+ hud_right_sprite->Show();
+ }
+ }
+}
+
+void
+HUDView::SetOverlayMode(int mode)
+{
+ if (overlay != mode) {
+ overlay = mode;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+HUDView::Update(SimObject* obj)
+{
+ if (obj == ship) {
+ if (target)
+ SetTarget(0);
+
+ ship = 0;
+
+ for (int i = 0; i < 3; i++)
+ mfd[i]->SetShip(ship);
+ }
+
+ if (obj == target) {
+ target = 0;
+ PrepareBitmap("hud_icon.pcx", icon_target, icon_target_shade);
+ ColorizeBitmap(icon_target, icon_target_shade, txt_color);
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+HUDView::GetObserverName() const
+{
+ return "HUDView";
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::UseCameraView(CameraView* v)
+{
+ if (v && camview != v) {
+ camview = v;
+
+ for (int i = 0; i < 3; i++)
+ mfd[i]->UseCameraView(camview);
+
+ projector = camview->GetProjector();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+Color
+HUDView::MarkerColor(Contact* contact)
+{
+ Color c(80,80,80);
+
+ if (contact) {
+ Sim* sim = Sim::GetSim();
+ Ship* ship = sim->GetPlayerShip();
+
+ int c_iff = contact->GetIFF(ship);
+
+ c = Ship::IFFColor(c_iff) * contact->Age();
+
+ if (contact->GetShot() && contact->Threat(ship)) {
+ if ((Game::RealTime()/500) & 1)
+ c = c * 2;
+ else
+ c = c * 0.5;
+ }
+ }
+
+ return c;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawContactMarkers()
+{
+ threat = 0;
+
+ for (int i = 0; i < MAX_CONTACT; i++) {
+ HideHUDText(TXT_CONTACT_NAME+i);
+ HideHUDText(TXT_CONTACT_INFO+i);
+ }
+
+
+ if (!ship)
+ return;
+
+ int index = 0;
+ ListIter<Contact> contact = ship->ContactList();
+
+ // draw own sensor contacts:
+ while (++contact) {
+ Contact* c = contact.value();
+
+ // draw track ladder:
+ if (c->TrackLength() > 0 && c->GetShip() != ship) {
+ DrawTrack(c);
+ }
+
+ DrawContact(c, index++);
+ }
+
+ Color c = ship->MarkerColor();
+
+ // draw own ship track ladder:
+ if (CameraDirector::GetCameraMode() == CameraDirector::MODE_ORBIT && ship->TrackLength() > 0) {
+ int ctl = ship->TrackLength();
+
+ Point t1 = ship->Location();
+ Point t2 = ship->TrackPoint(0);
+
+ if (t1 != t2)
+ DrawTrackSegment(t1, t2, c);
+
+ for (int i = 0; i < ctl-1; i++) {
+ t1 = ship->TrackPoint(i);
+ t2 = ship->TrackPoint(i+1);
+
+ if (t1 != t2)
+ DrawTrackSegment(t1, t2, c * ((double) (ctl-i)/ (double) ctl));
+ }
+ }
+
+ // draw own ship marker:
+ Point mark_pt = ship->Location();
+ projector->Transform(mark_pt);
+
+ // clip:
+ if (CameraDirector::GetCameraMode() == CameraDirector::MODE_ORBIT && mark_pt.z > 1.0) {
+ projector->Project(mark_pt);
+
+ int x = (int) mark_pt.x;
+ int y = (int) mark_pt.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ DrawDiamond(x,y,5,c);
+
+ if (tactical) {
+ Rect self_rect(x+8, y-4, 200, 12);
+ DrawHUDText(TXT_SELF, ship->Name(), self_rect, DT_LEFT, HUD_MIXED_CASE);
+
+ if (NetGame::GetInstance()) {
+ Player* p = Player::GetCurrentPlayer();
+ if (p) {
+ Rect net_name_rect(x+8, y+6, 120, 12);
+ DrawHUDText(TXT_SELF_NAME, p->Name(), net_name_rect, DT_LEFT, HUD_MIXED_CASE);
+ }
+ }
+ }
+ }
+ }
+
+ // draw life bars on targeted ship:
+ if (target && target->Type() == SimObject::SIM_SHIP && target->Rep()) {
+ Ship* tgt_ship = (Ship*) target;
+ if (tgt_ship == nullptr) {
+ Print(" Null Pointer in HUDView::DrawContactMarkers(). Please investigate.");
+ return;
+ }
+ Graphic* g = tgt_ship->Rep();
+ Rect r = g->ScreenRect();
+
+ Point mark_pt;
+
+ if (tgt_ship)
+ mark_pt = tgt_ship->Location();
+
+ projector->Transform(mark_pt);
+
+ // clip:
+ if (mark_pt.z > 1.0) {
+ projector->Project(mark_pt);
+
+ int x = (int) mark_pt.x;
+ int y = r.y;
+
+ if (y >= 2000)
+ y = (int) mark_pt.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ const int BAR_LENGTH = 40;
+
+ // life bars:
+ int sx = x - BAR_LENGTH/2;
+ int sy = y - 8;
+
+ double hull_strength = tgt_ship->Integrity() / tgt_ship->Design()->integrity;
+
+ int hw = (int) (BAR_LENGTH * hull_strength);
+ int sw = (int) (BAR_LENGTH * (tgt_ship->ShieldStrength() / 100.0));
+
+ System::STATUS s = System::NOMINAL;
+
+ if (hull_strength < 0.30) s = System::CRITICAL;
+ else if (hull_strength < 0.60) s = System::DEGRADED;
+
+ Color hc = GetStatusColor(s);
+ Color sc = hud_color;
+
+ window->FillRect(sx, sy, sx+hw, sy+1, hc);
+ window->FillRect(sx, sy+3, sx+sw, sy+4, sc);
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawContact(Contact* contact, int index)
+{
+ if (index >= MAX_CONTACT) return;
+
+ Color c = MarkerColor(contact);
+ int c_iff = contact->GetIFF(ship);
+ Ship* c_ship = contact->GetShip();
+ Shot* c_shot = contact->GetShot();
+ Point mark_pt = contact->Location();
+ double distance = 0;
+
+ if (!c_ship && !c_shot || c_ship == ship)
+ return;
+
+ if (c_ship && c_ship->GetFlightPhase() < Ship::ACTIVE)
+ return;
+
+ if (c_ship) {
+ mark_pt = c_ship->Location();
+
+ if (c_ship->IsGroundUnit())
+ mark_pt += Point(0,150,0);
+ }
+ else {
+ mark_pt = c_shot->Location();
+ }
+
+ projector->Transform(mark_pt);
+
+ // clip:
+ if (mark_pt.z > 1.0) {
+ distance = mark_pt.length();
+
+ projector->Project(mark_pt);
+
+ int x = (int) mark_pt.x;
+ int y = (int) mark_pt.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ DrawDiamond(x,y,3,c);
+
+ if (contact->Threat(ship)) {
+ if (c_ship) {
+ window->DrawEllipse(x-6, y-6, x+6, y+6, c);
+ }
+ else {
+ DrawDiamond(x,y,7,c);
+ }
+ }
+
+ bool name_crowded = false;
+
+ if (x < width-8) {
+ char code = *(Game::GetText("HUDView.symbol.fighter").data());
+
+ if (c_ship) {
+ if (c_ship->Class() > Ship::LCA)
+ code = *(Game::GetText("HUDView.symbol.starship").data());
+ }
+
+ else if (c_shot) {
+ code = *(Game::GetText("HUDView.symbol.torpedo").data());
+ }
+
+ Sensor* sensor = ship->GetSensor();
+ double limit = 75e3;
+
+ if (sensor)
+ limit = sensor->GetBeamRange();
+
+ double range = contact->Range(ship, limit);
+
+ char contact_buf[256];
+ Rect contact_rect(x+8, y-4, 120, 12);
+
+ if (range == 0) {
+ sprintf_s(contact_buf, "%c *", code);
+ }
+ else {
+ bool mega = false;
+
+ if (range > 999e3) {
+ range /= 1e6;
+ mega = true;
+ }
+ else if (range < 1e3)
+ range = 1;
+ else
+ range /= 1000;
+
+ if (arcade) {
+ if (c_ship)
+ strcpy_s(contact_buf, c_ship->Name());
+ else if (!mega)
+ sprintf_s(contact_buf, "%c %d", code, (int) range);
+ else
+ sprintf_s(contact_buf, "%c %.1f M", code, range);
+ }
+ else {
+ char closing = '+';
+ Point delta_v;
+
+ if (c_ship)
+ delta_v = ship->Velocity() - c_ship->Velocity();
+ else if (c_shot)
+ delta_v = ship->Velocity() - c_shot->Velocity();
+
+ if (delta_v * ship->Velocity() < 0) // losing ground
+ closing = '-';
+
+ if (!mega)
+ sprintf_s(contact_buf, "%c %d%c", code, (int) range, closing);
+ else
+ sprintf_s(contact_buf, "%c %.1f M", code, range);
+ }
+ }
+
+ if (!IsNameCrowded(x, y)) {
+ DrawHUDText(TXT_CONTACT_INFO+index, contact_buf, contact_rect, DT_LEFT, HUD_MIXED_CASE);
+
+ if (c_shot || (c_ship && (c_ship->IsDropship() || c_ship->IsStatic())))
+ name_crowded = distance > 50e3;
+ }
+ else {
+ name_crowded = true;
+ }
+ }
+
+ bool name_drawn = false;
+ if (NetGame::GetInstance() && c_ship) {
+ NetPlayer* netp = NetGame::GetInstance()->FindPlayerByObjID(c_ship->GetObjID());
+ if (netp && strcmp(netp->Name(), "Server A.I. Ship")) {
+ Rect contact_rect(x+8, y+6, 120, 12);
+ DrawHUDText(TXT_CONTACT_NAME+index, netp->Name(), contact_rect, DT_LEFT, HUD_MIXED_CASE);
+ name_drawn = true;
+ }
+ }
+
+ if (!name_drawn && !name_crowded && c_ship && c_iff < 10 && !arcade) {
+ Rect contact_rect(x+8, y+6, 120, 12);
+ DrawHUDText(TXT_CONTACT_NAME+index, c_ship->Name(), contact_rect, DT_LEFT, HUD_MIXED_CASE);
+ }
+ }
+ }
+
+ if (contact->Threat(ship) && !ship->IsStarship()) {
+ if (threat < 1 && c_ship && !c_ship->IsStarship())
+ threat = 1;
+
+ if (c_shot)
+ threat = 2;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawTrackSegment(Point& t1, Point& t2, Color c)
+{
+ int x1, y1, x2, y2;
+
+ projector->Transform(t1);
+ projector->Transform(t2);
+
+ const double CLIP_Z = 0.1;
+
+ if (t1.z < CLIP_Z && t2.z < CLIP_Z)
+ return;
+
+ if (t1.z < CLIP_Z && t2.z >= CLIP_Z) {
+ double dx = t2.x - t1.x;
+ double dy = t2.y - t1.y;
+ double s = (CLIP_Z - t1.z) / (t2.z - t1.z);
+
+ t1.x += dx * s;
+ t1.y += dy * s;
+ t1.z = CLIP_Z;
+ }
+
+ else if (t2.z < CLIP_Z && t1.z >= CLIP_Z) {
+ double dx = t1.x - t2.x;
+ double dy = t1.y - t2.y;
+ double s = (CLIP_Z - t2.z) / (t1.z - t2.z);
+
+ t2.x += dx * s;
+ t2.y += dy * s;
+ t2.z = CLIP_Z;
+ }
+
+ if (t1.z >= CLIP_Z && t2.z >= CLIP_Z) {
+ projector->Project(t1, false);
+ projector->Project(t2, false);
+
+ x1 = (int) t1.x;
+ y1 = (int) t1.y;
+ x2 = (int) t2.x;
+ y2 = (int) t2.y;
+
+ if (window->ClipLine(x1,y1,x2,y2))
+ window->DrawLine(x1,y1,x2,y2,c);
+ }
+}
+
+void
+HUDView::DrawTrack(Contact* contact)
+{
+ Ship* c_ship = contact->GetShip();
+
+ if (c_ship && c_ship->GetFlightPhase() < Ship::ACTIVE)
+ return;
+
+ int ctl = contact->TrackLength();
+ Color c = MarkerColor(contact);
+
+ Point t1 = contact->Location();
+ Point t2 = contact->TrackPoint(0);
+
+ if (t1 != t2)
+ DrawTrackSegment(t1, t2, c);
+
+ for (int i = 0; i < ctl-1; i++) {
+ t1 = contact->TrackPoint(i);
+ t2 = contact->TrackPoint(i+1);
+
+ if (t1 != t2)
+ DrawTrackSegment(t1, t2, c * ((double) (ctl-i)/ (double) ctl));
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawRect(SimObject* targ)
+{
+ Graphic* g = targ->Rep();
+ Rect r = g->ScreenRect();
+ Color c;
+
+ if (targ->Type() == SimObject::SIM_SHIP)
+ c = ((Ship*) targ)->MarkerColor();
+ else
+ c = ((Shot*) targ)->MarkerColor();
+
+ if (r.w > 0 && r.h > 0) {
+ if (r.w < 8) {
+ r.x -= (8-r.w)/2;
+ r.w = 8;
+ }
+
+ if (r.h < 8) {
+ r.y -= (8-r.h)/2;
+ r.h = 8;
+ }
+ }
+
+ else {
+ Point mark_pt = targ->Location();
+ projector->Transform(mark_pt);
+
+ // clip:
+ if (mark_pt.z < 1.0)
+ return;
+
+ projector->Project(mark_pt);
+
+ int x = (int) mark_pt.x;
+ int y = (int) mark_pt.y;
+
+ if (x < 4 || x > width-4 || y < 4 || y > height-4)
+ return;
+
+ r.x = x-4;
+ r.y = y-4;
+ r.w = 8;
+ r.h = 8;
+ }
+
+ // horizontal
+ window->DrawLine(r.x, r.y, r.x+8, r.y, c);
+ window->DrawLine(r.x+r.w-8, r.y, r.x+r.w, r.y, c);
+ window->DrawLine(r.x, r.y+r.h, r.x+8, r.y+r.h, c);
+ window->DrawLine(r.x+r.w-8, r.y+r.h, r.x+r.w, r.y+r.h, c);
+ // vertical
+ window->DrawLine(r.x, r.y, r.x, r.y+8, c);
+ window->DrawLine(r.x, r.y+r.h-8, r.x, r.y+r.h, c);
+ window->DrawLine(r.x+r.w, r.y, r.x+r.w, r.y+8, c);
+ window->DrawLine(r.x+r.w, r.y+r.h-8, r.x+r.w, r.y+r.h, c);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawBars()
+{
+ fpm_sprite->Hide();
+ hpm_sprite->Hide();
+ lead_sprite->Hide();
+ aim_sprite->Hide();
+ tgt1_sprite->Hide();
+ tgt2_sprite->Hide();
+ tgt3_sprite->Hide();
+ tgt4_sprite->Hide();
+ chase_sprite->Hide();
+
+ for (int i = 0; i < 31; i++)
+ pitch_ladder[i]->Hide();
+
+ const int bar_width = 256;
+ const int bar_height = 192;
+ const int box_width = 120;
+
+ int cx = width/2;
+ int cy = height/2;
+ int l = cx - bar_width/2;
+ int r = cx + bar_width/2;
+ int t = cy - bar_height/2;
+ int b = cy + bar_height/2;
+ int align = DT_LEFT;
+
+ if (Game::Paused())
+ DrawHUDText(TXT_PAUSED, Game::GetText("HUDView.PAUSED"), Rect(cx-128, cy-60, 256, 12), DT_CENTER);
+
+ if (ship) {
+ DrawContactMarkers();
+
+ char txt[256];
+ double speed = ship->Velocity().length();
+
+ if (ship->Velocity() * ship->Heading() < 0)
+ speed = -speed;
+
+ FormatNumber(txt, speed);
+
+ if (tactical) {
+ l = box_width + 16;
+ r = width - box_width - 16;
+ }
+
+ Rect speed_rect(l-box_width-8, cy-5, box_width, 12);
+
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+ DrawHUDText(TXT_SPEED, txt, speed_rect, align);
+
+ // upper left hud quadrant (airborne fighters)
+ if (ship->IsAirborne()) {
+ double alt_msl = ship->AltitudeMSL();
+ double alt_agl = ship->AltitudeAGL();
+
+ if (alt_agl <= 1000)
+ sprintf_s(txt, "R %4d", (int) alt_agl);
+ else
+ FormatNumber(txt, alt_msl);
+
+ speed_rect.y -= 20;
+
+ if (arcade) {
+ char arcade_txt[32];
+ sprintf_s(arcade_txt, "%s %s", Game::GetText("HUDView.altitude").data(), txt);
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+ DrawHUDText(TXT_ALTITUDE, arcade_txt, speed_rect, align);
+ }
+ else {
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+ DrawHUDText(TXT_ALTITUDE, txt, speed_rect, align);
+ }
+
+ if (!arcade) {
+ sprintf_s(txt, "%.1f G", ship->GForce());
+ speed_rect.y -= 20;
+
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+ DrawHUDText(TXT_GFORCE, txt, speed_rect, align);
+
+ speed_rect.y += 40;
+ }
+ }
+
+ // upper left hud quadrant (starships)
+ else if (ship->IsStarship() && ship->GetFLCSMode() == Ship::FLCS_HELM && !arcade) {
+ sprintf_s(txt, "%s: %.1f", Game::GetText("HUDView.Pitch").data(), ship->GetHelmPitch()/DEGREES);
+ speed_rect.y -= 50;
+
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+ DrawHUDText(TXT_PITCH, txt, speed_rect, align);
+
+ speed_rect.y -= 10;
+ int heading_degrees = (int) (ship->GetHelmHeading()/DEGREES);
+ if (heading_degrees < 0) heading_degrees += 360;
+ sprintf_s(txt, "%s: %03d", Game::GetText("HUDView.Heading").data(), heading_degrees);
+ DrawHUDText(TXT_HEADING, txt, speed_rect, align);
+
+ speed_rect.y += 60;
+ }
+
+ // per user request, all ships should show compass heading
+ if (!tactical && !arcade) {
+ Rect heading_rect(l, t+5, bar_width, 12);
+ int heading_degrees = (int) (ship->CompassHeading()/DEGREES);
+ if (heading_degrees < 0) heading_degrees += 360;
+ sprintf_s(txt, "%d", heading_degrees);
+ DrawHUDText(TXT_COMPASS, txt, heading_rect, DT_CENTER);
+ }
+
+ switch (mode) {
+ case HUD_MODE_TAC: strcpy_s(txt, Game::GetText("HUDView.mode.tactical").data()); break;
+ case HUD_MODE_NAV: strcpy_s(txt, Game::GetText("HUDView.mode.navigation").data()); break;
+ case HUD_MODE_ILS: strcpy_s(txt, Game::GetText("HUDView.mode.landing").data()); break;
+ }
+
+ if (tactical) {
+ speed_rect.y += 76;
+ align = DT_LEFT;
+ }
+ else {
+ speed_rect.y = cy+76;
+ align = DT_RIGHT;
+ }
+
+ DrawHUDText(TXT_HUD_MODE, txt, speed_rect, align);
+
+ // landing gear:
+ if (ship->IsGearDown()) {
+ const char* gear_down = Game::GetText("HUDView.gear-down");
+
+ Rect gear_rect(l, b+20, box_width, 12);
+ DrawHUDText(TXT_GEAR_DOWN, gear_down, gear_rect, DT_CENTER, HUD_UPPER_CASE, true);
+ }
+
+ // sensor/missile lock warnings and quantum drive countdown:
+ QuantumDrive* quantum = ship->GetQuantumDrive();
+
+ if (threat || (quantum && quantum->JumpTime() > 0)) {
+ const char* threat_warn = Game::GetText("HUDView.threat-warn");
+ bool show_msg = true;
+
+ if (quantum && quantum->JumpTime() > 0) {
+ static char buf[64];
+ sprintf_s(buf, "%s: %d", Game::GetText("HUDView.quantum-jump").data(), (int) quantum->JumpTime());
+ threat_warn = buf;
+ }
+
+ else if (threat > 1) {
+ threat_warn = Game::GetText("HUDView.missile-warn");
+ show_msg = ((Game::RealTime()/500) & 1) != 0;
+ }
+
+ if (show_msg) {
+ Rect lock_rect(l, t-25, box_width, 12);
+ DrawHUDText(TXT_THREAT_WARN, threat_warn, lock_rect, DT_CENTER, HUD_MIXED_CASE, true);
+ }
+ }
+
+ if (ship->CanTimeSkip()) {
+ Rect auto_rect(l, t-40, box_width, 12);
+ DrawHUDText(TXT_AUTO, Game::GetText("HUDView.AUTO"), auto_rect, DT_CENTER, HUD_MIXED_CASE, true);
+ }
+
+ if (mode == HUD_MODE_NAV) {
+ Instruction* next = ship->GetNextNavPoint();
+
+ if (next) {
+ double distance = ship->RangeToNavPoint(next);
+ FormatNumber(txt, distance);
+
+ Rect range_rect(r-20, cy-5, box_width, 12);
+ DrawHUDText(TXT_RANGE, txt, range_rect, DT_RIGHT);
+ range_rect.Inflate(2,2);
+ }
+ }
+
+ // lower left hud quadrant
+ else if (mode == HUD_MODE_TAC) {
+ speed_rect.x = l-box_width-8;
+ speed_rect.y = cy-5 +20;
+ speed_rect.w = box_width;
+ align = (tactical) ? DT_LEFT : DT_RIGHT;
+
+ if (!arcade && ship->GetPrimary() && !ship->IsNetObserver())
+ DrawHUDText(TXT_PRIMARY_WEP, ship->GetPrimary()->Abbreviation(), speed_rect, align);
+
+ WeaponGroup* missile = ship->GetSecondaryGroup();
+
+ if (missile && missile->Ammo() > 0 && !ship->IsNetObserver()) {
+ if (!arcade) {
+ speed_rect.y = cy-5 +30;
+ sprintf_s(txt, "%s %d", missile->Name(), missile->Ammo());
+ DrawHUDText(TXT_SECONDARY_WEP, txt, speed_rect, align);
+ }
+
+ // missile range indicator
+ if (missile->GetSelected()->Locked()) {
+ Rect shoot_rect(l, b+5, box_width, 12);
+ DrawHUDText(TXT_SHOOT, Game::GetText("HUDView.SHOOT"), shoot_rect, DT_CENTER, HUD_MIXED_CASE, true);
+ }
+ }
+
+ if (!arcade && !ship->IsNetObserver()) {
+ if (ship->GetShield()) {
+ speed_rect.y = cy-5+40;
+ sprintf_s(txt, "%s - %03d +", Game::GetText("HUDView.SHIELD").data(), ship->ShieldStrength());
+ DrawHUDText(TXT_SHIELD, txt, speed_rect, align);
+ }
+ else if (ship->GetDecoy()) {
+ speed_rect.y = cy-5+40;
+ sprintf_s(txt, "%s %d", Game::GetText("HUDView.DECOY").data(), ship->GetDecoy()->Ammo());
+ DrawHUDText(TXT_DECOY, txt, speed_rect, align);
+ }
+
+
+ Rect eta_rect = speed_rect;
+ eta_rect.y += 10;
+
+ align = DT_RIGHT;
+
+ if (tactical) {
+ eta_rect.x = 8;
+ align = DT_LEFT;
+ }
+
+ for (int i = 0; i < 2; i++) {
+ int eta = ship->GetMissileEta(i);
+ if (eta > 0) {
+ int minutes = (eta/60) % 60;
+ int seconds = (eta ) % 60;
+
+ char eta_buf[16];
+ sprintf_s(eta_buf, "T %d:%02d", minutes, seconds);
+ DrawHUDText(TXT_MISSILE_T1+i, eta_buf, eta_rect, align);
+ eta_rect.y += 10;
+ }
+ }
+ }
+
+ NetGame* netgame = NetGame::GetInstance();
+ if (netgame && !netgame->IsActive()) {
+ Rect shoot_rect(l, b+5, box_width, 12);
+ DrawHUDText(TXT_SHOOT, Game::GetText("HUDView.NET-GAME-OVER"), shoot_rect, DT_CENTER, HUD_MIXED_CASE, true);
+ }
+
+ else if (ship->IsNetObserver()) {
+ Rect shoot_rect(l, b+5, box_width, 12);
+ DrawHUDText(TXT_SHOOT, Game::GetText("HUDView.OBSERVER"), shoot_rect, DT_CENTER, HUD_MIXED_CASE, true);
+ }
+
+ DrawTarget();
+ }
+
+ else if (mode == HUD_MODE_ILS) {
+ DrawTarget();
+ }
+
+ DrawNavInfo();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawFPM()
+{
+ fpm_sprite->Hide();
+
+ if (ship->Velocity().length() > 50) {
+ double xtarg = xcenter;
+ double ytarg = ycenter;
+
+ Point svel = ship->Velocity();
+ svel.Normalize();
+
+ Point tloc = ship->Location() + svel * 1e8;
+ // Translate into camera relative:
+ projector->Transform(tloc);
+
+ int behind = tloc.z < 0;
+
+ if (behind)
+ return;
+
+ // Project into screen coordinates:
+ projector->Project(tloc);
+
+ xtarg = tloc.x;
+ ytarg = tloc.y;
+
+ fpm_sprite->Show();
+ fpm_sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawPitchLadder()
+{
+ for (int i = 0; i < 31; i++)
+ pitch_ladder[i]->Hide();
+
+ if (ship->IsAirborne() && Game::MaxTexSize() > 128) {
+ double xtarg = xcenter;
+ double ytarg = ycenter;
+
+ Point uvec = Point(0,1,0);
+ Point svel = ship->Velocity();
+
+ if (svel.length() == 0)
+ svel = ship->Heading();
+
+ if (svel.x == 0 && svel.z == 0)
+ return;
+
+ svel.y = 0;
+ svel.Normalize();
+
+ Point gloc = ship->Location();
+ gloc.y = 0;
+
+ const double baseline = 1e9;
+ const double clip_angle = 20*DEGREES;
+
+ Point tloc = gloc + svel * baseline;
+
+ // Translate into camera relative:
+ projector->Transform(tloc);
+
+ // Project into screen coordinates:
+ projector->Project(tloc);
+
+ xtarg = tloc.x;
+ ytarg = tloc.y;
+
+ // compute roll angle:
+ double roll_angle = 0;
+ double pitch_angle = 0;
+
+ Point heading = ship->Heading();
+ heading.Normalize();
+
+ if (heading.x != 0 || heading.z != 0) {
+ Point gheading = heading;
+ gheading.y = 0;
+ gheading.Normalize();
+
+ double dot = gheading * heading;
+
+ if (heading.y < 0) dot = -dot;
+
+ pitch_angle = acos(dot);
+
+ if (pitch_angle > PI/2)
+ pitch_angle -= PI;
+
+ double s0 = sin(pitch_angle);
+ double c0 = cos(pitch_angle);
+ double s1 = sin(pitch_angle + 10*DEGREES);
+ double c1 = cos(pitch_angle + 10*DEGREES);
+
+ tloc = gloc + (svel * baseline * c0) + (uvec * baseline * s0);
+ projector->Transform(tloc);
+
+ double x0 = tloc.x;
+ double y0 = tloc.y;
+
+ tloc = gloc + (svel * baseline * c1) + (uvec * baseline * s1);
+ projector->Transform(tloc);
+
+ double x1 = tloc.x;
+ double y1 = tloc.y;
+
+ double dx = x1-x0;
+ double dy = y1-y0;
+
+ roll_angle = atan2(-dy,dx) + PI/2;
+ }
+
+ const double alias_limit = 0.1*DEGREES;
+
+ if (fabs(roll_angle) <= alias_limit) {
+ if (roll_angle > 0)
+ roll_angle = alias_limit;
+ else
+ roll_angle = -alias_limit;
+ }
+
+ else if (fabs(roll_angle-PI) <= alias_limit) {
+ roll_angle = PI - alias_limit;
+ }
+
+ if (fabs(pitch_angle) <= clip_angle) {
+ pitch_ladder[15]->Show();
+ pitch_ladder[15]->MoveTo(Point(xtarg, ytarg, 1));
+ pitch_ladder[15]->SetAngle(roll_angle);
+ }
+
+ for (int i = 1; i <= 15; i++) {
+ double angle = i * 5 * DEGREES;
+
+ if (i > 12)
+ angle = (60 + (i-12)*10) * DEGREES;
+
+ double s = sin(angle);
+ double c = cos(angle);
+
+ if (fabs(pitch_angle - angle) <= clip_angle) {
+ // positive angle:
+ tloc = gloc + (svel * baseline * c) + (uvec * baseline * s);
+ projector->Transform(tloc);
+
+ if (tloc.z > 0) {
+ projector->Project(tloc);
+ pitch_ladder[15-i]->Show();
+ pitch_ladder[15-i]->MoveTo(Point(tloc.x, tloc.y, 1));
+ pitch_ladder[15-i]->SetAngle(roll_angle);
+ }
+ }
+
+ if (fabs(pitch_angle + angle) <= clip_angle) {
+ // negative angle:
+ tloc = gloc + (svel * baseline * c) + (uvec * -baseline * s);
+ projector->Transform(tloc);
+
+ if (tloc.z > 0) {
+ projector->Project(tloc);
+ pitch_ladder[15+i]->Show();
+ pitch_ladder[15+i]->MoveTo(Point(tloc.x, tloc.y, 1));
+ pitch_ladder[15+i]->SetAngle(roll_angle);
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawHPM()
+{
+ hpm_sprite->Hide();
+
+ if (!ship)
+ return;
+
+ double xtarg = xcenter;
+ double ytarg = ycenter;
+
+ double az = ship->GetHelmHeading() - PI;
+ double el = ship->GetHelmPitch();
+
+ Point hvec = Point(sin(az), sin(el), cos(az));
+ hvec.Normalize();
+
+ Point tloc = ship->Location() + hvec * 1e8;
+ // Translate into camera relative:
+ projector->Transform(tloc);
+
+ int behind = tloc.z < 0;
+
+ if (behind)
+ return;
+
+ // Project into screen coordinates:
+ projector->Project(tloc);
+
+ xtarg = tloc.x;
+ ytarg = tloc.y;
+
+ hpm_sprite->Show();
+ hpm_sprite->MoveTo(Point(xtarg, ytarg, 1));
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::HideCompass()
+{
+ az_ring->Hide();
+ az_pointer->Hide();
+ el_ring->Hide();
+ el_pointer->Hide();
+
+ Scene* scene = az_ring->GetScene();
+ if (scene) {
+ scene->DelGraphic(az_ring);
+ scene->DelGraphic(az_pointer);
+ scene->DelGraphic(el_ring);
+ scene->DelGraphic(el_pointer);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawCompass()
+{
+ if (!ship || !ship->Rep())
+ return;
+
+ Solid* solid = (Solid*) ship->Rep();
+ Point loc = solid->Location();
+
+ az_ring->MoveTo(loc);
+ az_pointer->MoveTo(loc);
+ el_ring->MoveTo(loc);
+ el_pointer->MoveTo(loc);
+
+ double helm_heading = ship->GetHelmHeading();
+ double helm_pitch = ship->GetHelmPitch();
+ double curr_heading = ship->CompassHeading();
+ double curr_pitch = ship->CompassPitch();
+
+ bool show_az = fabs(helm_heading - curr_heading) > 5*DEGREES;
+ bool show_el = fabs(helm_pitch - curr_pitch) > 5*DEGREES;
+
+ Scene* scene = camview->GetScene();
+
+ if (show_az || show_el) {
+ scene->AddGraphic(az_ring);
+ az_ring->Show();
+
+ if (show_el || fabs(helm_pitch) > 5 * DEGREES) {
+ scene->AddGraphic(el_ring);
+ Matrix ring_orient;
+ ring_orient.Yaw(helm_heading + PI);
+ el_ring->SetOrientation(ring_orient);
+ el_ring->Show();
+
+ scene->AddGraphic(el_pointer);
+ Matrix pointer_orient;
+ pointer_orient.Yaw(helm_heading + PI);
+ pointer_orient.Pitch(-helm_pitch);
+ pointer_orient.Roll(PI/2);
+ el_pointer->SetOrientation(pointer_orient);
+ el_pointer->Show();
+ }
+ else {
+ scene->AddGraphic(az_pointer);
+ Matrix pointer_orient;
+ pointer_orient.Yaw(helm_heading + PI);
+
+ az_pointer->SetOrientation(pointer_orient);
+ az_pointer->Show();
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawLCOS(SimObject* targ, double dist)
+{
+ lead_sprite->Hide();
+ aim_sprite->Hide();
+ chase_sprite->Hide();
+
+ double xtarg = xcenter;
+ double ytarg = ycenter;
+
+ Weapon* prim = ship->GetPrimary();
+ if (!prim) return;
+
+ Point tloc = targ->Location();
+ // Translate into camera relative:
+ projector->Transform(tloc);
+
+ int behind = tloc.z < 0;
+
+ if (behind)
+ tloc.z = -tloc.z;
+
+ // Project into screen coordinates:
+ projector->Project(tloc);
+
+ // DRAW THE OFFSCREEN CHASE INDICATOR:
+ if (behind ||
+ tloc.x <= 0 || tloc.x >= width-1 ||
+ tloc.y <= 0 || tloc.y >= height-1) {
+
+ // Left side:
+ if (tloc.x <= 0 || (behind && tloc.x < width/2)) {
+ if (tloc.y < ah) tloc.y = ah;
+ else if (tloc.y >= height-ah) tloc.y = height-1-ah;
+
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_left);
+ chase_sprite->MoveTo(Point(aw, tloc.y, 1));
+ }
+
+ // Right side:
+ else if (tloc.x >= width-1 || behind) {
+ if (tloc.y < ah) tloc.y = ah;
+ else if (tloc.y >= height-ah) tloc.y = height-1-ah;
+
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_right);
+ chase_sprite->MoveTo(Point(width-1-aw, tloc.y, 1));
+ }
+ else {
+ if (tloc.x < aw) tloc.x = aw;
+ else if (tloc.x >= width-aw) tloc.x = width-1-aw;
+
+ // Top edge:
+ if (tloc.y <= 0) {
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_top);
+ chase_sprite->MoveTo(Point(tloc.x, ah, 1));
+ }
+
+ // Bottom edge:
+ else if (tloc.y >= height-1) {
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_bottom);
+ chase_sprite->MoveTo(Point(tloc.x, height-1-ah, 1));
+ }
+ }
+ }
+
+ // DRAW THE LCOS:
+ else {
+ if (!ship->IsStarship()) {
+ Point aim_vec = ship->Heading();
+ aim_vec.Normalize();
+
+ // shot speed is relative to ship speed:
+ Point shot_vel = ship->Velocity() + aim_vec * prim->Design()->speed;
+ double shot_speed = shot_vel.length();
+
+ // time for shot to reach target
+ double time = dist / shot_speed;
+
+ // LCOS (Lead Computing Optical Sight)
+ if (gunsight == 0) {
+ // where the shot will be when it is the same distance
+ // away from the ship as the target:
+ Point impact = ship->Location() + (shot_vel * time);
+
+ // where the target will be when the shot reaches it:
+ Point targ_vel = targ->Velocity();
+ Point dest = targ->Location() + (targ_vel * time);
+ Point delta = impact - dest;
+
+ // draw the gun sight here in 3d world coordinates:
+ Point sight = targ->Location() + delta;
+
+ // Project into screen coordinates:
+ projector->Transform(sight);
+ projector->Project(sight);
+
+ xtarg = sight.x;
+ ytarg = sight.y;
+
+ aim_sprite->Show();
+ aim_sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+
+ // Wing Commander style lead indicator
+ else {
+ // where the target will be when the shot reaches it:
+ Point targ_vel = targ->Velocity() - ship->Velocity();
+ Point dest = targ->Location() + (targ_vel * time);
+
+ // Translate into camera relative:
+ projector->Transform(dest);
+ projector->Project(dest);
+
+ xtarg = dest.x;
+ ytarg = dest.y;
+
+ lead_sprite->Show();
+ lead_sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawTarget()
+{
+ const int bar_width = 256;
+ const int bar_height = 192;
+ const int box_width = 120;
+
+ SimObject* old_target = target;
+
+ if (mode == HUD_MODE_ILS) {
+ Ship* controller = ship->GetController();
+ if (controller && !target)
+ target = controller;
+ }
+
+ if (target && target->Rep()) {
+ Sensor* sensor = ship->GetSensor();
+ Contact* contact = 0;
+
+ if (sensor && target->Type() == SimObject::SIM_SHIP) {
+ contact = sensor->FindContact((Ship*) target);
+ }
+
+ int cx = width/2;
+ int cy = height/2;
+ int l = cx - bar_width/2;
+ int r = cx + bar_width/2;
+ int t = cy - bar_height/2;
+ int b = cy + bar_height/2;
+ Point delta = target->Location() - ship->Location();
+ double distance = delta.length();
+ Point delta_v = ship->Velocity() - target->Velocity();
+ double speed = delta_v.length();
+ char txt[256];
+
+ if (mode == HUD_MODE_ILS && ship->GetInbound() && ship->GetInbound()->GetDeck()) {
+ delta = ship->GetInbound()->GetDeck()->EndPoint() - ship->Location();
+ distance = delta.length();
+ }
+
+ if (delta * ship->Velocity() > 0) { // in front
+ if (delta_v * ship->Velocity() < 0) // losing ground
+ speed = -speed;
+ }
+ else { // behind
+ if (delta_v * ship->Velocity() > 0) // passing
+ speed = -speed;
+ }
+
+ Rect range_rect(r-20, cy-5, box_width, 12);
+
+ if (tactical)
+ range_rect.x = width - range_rect.w - 8;
+
+ if (contact) {
+ Sensor* sensor = ship->GetSensor();
+ double limit = 75e3;
+
+ if (sensor)
+ limit = sensor->GetBeamRange();
+
+ distance = contact->Range(ship, limit);
+
+ if (!contact->ActLock() && !contact->PasLock()) {
+ strcpy_s(txt, Game::GetText("HUDView.No-Range").data());
+ speed = 0;
+ }
+ else {
+ FormatNumber(txt, distance);
+ }
+ }
+
+ else {
+ FormatNumber(txt, distance);
+ }
+
+ DrawHUDText(TXT_RANGE, txt, range_rect, DT_RIGHT);
+
+ if (arcade) {
+ target = old_target;
+ return;
+ }
+
+ range_rect.y += 18;
+ FormatNumber(txt, speed);
+ DrawHUDText(TXT_CLOSING_SPEED, txt, range_rect, DT_RIGHT);
+
+ // target info:
+ if (!tactical) {
+ range_rect.y = cy-76;
+ }
+
+ else {
+ range_rect.x = width - 2*box_width - 8;
+ range_rect.y = cy-76;
+ range_rect.w = 2*box_width;
+ }
+
+ DrawHUDText(TXT_TARGET_NAME, target->Name(), range_rect, DT_RIGHT);
+
+ if (target->Type() == SimObject::SIM_SHIP) {
+ Ship* tgt_ship = (Ship*) target;
+
+ range_rect.y += 10;
+ DrawHUDText(TXT_TARGET_DESIGN, tgt_ship->Design()->display_name, range_rect, DT_RIGHT);
+
+ if (mode != HUD_MODE_ILS) {
+ if (tgt_ship->IsStarship()) {
+ range_rect.y += 10;
+ sprintf_s(txt, "%s %03d", Game::GetText("HUDView.symbol.shield").data(), (int) tgt_ship->ShieldStrength());
+ DrawHUDText(TXT_TARGET_SHIELD, txt, range_rect, DT_RIGHT);
+ }
+
+ range_rect.y += 10;
+ sprintf_s(txt, "%s %03d", Game::GetText("HUDView.symbol.hull").data(), (int) (tgt_ship->Integrity() / tgt_ship->Design()->integrity * 100));
+ DrawHUDText(TXT_TARGET_HULL, txt, range_rect, DT_RIGHT);
+
+ System* sys = ship->GetSubTarget();
+ if (sys) {
+ Color stat = hud_color;
+ static DWORD blink = Game::RealTime();
+
+ int blink_delta = Game::RealTime() - blink;
+ sprintf_s(txt, "%s %03d", sys->Abbreviation(), (int) sys->Availability());
+
+ switch (sys->Status()) {
+ case System::DEGRADED: stat = Color(255,255, 0); break;
+ case System::CRITICAL:
+ case System::DESTROYED: stat = Color(255, 0, 0); break;
+ case System::MAINT:
+ if (blink_delta < 250)
+ stat = Color(8,8,8);
+ break;
+ }
+
+ if (blink_delta > 500)
+ blink = Game::RealTime();
+
+ range_rect.y += 10;
+ DrawHUDText(TXT_TARGET_SUB, txt, range_rect, DT_RIGHT);
+ }
+ }
+ }
+
+ else if (target->Type() == SimObject::SIM_DRONE) {
+ Drone* tgt_drone = (Drone*) target;
+
+ range_rect.y += 10;
+ DrawHUDText(TXT_TARGET_DESIGN, tgt_drone->DesignName(), range_rect, DT_RIGHT);
+
+ range_rect.y += 10;
+ int eta = tgt_drone->GetEta();
+
+ if (eta > 0) {
+ int minutes = (eta/60) % 60;
+ int seconds = (eta ) % 60;
+
+ char eta_buf[16];
+ sprintf_s(eta_buf, "T %d:%02d", minutes, seconds);
+ DrawHUDText(TXT_TARGET_ETA, eta_buf, range_rect, DT_RIGHT);
+ }
+ }
+ }
+
+ target = old_target;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawNavInfo()
+{
+ const int bar_width = 256;
+ const int bar_height = 192;
+ const int box_width = 120;
+
+ if (arcade) {
+ if (ship->IsAutoNavEngaged()) {
+ Rect info_rect(width/2-box_width, height/2+bar_height, box_width*2, 12);
+
+ if (big_font)
+ hud_text[TXT_NAV_INDEX].font = big_font;
+
+ DrawHUDText(TXT_NAV_INDEX, Game::GetText("HUDView.Auto-Nav"), info_rect, DT_CENTER);
+ }
+
+ return;
+ }
+
+ hud_text[TXT_NAV_INDEX].font = hud_font;
+
+ Instruction* navpt = ship->GetNextNavPoint();
+
+ if (navpt) {
+ int cx = width/2;
+ int cy = height/2;
+ int l = cx - bar_width/2;
+ int r = cx + bar_width/2;
+ int t = cy - bar_height/2;
+ int b = cy + bar_height/2;
+
+ int index = ship->GetNavIndex(navpt);
+ double distance = ship->RangeToNavPoint(navpt);
+ double speed = ship->Velocity().length();
+ int etr = 0;
+ char txt[256];
+
+ if (speed > 10)
+ etr = (int) (distance/speed);
+
+ Rect info_rect(r-20, cy+32, box_width, 12);
+
+ if (tactical)
+ info_rect.x = width - info_rect.w - 8;
+
+ if (ship->IsAutoNavEngaged())
+ sprintf_s(txt, "%s %d", Game::GetText("HUDView.Auto-Nav").data(), index);
+ else
+ sprintf_s(txt, "%s %d", Game::GetText("HUDView.Nav").data(), index);
+ DrawHUDText(TXT_NAV_INDEX, txt, info_rect, DT_RIGHT);
+
+ info_rect.y += 10;
+ if (navpt->Action())
+ DrawHUDText(TXT_NAV_ACTION, Instruction::ActionName(navpt->Action()), info_rect, DT_RIGHT);
+
+ info_rect.y += 10;
+ FormatNumber(txt, navpt->Speed());
+ DrawHUDText(TXT_NAV_SPEED, txt, info_rect, DT_RIGHT);
+
+ if (etr > 3600) {
+ info_rect.y += 10;
+ sprintf_s(txt, "%s XX:XX", Game::GetText("HUDView.time-enroute").data());
+ DrawHUDText(TXT_NAV_ETR, txt, info_rect, DT_RIGHT);
+ }
+ else if (etr > 0) {
+ info_rect.y += 10;
+
+ int minutes = (etr/60) % 60;
+ int seconds = (etr ) % 60;
+ sprintf_s(txt, "%s %2d:%02d", Game::GetText("HUDView.time-enroute").data(), minutes, seconds);
+ DrawHUDText(TXT_NAV_ETR, txt, info_rect, DT_RIGHT);
+ }
+
+ if (navpt->HoldTime() > 0) {
+ info_rect.y += 10;
+
+ int hold = (int) navpt->HoldTime();
+ int minutes = (hold/60) % 60;
+ int seconds = (hold ) % 60;
+ sprintf_s(txt, "%s %2d:%02d", Game::GetText("HUDView.HOLD").data(), minutes, seconds);
+ DrawHUDText(TXT_NAV_HOLD, txt, info_rect, DT_RIGHT);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawSight()
+{
+ if (target && target->Rep()) {
+ Point delta = target->Location() - ship->Location();
+ double distance = delta.length();
+
+ // draw LCOS on target:
+ if (!tactical)
+ DrawLCOS(target, distance);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawDesignators()
+{
+ double xtarg = xcenter;
+ double ytarg = ycenter;
+ SimObject* t1 = 0;
+ SimObject* t2 = 0;
+ SimObject* t3 = 0;
+ Sprite* sprite = 0;
+
+ tgt1_sprite->Hide();
+ tgt2_sprite->Hide();
+ tgt3_sprite->Hide();
+ tgt4_sprite->Hide();
+
+ // fighters just show primary target:
+ if (ship->IsDropship()) {
+ SimObject* t = ship->GetTarget();
+ System* s = ship->GetSubTarget();
+
+ if (t) {
+ Point tloc = t->Location();
+ if (s) {
+ tloc = s->MountLocation();
+ }
+ else if (t->Type() == SimObject::SIM_SHIP) {
+ Ship* tgt_ship = (Ship*) t;
+
+ if (tgt_ship->IsGroundUnit())
+ tloc += Point(0,150,0);
+ }
+
+ projector->Transform(tloc);
+
+ if (tloc.z > 0) {
+ projector->Project(tloc);
+
+ xtarg = tloc.x;
+ ytarg = tloc.y;
+
+ if (xtarg>0 && xtarg<width-1 && ytarg>0 && ytarg<height-1) {
+ double range = Point(t->Location() - ship->Location()).length();
+
+ // use out-of-range crosshair if out of range:
+ if (!ship->GetPrimaryDesign() || ship->GetPrimaryDesign()->max_range < range) {
+ tgt4_sprite->Show();
+ tgt4_sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+
+ // else, use in-range primary crosshair:
+ else {
+ tgt1_sprite->Show();
+ tgt1_sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+ }
+ }
+ }
+ }
+
+ // starships show up to three targets:
+ else {
+ ListIter<WeaponGroup> w = ship->Weapons();
+ while (!t3 && ++w) {
+ SimObject* t = w->GetTarget();
+ System* s = w->GetSubTarget();
+
+ if (w->Contains(ship->GetPrimary())) {
+ if (t == 0) t = ship->GetTarget();
+ t1 = t;
+ sprite = tgt1_sprite;
+ }
+
+ else if (t && w->Contains(ship->GetSecondary())) {
+ t2 = t;
+ sprite = tgt2_sprite;
+
+ if (t2 == t1)
+ continue; // don't overlap target designators
+ }
+
+ else if (t) {
+ t3 = t;
+ sprite = tgt3_sprite;
+
+ if (t3 == t1 || t3 == t2)
+ continue; // don't overlap target designators
+ }
+
+ if (t) {
+ Point tloc = t->Location();
+
+ if (s)
+ tloc = s->MountLocation();
+
+ projector->Transform(tloc);
+
+ if (tloc.z > 0) {
+ projector->Project(tloc);
+
+ xtarg = tloc.x;
+ ytarg = tloc.y;
+
+ if (xtarg>0 && xtarg<width-1 && ytarg>0 && ytarg<height-1) {
+ double range = Point(t->Location() - ship->Location()).length();
+
+ // flip to out-of-range crosshair
+ if (sprite == tgt1_sprite) {
+ if (!ship->GetPrimaryDesign() || ship->GetPrimaryDesign()->max_range < range) {
+ sprite = tgt4_sprite;
+ }
+ }
+
+ sprite->Show();
+ sprite->MoveTo(Point(xtarg, ytarg, 1));
+ }
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+Color
+HUDView::GetStatusColor(System::STATUS status)
+{
+ Color sc;
+
+ switch (status) {
+ default:
+ case System::NOMINAL: sc = Color( 32,192, 32); break;
+ case System::DEGRADED: sc = Color(255,255, 0); break;
+ case System::CRITICAL: sc = Color(255, 0, 0); break;
+ case System::DESTROYED: sc = Color( 0, 0, 0); break;
+ }
+
+ return sc;
+}
+
+void
+HUDView::SetStatusColor(System::STATUS status)
+{
+ switch (status) {
+ default:
+ case System::NOMINAL: status_color = txt_color; break;
+ case System::DEGRADED: status_color = Color(255,255, 0); break;
+ case System::CRITICAL: status_color = Color(255, 0, 0); break;
+ case System::DESTROYED: status_color = Color( 0, 0, 0); break;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+static int GetReactorStatus(Ship* ship)
+{
+ if (!ship || ship->Reactors().size() < 1)
+ return -1;
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ ListIter<PowerSource> iter = ship->Reactors();
+ while (++iter) {
+ PowerSource* s = iter.value();
+
+ if (s->Status() < status)
+ status = s->Status();
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetDriveStatus(Ship* ship)
+{
+ if (!ship || ship->Drives().size() < 1)
+ return -1;
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ ListIter<Drive> iter = ship->Drives();
+ while (++iter) {
+ Drive* s = iter.value();
+
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetQuantumStatus(Ship* ship)
+{
+ if (!ship || ship->GetQuantumDrive() == 0)
+ return -1;
+
+ QuantumDrive* s = ship->GetQuantumDrive();
+ return s->Status();
+}
+
+static int GetThrusterStatus(Ship* ship)
+{
+ if (!ship || ship->GetThruster() == 0)
+ return -1;
+
+ Thruster* s = ship->GetThruster();
+ return s->Status();
+}
+
+static int GetShieldStatus(Ship* ship)
+{
+ if (!ship)
+ return -1;
+
+ Shield* s = ship->GetShield();
+ Weapon* d = ship->GetDecoy();
+
+ if (!s && !d)
+ return -1;
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ if (s) {
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (d) {
+ if (d->Status() < status)
+ status = d->Status();
+
+ else if (d->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetWeaponStatus(Ship* ship, int index)
+{
+ if (!ship || ship->Weapons().size() <= index)
+ return -1;
+
+ WeaponGroup* group = ship->Weapons().at(index);
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ ListIter<Weapon> iter = group->GetWeapons();
+ while (++iter) {
+ Weapon* s = iter.value();
+
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetSensorStatus(Ship* ship)
+{
+ if (!ship || ship->GetSensor() == 0)
+ return -1;
+
+ Sensor* s = ship->GetSensor();
+ Weapon* p = ship->GetProbeLauncher();
+
+ int status = s->Status();
+ bool maint = s->Status() == System::MAINT;
+
+ if (p) {
+ if (p->Status() < status)
+ status = p->Status();
+
+ else if (p->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetComputerStatus(Ship* ship)
+{
+ if (!ship || ship->Computers().size() < 1)
+ return -1;
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ ListIter<Computer> iter = ship->Computers();
+ while (++iter) {
+ Computer* s = iter.value();
+
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (ship->GetNavSystem()) {
+ NavSystem* s = ship->GetNavSystem();
+
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+static int GetFlightDeckStatus(Ship* ship)
+{
+ if (!ship || ship->FlightDecks().size() < 1)
+ return -1;
+
+ int status = System::NOMINAL;
+ bool maint = false;
+
+ ListIter<FlightDeck> iter = ship->FlightDecks();
+ while (++iter) {
+ FlightDeck* s = iter.value();
+
+ if (s->Status() < status)
+ status = s->Status();
+
+ else if (s->Status() == System::MAINT)
+ maint = true;
+ }
+
+ if (maint && status == System::NOMINAL)
+ status = System::MAINT;
+
+ return status;
+}
+
+void
+HUDView::DrawWarningPanel()
+{
+ int box_width = 75;
+ int box_height = 17;
+ int row_height = 28;
+ int box_left = width/2 - box_width*2;
+
+ if (cockpit_hud_texture) {
+ box_left = 275;
+ box_height = 18;
+ row_height = 18;
+ }
+
+ if (ship) {
+ if (Game::MaxTexSize() > 128) {
+ warn_left_sprite->Show();
+ warn_right_sprite->Show();
+ }
+
+ int x = box_left;
+ int y = cockpit_hud_texture ? 410 : height-97;
+ int c = cockpit_hud_texture ? 3 : 4;
+
+ static DWORD blink = Game::RealTime();
+
+ for (int index = 0; index < 12; index++) {
+ int stat = -1;
+ Text abrv = Game::GetText("HUDView.UNKNOWN");
+
+ switch (index) {
+ case 0: stat = GetReactorStatus(ship); abrv = Game::GetText("HUDView.REACTOR"); break;
+ case 1: stat = GetDriveStatus(ship); abrv = Game::GetText("HUDView.DRIVE"); break;
+ case 2: stat = GetQuantumStatus(ship); abrv = Game::GetText("HUDView.QUANTUM"); break;
+ case 3: stat = GetShieldStatus(ship); abrv = Game::GetText("HUDView.SHIELD");
+ if (ship->GetShield() == 0 && ship->GetDecoy())
+ abrv = Game::GetText("HUDView.DECOY");
+ break;
+
+ case 4:
+ case 5:
+ case 6:
+ case 7: stat = GetWeaponStatus(ship, index-4);
+ if (stat >= 0) {
+ WeaponGroup* g = ship->Weapons().at(index-4);
+ abrv = g->Name();
+ }
+ break;
+
+ case 8: stat = GetSensorStatus(ship); abrv = Game::GetText("HUDView.SENSOR"); break;
+ case 9: stat = GetComputerStatus(ship); abrv = Game::GetText("HUDView.COMPUTER"); break;
+ case 10: stat = GetThrusterStatus(ship); abrv = Game::GetText("HUDView.THRUSTER"); break;
+ case 11: stat = GetFlightDeckStatus(ship);abrv = Game::GetText("HUDView.FLTDECK"); break;
+ }
+
+ Rect warn_rect(x, y, box_width, box_height);
+
+ if (cockpit_hud_texture)
+ cockpit_hud_texture->DrawRect(warn_rect, Color::DarkGray);
+
+ if (stat >= 0) {
+ SetStatusColor((System::STATUS) stat);
+ Color tc = status_color;
+
+ if (stat != System::NOMINAL) {
+ if (Game::RealTime() - blink < 250) {
+ tc = cockpit_hud_texture ? txt_color : Color(8,8,8);
+ }
+ }
+
+ if (cockpit_hud_texture) {
+ if (tc != txt_color) {
+ Rect r2 = warn_rect;
+ r2.Inset(1,1,1,1);
+ cockpit_hud_texture->FillRect(r2, tc);
+ tc = Color::Black;
+ }
+
+ warn_rect.y += 4;
+
+ hud_font->SetColor(tc);
+ hud_font->DrawText(abrv, -1,
+ warn_rect,
+ DT_CENTER | DT_SINGLELINE,
+ cockpit_hud_texture);
+
+ warn_rect.y -= 4;
+ }
+ else {
+ DrawHUDText(TXT_CAUTION_TXT + index,
+ abrv,
+ warn_rect,
+ DT_CENTER);
+
+ hud_text[TXT_CAUTION_TXT + index].color = tc;
+ }
+ }
+
+ x += box_width;
+
+ if (--c <= 0) {
+ c = cockpit_hud_texture ? 3 : 4;
+ x = box_left;
+ y += row_height;
+ }
+ }
+
+ if (Game::RealTime() - blink > 500)
+ blink = Game::RealTime();
+
+ // reset for next time
+ SetStatusColor(System::NOMINAL);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawInstructions()
+{
+ if (!ship) return;
+
+ if (Game::MaxTexSize() > 128) {
+ instr_left_sprite->Show();
+ instr_right_sprite->Show();
+ }
+
+ int ninst = 0;
+ int nobj = 0;
+ Element* elem = ship->GetElement();
+
+ if (elem) {
+ ninst = elem->NumInstructions();
+ nobj = elem->NumObjectives();
+ }
+
+ Rect r = Rect(width/2 - 143, height - 105, 290, 17);
+
+ if (ninst) {
+ int npages = ninst/6 + (ninst%6 ? 1 : 0);
+
+ if (inst_page >= npages)
+ inst_page = npages-1;
+ else if (inst_page < 0)
+ inst_page = 0;
+
+ int first = inst_page * 6;
+ int last = first + 6;
+ if (last > ninst) last = ninst;
+
+ int n = TXT_CAUTION_TXT;
+
+ for (int i = first; i < last; i++) {
+ hud_text[n].color = standard_txt_colors[color];
+ DrawHUDText(n++, FormatInstruction(elem->GetInstruction(i)), r, DT_LEFT, HUD_MIXED_CASE);
+ r.y += 14;
+ }
+
+ char page[32];
+ sprintf_s(page, "%d / %d", inst_page+1, npages);
+ r = Rect(width/2 + 40, height-16, 110, 16);
+ DrawHUDText(TXT_INSTR_PAGE, page, r, DT_CENTER, HUD_MIXED_CASE);
+ }
+
+ else if (nobj) {
+ int n = TXT_CAUTION_TXT;
+
+ for (int i = 0; i < nobj; i++) {
+ char desc[256];
+ sprintf_s(desc, "* %s", elem->GetObjective(i)->GetShortDescription());
+ hud_text[n].color = standard_txt_colors[color];
+ DrawHUDText(n++, desc, r, DT_LEFT, HUD_MIXED_CASE);
+ r.y += 14;
+ }
+ }
+
+ else {
+ hud_text[TXT_CAUTION_TXT].color = standard_txt_colors[color];
+ DrawHUDText(TXT_CAUTION_TXT, Game::GetText("HUDView.No-Instructions"), r, DT_LEFT, HUD_MIXED_CASE);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+const char*
+HUDView::FormatInstruction(Text instr)
+{
+ if (!instr.contains('$'))
+ return (const char*) instr;
+
+ static char result[256];
+
+ const char* s = (const char*) instr;
+ char* d = result;
+
+ KeyMap& keymap = Starshatter::GetInstance()->GetKeyMap();
+
+ while (*s) {
+ if (*s == '$') {
+ s++;
+ char action[32];
+ char* a = action;
+ while (*s && (isupper(*s) || isdigit(*s) || *s == '_')) *a++ = *s++;
+ *a = 0;
+
+ int act = KeyMap::GetKeyAction(action);
+ int key = keymap.FindMapIndex(act);
+ const char* s2 = keymap.DescribeKey(key);
+
+ if (!s2) s2 = action;
+ while (*s2) *d++ = *s2++;
+ }
+ else {
+ *d++ = *s++;
+ }
+ }
+
+ *d = 0;
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::CycleInstructions(int direction)
+{
+ if (direction > 0)
+ inst_page++;
+ else
+ inst_page--;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawMessages()
+{
+ int message_queue_empty = true;
+
+ // age messages:
+ for (int i = 0; i < MAX_MSG; i++) {
+ if (msg_time[i] > 0) {
+ msg_time[i] -= Game::GUITime();
+
+ if (msg_time[i] <= 0) {
+ msg_time[i] = 0;
+ msg_text[i] = "";
+ }
+
+ message_queue_empty = false;
+ }
+ }
+
+ if (!message_queue_empty) {
+ // advance message pipeline:
+ for (int i = 0; i < MAX_MSG; i++) {
+ if (msg_time[0] == 0) {
+ for (int j = 0; j < MAX_MSG-1; j++) {
+ msg_time[j] = msg_time[j+1];
+ msg_text[j] = msg_text[j+1];
+ }
+
+ msg_time[MAX_MSG-1] = 0;
+ msg_text[MAX_MSG-1] = "";
+ }
+ }
+
+ // draw messages:
+ for (int i = 0; i < MAX_MSG; i++) {
+ int index = TXT_MSG_1 + i;
+
+ if (msg_time[i] > 0) {
+ Rect msg_rect(10, 95 + i*10, width-20, 12);
+ DrawHUDText(index, msg_text[i], msg_rect, DT_LEFT, HUD_MIXED_CASE);
+ if (msg_time[i] > 1)
+ hud_text[index].color = txt_color;
+ else
+ hud_text[index].color = txt_color.dim(0.5 + 0.5*msg_time[i]);
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawNav()
+{
+ if (!sim)
+ return;
+
+ active_region = sim->GetActiveRegion();
+
+ if (ship) {
+ int nav_index = 1;
+ Instruction* next = ship->GetNextNavPoint();
+
+ if (mode == HUD_MODE_NAV) {
+ if (next && next->Action() == Instruction::LAUNCH)
+ DrawNavPoint(*next, 0, true);
+
+ ListIter<Instruction> navpt = ship->GetFlightPlan();
+ while (++navpt) {
+ DrawNavPoint(*navpt.value(), nav_index++, (navpt.value() == next));
+ }
+ }
+ else if (next) {
+ DrawNavPoint(*next, 0, true);
+ }
+ }
+}
+
+void
+HUDView::DrawILS()
+{
+ if (ship) {
+ bool hoops_drawn = false;
+ bool same_sector = false;
+
+ InboundSlot* inbound = ship->GetInbound();
+ if (inbound) {
+ FlightDeck* fd = inbound->GetDeck();
+
+ if (fd && fd->IsRecoveryDeck() && fd->GetCarrier()) {
+ if (fd->GetCarrier()->GetRegion() == ship->GetRegion())
+ same_sector = true;
+
+ if (same_sector && mode == HUD_MODE_ILS && !transition && !docking) {
+ Point dst = fd->MountLocation();
+ projector->Transform(dst);
+
+ if (dst.z > 1.0) {
+ projector->Project(dst);
+
+ int x = (int) dst.x;
+ int y = (int) dst.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ window->DrawLine(x-6, y-6, x+6, y+6, hud_color);
+ window->DrawLine(x+6, y-6, x-6, y+6, hud_color);
+ }
+ }
+ }
+
+ // draw the hoops for this flight deck:
+ Scene* scene = camview->GetScene();
+ for (int h = 0; h < fd->NumHoops(); h++) {
+ Hoop* hoop = fd->GetHoops() + h;
+ if (hoop && scene) {
+ if (same_sector && mode == HUD_MODE_ILS && !transition && !docking) {
+ scene->AddGraphic(hoop);
+ hoop->Show();
+
+ hoops_drawn = true;
+ }
+ else {
+ hoop->Hide();
+ scene->DelGraphic(hoop);
+ }
+ }
+ }
+ }
+ }
+
+ if (!hoops_drawn) {
+ ListIter<Ship> iter = ship->GetRegion()->Carriers();
+ while (++iter) {
+ Ship* carrier = iter.value();
+
+ bool ours = (carrier->GetIFF() == ship->GetIFF()) ||
+ (carrier->GetIFF() == 0);
+
+ for (int i = 0; i < carrier->NumFlightDecks(); i++) {
+ FlightDeck* fd = carrier->GetFlightDeck(i);
+
+ if (fd && fd->IsRecoveryDeck()) {
+ if (mode == HUD_MODE_ILS && ours && !transition && !docking) {
+ Point dst = fd->MountLocation();
+ projector->Transform(dst);
+
+ if (dst.z > 1.0) {
+ projector->Project(dst);
+
+ int x = (int) dst.x;
+ int y = (int) dst.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ window->DrawLine(x-6, y-6, x+6, y+6, hud_color);
+ window->DrawLine(x+6, y-6, x-6, y+6, hud_color);
+ }
+ }
+ }
+
+ // draw the hoops for this flight deck:
+ Scene* scene = camview->GetScene();
+ for (int h = 0; h < fd->NumHoops(); h++) {
+ Hoop* hoop = fd->GetHoops() + h;
+ if (hoop && scene) {
+ if (mode == HUD_MODE_ILS && ours && !transition && !docking) {
+ hoop->Show();
+ if (!hoop->GetScene())
+ scene->AddGraphic(hoop);
+ }
+ else {
+ hoop->Hide();
+ if (hoop->GetScene())
+ scene->DelGraphic(hoop);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+HUDView::DrawObjective()
+{
+ if (ship && ship->GetDirector() && ship->GetDirector()->Type() >= SteerAI::SEEKER) {
+ SteerAI* steer = (SteerAI*) ship->GetDirector();
+ Point obj = steer->GetObjective();
+ projector->Transform(obj);
+
+ if (obj.z > 1.0) {
+ projector->Project(obj);
+
+ int x = (int) obj.x;
+ int y = (int) obj.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ Color c = Color::Cyan;
+ window->DrawRect(x-6, y-6, x+6, y+6, c);
+ window->DrawLine(x-6, y-6, x+6, y+6, c);
+ window->DrawLine(x+6, y-6, x-6, y+6, c);
+ }
+ }
+
+ if (steer->GetOther()) {
+ obj = steer->GetOther()->Location();
+ projector->Transform(obj);
+
+ if (obj.z > 1.0) {
+ projector->Project(obj);
+
+ int x = (int) obj.x;
+ int y = (int) obj.y;
+
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ Color c = Color::Orange;
+ window->DrawRect(x-6, y-6, x+6, y+6, c);
+ window->DrawLine(x-6, y-6, x+6, y+6, c);
+ window->DrawLine(x+6, y-6, x-6, y+6, c);
+ }
+ }
+ }
+ }
+ /***/
+}
+
+void
+HUDView::DrawNavPoint(Instruction& navpt, int index, int next)
+{
+ if (index >= 15 || !navpt.Region()) return;
+
+ // transform from starsystem to world coordinates:
+ Point npt = navpt.Region()->Location() + navpt.Location();
+
+ if (active_region)
+ npt -= active_region->Location();
+
+ npt = npt.OtherHand();
+
+ // transform from world to camera:
+ projector->Transform(npt);
+
+ // clip:
+ if (npt.z > 1.0) {
+
+ // project:
+ projector->Project(npt);
+
+ int x = (int) npt.x;
+ int y = (int) npt.y;
+
+ // clip:
+ if (x > 4 && x < width-4 &&
+ y > 4 && y < height-4) {
+
+ Color c = Color::White;
+ if (navpt.Status() > Instruction::ACTIVE && navpt.HoldTime() <= 0)
+ c = Color::DarkGray;
+
+ // draw:
+ if (next)
+ window->DrawEllipse(x-6, y-6, x+5, y+5, c);
+
+ window->DrawLine(x-6, y-6, x+6, y+6, c);
+ window->DrawLine(x+6, y-6, x-6, y+6, c);
+
+ if (index > 0) {
+ char npt_buf[32];
+ Rect npt_rect(x+10, y-4, 200, 12);
+
+ if (navpt.Status() == Instruction::COMPLETE && navpt.HoldTime() > 0) {
+ char hold_time[32];
+ FormatTime(hold_time, navpt.HoldTime());
+ sprintf_s(npt_buf, "%d %s", index, hold_time);
+ }
+ else {
+ sprintf_s(npt_buf, "%d", index);
+ }
+
+ DrawHUDText(TXT_NAV_PT + index, npt_buf, npt_rect, DT_LEFT);
+ }
+ }
+ }
+
+ if (next && mode == HUD_MODE_NAV && navpt.Region() == ship->GetRegion()) {
+
+ // Translate into camera relative:
+ Point tloc = navpt.Location().OtherHand();
+ projector->Transform(tloc);
+
+ int behind = tloc.z < 0;
+
+ if (behind)
+ tloc.z = -tloc.z;
+
+ // Project into screen coordinates:
+ projector->Project(tloc);
+
+ // DRAW THE OFFSCREEN CHASE INDICATOR:
+ if (behind ||
+ tloc.x <= 0 || tloc.x >= width-1 ||
+ tloc.y <= 0 || tloc.y >= height-1) {
+
+ // Left side:
+ if (tloc.x <= 0 || (behind && tloc.x < width/2)) {
+ if (tloc.y < ah) tloc.y = ah;
+ else if (tloc.y >= height-ah) tloc.y = height-1-ah;
+
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_left);
+ chase_sprite->MoveTo(Point(aw, tloc.y, 1));
+ }
+
+ // Right side:
+ else if (tloc.x >= width-1 || behind) {
+ if (tloc.y < ah) tloc.y = ah;
+ else if (tloc.y >= height-ah) tloc.y = height-1-ah;
+
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_right);
+ chase_sprite->MoveTo(Point(width-1-aw, tloc.y, 1));
+ }
+ else {
+ if (tloc.x < aw) tloc.x = aw;
+ else if (tloc.x >= width-aw) tloc.x = width-1-aw;
+
+ // Top edge:
+ if (tloc.y <= 0) {
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_top);
+ chase_sprite->MoveTo(Point(tloc.x, ah, 1));
+ }
+
+ // Bottom edge:
+ else if (tloc.y >= height-1) {
+ chase_sprite->Show();
+ chase_sprite->SetAnimation(&chase_bottom);
+ chase_sprite->MoveTo(Point(tloc.x, height-1-ah, 1));
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::SetShip(Ship* s)
+{
+ if (ship != s) {
+ double new_scale = 1;
+
+ ship_status = -1;
+ ship = s;
+
+ if (ship) {
+ if (ship->Life() == 0 || ship->IsDying() || ship->IsDead()) {
+ ship = 0;
+ }
+ else {
+ Observe(ship);
+ new_scale = 1.1 * ship->Radius() / 64;
+
+ if (ship->Design()->hud_icon.Width()) {
+ TransferBitmap(ship->Design()->hud_icon, icon_ship, icon_ship_shade);
+ ColorizeBitmap(icon_ship, icon_ship_shade, txt_color);
+ }
+ }
+ }
+
+ if (az_ring) {
+ az_ring->Rescale(1/compass_scale);
+ az_ring->Rescale(new_scale);
+ }
+
+ if (az_pointer) {
+ az_pointer->Rescale(1/compass_scale);
+ az_pointer->Rescale(new_scale);
+ }
+
+ if (el_ring) {
+ el_ring->Rescale(1/compass_scale);
+ el_ring->Rescale(new_scale);
+ }
+
+ if (el_pointer) {
+ el_pointer->Rescale(1/compass_scale);
+ el_pointer->Rescale(new_scale);
+ }
+
+ compass_scale = new_scale;
+ inst_page = 0;
+
+ if (ship && ship->GetElement() && ship->GetElement()->NumInstructions() > 0)
+ if (!show_inst)
+ CycleHUDInst();
+ }
+
+ else if (ship && ship->Design()->hud_icon.Width()) {
+ bool update = false;
+ System::STATUS s = System::NOMINAL;
+ int integrity = (int) (ship->Integrity() / ship->Design()->integrity * 100);
+
+ if (integrity < 30) s = System::CRITICAL;
+ else if (integrity < 60) s = System::DEGRADED;
+
+ if (s != ship_status) {
+ ship_status = s;
+ update = true;
+ }
+
+ if (update) {
+ SetStatusColor((System::STATUS) ship_status);
+ ColorizeBitmap(icon_ship, icon_ship_shade, status_color);
+ }
+ }
+
+ if (ship && ship->Cockpit()) {
+ Solid* cockpit = (Solid*) ship->Cockpit();
+
+ bool change = false;
+
+ if (cockpit->Hidden()) {
+ if (cockpit_hud_texture)
+ change = true;
+
+ cockpit_hud_texture = 0;
+ }
+ else {
+ if (!cockpit_hud_texture)
+ change = true;
+
+ Model* cockpit_model = cockpit->GetModel();
+ Material* hud_material = 0;
+
+ if (cockpit_model) {
+ hud_material = (Material*) cockpit_model->FindMaterial("HUD");
+ if (hud_material) {
+ cockpit_hud_texture = hud_material->tex_emissive;
+ }
+ }
+ }
+
+ if (change) {
+ SetHUDColorSet(color);
+ }
+ }
+}
+
+void
+HUDView::SetTarget(SimObject* t)
+{
+ bool update = false;
+
+ if (target != t) {
+ tgt_status = -1;
+ target = t;
+ if (target) Observe(target);
+ update = true;
+ }
+
+ if (target && target->Type() == SimObject::SIM_SHIP) {
+ System::STATUS s = System::NOMINAL;
+ Ship* tship = (Ship*) target;
+ int integrity = (int) (tship->Integrity() / tship->Design()->integrity * 100);
+
+ if (integrity < 30) s = System::CRITICAL;
+ else if (integrity < 60) s = System::DEGRADED;
+
+ if (s != tgt_status) {
+ tgt_status = s;
+ update = true;
+ }
+ }
+
+ if (update) {
+ if (target && target->Type() == SimObject::SIM_SHIP) {
+ Ship* tship = (Ship*) target;
+ TransferBitmap(tship->Design()->hud_icon, icon_target, icon_target_shade);
+ }
+ else {
+ PrepareBitmap("hud_icon.pcx", icon_target, icon_target_shade);
+ }
+
+ SetStatusColor((System::STATUS) tgt_status);
+ ColorizeBitmap(icon_target, icon_target_shade, status_color);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+MFD*
+HUDView::GetMFD(int n) const
+{
+ if (n >= 0 && n < 3)
+ return mfd[n];
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::Refresh()
+{
+ sim = Sim::GetSim();
+ mouse_in = false;
+
+ if (!sim || !camview || !projector) {
+ return;
+ }
+
+ if (Mouse::LButton() == 0) {
+ mouse_latch = 0;
+ mouse_index = -1;
+ }
+
+ int mouse_index_old = mouse_index;
+
+ SetShip(sim->GetPlayerShip());
+
+ if (mode == HUD_MODE_OFF) {
+ if (cockpit_hud_texture) {
+ cockpit_hud_texture->FillRect(0,0,512,256,Color::Black);
+ }
+
+ sim->ShowGrid(false);
+ return;
+ }
+
+ if (cockpit_hud_texture && cockpit_hud_texture->Width() == 512) {
+ Bitmap* hud_bmp = 0;
+
+ if (hud_sprite[0]) {
+ hud_bmp = hud_sprite[0]->Frame();
+ int bmp_w = hud_bmp->Width();
+ int bmp_h = hud_bmp->Height();
+
+ cockpit_hud_texture->BitBlt( 0, 0, *hud_bmp, 0, 0, bmp_w, bmp_h);
+ }
+
+ if (hud_sprite[1]) {
+ hud_bmp = hud_sprite[1]->Frame();
+ int bmp_w = hud_bmp->Width();
+ int bmp_h = hud_bmp->Height();
+
+ cockpit_hud_texture->BitBlt(256, 0, *hud_bmp, 0, 0, bmp_w, bmp_h);
+ }
+
+ if (hud_sprite[6]) {
+ if (hud_sprite[6]->Hidden()) {
+ cockpit_hud_texture->FillRect(0,384,128,512,Color::Black);
+ }
+ else {
+ hud_bmp = hud_sprite[6]->Frame();
+ int bmp_w = hud_bmp->Width();
+ int bmp_h = hud_bmp->Height();
+
+ cockpit_hud_texture->BitBlt(0,384, *hud_bmp, 0, 0, bmp_w, bmp_h);
+ }
+ }
+
+ if (hud_sprite[7]) {
+ if (hud_sprite[7]->Hidden()) {
+ cockpit_hud_texture->FillRect(128,384,256,512,Color::Black);
+ }
+ else {
+ hud_bmp = hud_sprite[7]->Frame();
+ int bmp_w = hud_bmp->Width();
+ int bmp_h = hud_bmp->Height();
+
+ cockpit_hud_texture->BitBlt(128,384, *hud_bmp, 0, 0, bmp_w, bmp_h);
+ }
+ }
+
+ for (int i = 8; i < 32; i++) {
+ if (hud_sprite[i] && !hud_sprite[i]->Hidden()) {
+ Sprite* s = hud_sprite[i];
+
+ int cx = (int) s->Location().x;
+ int cy = (int) s->Location().y;
+ int w2 = s->Width() / 2;
+ int h2 = s->Height() / 2;
+
+ window->DrawBitmap(cx-w2, cy-h2, cx+w2, cy+h2, s->Frame(), Video::BLEND_ALPHA);
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < 32; i++) {
+ if (hud_sprite[i] && !hud_sprite[i]->Hidden()) {
+ Sprite* s = hud_sprite[i];
+
+ int cx = (int) s->Location().x;
+ int cy = (int) s->Location().y;
+ int w2 = s->Width() / 2;
+ int h2 = s->Height() / 2;
+
+ window->DrawBitmap(cx-w2, cy-h2, cx+w2, cy+h2, s->Frame(), Video::BLEND_ALPHA);
+ }
+ }
+
+ Video* video = Video::GetInstance();
+
+ for (int i = 0; i < 31; i++) {
+ Sprite* s = pitch_ladder[i];
+
+ if (s && !s->Hidden()) {
+ s->Render2D(video);
+ }
+ }
+ }
+
+ //DrawStarSystem();
+ DrawMessages();
+
+ if (ship) {
+ // no hud in transition:
+ if (ship->InTransition()) {
+ transition = true;
+ HideAll();
+ return;
+ }
+
+ else if (transition) {
+ transition = false;
+ RestoreHUD();
+ }
+
+ CameraDirector* cam_dir = CameraDirector::GetInstance();
+
+ // everything is off during docking, except the final message:
+ if (cam_dir && cam_dir->GetMode() == CameraDirector::MODE_DOCKING) {
+ docking = true;
+ HideAll();
+
+ if (ship->GetFlightPhase() == Ship::DOCKING) {
+ Rect dock_rect(width/2-100, height/6, 200, 20);
+
+ if (ship->IsAirborne())
+ DrawHUDText(TXT_AUTO, Game::GetText("HUDView.SUCCESSFUL-LANDING"), dock_rect, DT_CENTER);
+ else
+ DrawHUDText(TXT_AUTO, Game::GetText("HUDView.DOCKING-COMPLETE"), dock_rect, DT_CENTER);
+ }
+ return;
+ }
+ else if (docking) {
+ docking = false;
+ RestoreHUD();
+ }
+
+ // go to NAV mode during autopilot:
+ if (ship->GetNavSystem() && ship->GetNavSystem()->AutoNavEngaged() && !arcade)
+ mode = HUD_MODE_NAV;
+
+ SetTarget(ship->GetTarget());
+
+ // internal view of HUD reticule
+ if (CameraDirector::GetCameraMode() <= CameraDirector::MODE_CHASE)
+ SetTacticalMode(0);
+
+ // external view
+ else
+ SetTacticalMode(!cockpit_hud_texture);
+
+ sim->ShowGrid(tactical &&
+ !ship->IsAirborne() &&
+ CameraDirector::GetCameraMode() != CameraDirector::MODE_VIRTUAL);
+
+ // draw HUD bars:
+ DrawBars();
+
+ if (missile_lock_sound) {
+ if (threat > 1) {
+ long max_vol = AudioConfig::WrnVolume();
+ long volume = -1500;
+
+ if (volume > max_vol)
+ volume = max_vol;
+
+ missile_lock_sound->SetVolume(volume);
+ missile_lock_sound->Play();
+ }
+ else {
+ missile_lock_sound->Stop();
+ }
+ }
+
+ DrawNav();
+ DrawILS();
+
+ // FOR DEBUG PURPOSES ONLY:
+ // DrawObjective();
+
+ if (!overlay) {
+ Rect fov_rect(0, 10, width, 10);
+ int fov_degrees = 180 - 2 * (int)(projector->XAngle()*180/PI);
+
+ if (fov_degrees > 90)
+ DrawHUDText(TXT_CAM_ANGLE, Game::GetText("HUDView.Wide-Angle"), fov_rect, DT_CENTER);
+
+ fov_rect.y = 20;
+ DrawHUDText(TXT_CAM_MODE, CameraDirector::GetModeName(), fov_rect, DT_CENTER);
+ }
+
+ DrawMFDs();
+
+ instr_left_sprite->Hide();
+ instr_right_sprite->Hide();
+ warn_left_sprite->Hide();
+ warn_right_sprite->Hide();
+
+ if (cockpit_hud_texture)
+ cockpit_hud_texture->FillRect(256,384,512,512,Color::Black);
+
+ if (show_inst) {
+ DrawInstructions();
+ }
+
+ else if (!arcade) {
+ if (ship->MasterCaution() && !show_warn)
+ ShowHUDWarn();
+
+ if (show_warn)
+ DrawWarningPanel();
+ }
+
+ if (width > 640 || (!show_inst && !show_warn)) {
+ Rect icon_rect(120, height-24, 128, 16);
+
+ if (ship)
+ DrawHUDText(TXT_ICON_SHIP_TYPE, ship->DesignName(), icon_rect, DT_CENTER);
+
+ icon_rect.x = width - 248;
+
+ if (target && target->Type() == SimObject::SIM_SHIP) {
+ Ship* tship = (Ship*) target;
+ DrawHUDText(TXT_ICON_TARGET_TYPE, tship->DesignName(), icon_rect, DT_CENTER);
+ }
+ }
+ }
+ else {
+ if (target) {
+ SetTarget(0);
+ }
+ }
+
+ // latch mouse down to prevent dragging into a control:
+ if (Mouse::LButton() == 1)
+ mouse_latch = 1;
+
+ if (mouse_index > -1 && mouse_index_old != mouse_index)
+ MouseFrame();
+}
+
+void
+HUDView::DrawMFDs()
+{
+ for (int i = 0; i < 3; i++) {
+ mfd[i]->Show();
+ mfd[i]->SetShip(ship);
+ mfd[i]->SetCockpitHUDTexture(cockpit_hud_texture);
+ mfd[i]->Draw();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::DrawStarSystem()
+{
+ if (sim && sim->GetStarSystem()) {
+ StarSystem* sys = sim->GetStarSystem();
+
+ ListIter<OrbitalBody> iter = sys->Bodies();
+ while (++iter) {
+ OrbitalBody* body = iter.value();
+ DrawOrbitalBody(body);
+ }
+ }
+}
+
+void
+HUDView::DrawOrbitalBody(OrbitalBody* body)
+{
+ if (body) {
+ Point p = body->Rep()->Location();
+
+ projector->Transform(p);
+
+ if (p.z > 100) {
+ float r = (float) body->Radius();
+ r = projector->ProjectRadius(p, r);
+ projector->Project(p, false);
+
+ window->DrawEllipse((int) (p.x-r),
+ (int) (p.y-r),
+ (int) (p.x+r),
+ (int) (p.y+r),
+ Color::Cyan);
+ }
+
+ ListIter<OrbitalBody> iter = body->Satellites();
+ while (++iter) {
+ OrbitalBody* body = iter.value();
+ DrawOrbitalBody(body);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::ExecFrame()
+{
+ // update the position of HUD elements that are
+ // part of the 3D scene (like fpm and lcos sprites)
+ HideCompass();
+
+ if (ship && !transition && !docking && mode != HUD_MODE_OFF) {
+ Player* p = Player::GetCurrentPlayer();
+ gunsight = p->Gunsight();
+
+ if (ship->IsStarship()) {
+ if (tactical) {
+ hud_left_sprite->Hide();
+ hud_right_sprite->Hide();
+ }
+
+ else if (hud_left_sprite->Frame() != &hud_left_starship) {
+ hud_left_sprite->SetAnimation(&hud_left_starship);
+ hud_right_sprite->SetAnimation(&hud_right_starship);
+
+ hud_left_sprite->MoveTo( Point(width/2-128, height/2, 1));
+ hud_right_sprite->MoveTo(Point(width/2+128, height/2, 1));
+ }
+ }
+
+ else if (!ship->IsStarship()) {
+ if (ship->IsAirborne() && hud_left_sprite->Frame() != &hud_left_air) {
+ hud_left_sprite->SetAnimation(&hud_left_air);
+ hud_right_sprite->SetAnimation(&hud_right_air);
+ }
+
+ else if (!ship->IsAirborne() && hud_left_sprite->Frame() != &hud_left_fighter) {
+ hud_left_sprite->SetAnimation(&hud_left_fighter);
+ hud_right_sprite->SetAnimation(&hud_right_fighter);
+ }
+ }
+
+ if (!tactical) {
+ if (Game::MaxTexSize() > 128) {
+ hud_left_sprite->Show();
+ hud_right_sprite->Show();
+ }
+
+ if (!arcade)
+ DrawFPM();
+
+ if (ship->IsStarship() && ship->GetFLCSMode() == Ship::FLCS_HELM)
+ DrawHPM();
+ else if (!arcade)
+ DrawPitchLadder();
+ }
+
+ else {
+ if (ship->IsStarship() && ship->GetFLCSMode() == Ship::FLCS_HELM)
+ DrawCompass();
+ }
+
+ if (mode == HUD_MODE_TAC) {
+ DrawSight();
+ DrawDesignators();
+ }
+
+ if (width > 640 || (!show_inst && !show_warn)) {
+ icon_ship_sprite->Show();
+ icon_target_sprite->Show();
+ }
+ else {
+ icon_ship_sprite->Hide();
+ icon_target_sprite->Hide();
+ }
+ }
+
+ // if the hud is off or prohibited,
+ // hide all of the sprites:
+
+ else {
+ hud_left_sprite->Hide();
+ hud_right_sprite->Hide();
+ instr_left_sprite->Hide();
+ instr_right_sprite->Hide();
+ warn_left_sprite->Hide();
+ warn_right_sprite->Hide();
+ icon_ship_sprite->Hide();
+ icon_target_sprite->Hide();
+ fpm_sprite->Hide();
+ hpm_sprite->Hide();
+ lead_sprite->Hide();
+ aim_sprite->Hide();
+ tgt1_sprite->Hide();
+ tgt2_sprite->Hide();
+ tgt3_sprite->Hide();
+ tgt4_sprite->Hide();
+ chase_sprite->Hide();
+
+ for (int i = 0; i < 3; i++)
+ mfd[i]->Hide();
+
+ for (int i = 0; i < 31; i++)
+ pitch_ladder[i]->Hide();
+
+ DrawILS();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::CycleMFDMode(int mfd_index)
+{
+ if (mfd_index < 0 || mfd_index > 2) return;
+
+ int m = mfd[mfd_index]->GetMode();
+ m++;
+
+ if (mfd_index == 2) {
+ if (m > MFD::MFD_MODE_SHIP)
+ m = MFD::MFD_MODE_OFF;
+ }
+ else {
+ if (m > MFD::MFD_MODE_3D)
+ m = MFD::MFD_MODE_OFF;
+
+ if (m == MFD::MFD_MODE_GAME)
+ m++;
+
+ if (mfd_index != 0 && m == MFD::MFD_MODE_SHIP)
+ m++;
+ }
+
+ mfd[mfd_index]->SetMode(m);
+ HUDSounds::PlaySound(HUDSounds::SND_MFD_MODE);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::ShowHUDWarn()
+{
+ if (!show_warn) {
+ show_warn = true;
+
+ if (ship && ship->HullStrength() <= 40) {
+ // TOO OBNOXIOUS!!
+ HUDSounds::PlaySound(HUDSounds::SND_RED_ALERT);
+ }
+ }
+}
+
+void
+HUDView::ShowHUDInst()
+{
+ show_inst = true;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::HideHUDWarn()
+{
+ show_warn = false;
+
+ if (ship) {
+ ship->ClearCaution();
+ HUDSounds::StopSound(HUDSounds::SND_RED_ALERT);
+ }
+}
+
+void
+HUDView::HideHUDInst()
+{
+ show_inst = false;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::CycleHUDWarn()
+{
+ HUDSounds::PlaySound(HUDSounds::SND_HUD_WIDGET);
+ show_warn = !show_warn;
+
+ if (ship && !show_warn) {
+ ship->ClearCaution();
+ HUDSounds::StopSound(HUDSounds::SND_RED_ALERT);
+ }
+}
+
+void
+HUDView::CycleHUDInst()
+{
+ show_inst = !show_inst;
+ HUDSounds::PlaySound(HUDSounds::SND_HUD_WIDGET);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::SetHUDMode(int m)
+{
+ if (mode != m) {
+ mode = m;
+
+ if (mode > HUD_MODE_ILS || mode < HUD_MODE_OFF)
+ mode = HUD_MODE_OFF;
+
+ if (ship && !ship->IsDropship() && mode == HUD_MODE_ILS)
+ mode = HUD_MODE_OFF;
+
+ RestoreHUD();
+ }
+}
+
+void
+HUDView::CycleHUDMode()
+{
+ mode++;
+
+ if (arcade && mode != HUD_MODE_TAC)
+ mode = HUD_MODE_OFF;
+
+ else if (mode > HUD_MODE_ILS || mode < HUD_MODE_OFF)
+ mode = HUD_MODE_OFF;
+
+ else if (!ship->IsDropship() && mode == HUD_MODE_ILS)
+ mode = HUD_MODE_OFF;
+
+ RestoreHUD();
+ HUDSounds::PlaySound(HUDSounds::SND_HUD_MODE);
+}
+
+void
+HUDView::RestoreHUD()
+{
+ if (mode == HUD_MODE_OFF) {
+ HideAll();
+ }
+ else {
+ for (int i = 0; i < 3; i++)
+ mfd[i]->Show();
+
+ if (width > 640 || (!show_inst && !show_warn)) {
+ icon_ship_sprite->Show();
+ icon_target_sprite->Show();
+ }
+ else {
+ icon_ship_sprite->Hide();
+ icon_target_sprite->Hide();
+ }
+
+ if (!tactical && Game::MaxTexSize() > 128) {
+ hud_left_sprite->Show();
+ hud_right_sprite->Show();
+ }
+
+ fpm_sprite->Show();
+
+ if (ship && ship->IsStarship())
+ hpm_sprite->Show();
+
+ if (gunsight == 0)
+ aim_sprite->Show();
+ else
+ lead_sprite->Show();
+ }
+}
+
+void
+HUDView::HideAll()
+{
+ for (int i = 0; i < 3; i++)
+ mfd[i]->Hide();
+
+ hud_left_sprite->Hide();
+ hud_right_sprite->Hide();
+ instr_left_sprite->Hide();
+ instr_right_sprite->Hide();
+ warn_left_sprite->Hide();
+ warn_right_sprite->Hide();
+ icon_ship_sprite->Hide();
+ icon_target_sprite->Hide();
+ fpm_sprite->Hide();
+ hpm_sprite->Hide();
+ lead_sprite->Hide();
+ aim_sprite->Hide();
+ tgt1_sprite->Hide();
+ tgt2_sprite->Hide();
+ tgt3_sprite->Hide();
+ tgt4_sprite->Hide();
+ chase_sprite->Hide();
+
+ sim->ShowGrid(false);
+
+ for (int i = 0; i < 31; i++)
+ pitch_ladder[i]->Hide();
+
+ if (missile_lock_sound)
+ missile_lock_sound->Stop();
+
+ HideCompass();
+ DrawILS();
+ Mouse::Show(false);
+}
+
+// +--------------------------------------------------------------------+
+
+Color
+HUDView::Ambient() const
+{
+ if (!sim || !ship || mode == HUD_MODE_OFF)
+ return Color::Black;
+
+ SimRegion* rgn = sim->GetActiveRegion();
+
+ if (!rgn || !rgn->IsAirSpace())
+ return Color::Black;
+
+ Color c = sim->GetStarSystem()->Ambient();
+
+ if (c.Red() > 32 || c.Green() > 32 || c.Blue() > 32)
+ return Color::Black;
+
+ // if we get this far, the night-vision aid is on
+ return night_vision_colors[color];
+}
+
+Color
+HUDView::CycleHUDColor()
+{
+ HUDSounds::PlaySound(HUDSounds::SND_HUD_MODE);
+ SetHUDColorSet(color+1);
+ return hud_color;
+}
+
+void
+HUDView::SetHUDColorSet(int c)
+{
+ color = c;
+ if (color > NUM_HUD_COLORS-1) color = 0;
+ hud_color = standard_hud_colors[color];
+ txt_color = standard_txt_colors[color];
+
+ ColorizeBitmap(fpm, fpm_shade, hud_color, true);
+ ColorizeBitmap(hpm, hpm_shade, hud_color, true);
+ ColorizeBitmap(lead, lead_shade, txt_color * 1.25, true);
+ ColorizeBitmap(cross, cross_shade, hud_color, true);
+ ColorizeBitmap(cross1, cross1_shade, hud_color, true);
+ ColorizeBitmap(cross2, cross2_shade, hud_color, true);
+ ColorizeBitmap(cross3, cross3_shade, hud_color, true);
+ ColorizeBitmap(cross4, cross4_shade, hud_color, true);
+
+ if (Game::MaxTexSize() > 128) {
+ ColorizeBitmap(hud_left_air, hud_left_shade_air, hud_color);
+ ColorizeBitmap(hud_right_air, hud_right_shade_air, hud_color);
+ ColorizeBitmap(hud_left_fighter, hud_left_shade_fighter, hud_color);
+ ColorizeBitmap(hud_right_fighter, hud_right_shade_fighter, hud_color);
+ ColorizeBitmap(hud_left_starship, hud_left_shade_starship, hud_color);
+ ColorizeBitmap(hud_right_starship, hud_right_shade_starship, hud_color);
+
+ ColorizeBitmap(instr_left, instr_left_shade, hud_color);
+ ColorizeBitmap(instr_right, instr_right_shade, hud_color);
+ ColorizeBitmap(warn_left, warn_left_shade, hud_color);
+ ColorizeBitmap(warn_right, warn_right_shade, hud_color);
+
+ ColorizeBitmap(pitch_ladder_pos, pitch_ladder_pos_shade, hud_color);
+ ColorizeBitmap(pitch_ladder_neg, pitch_ladder_neg_shade, hud_color);
+ }
+
+ ColorizeBitmap(icon_ship, icon_ship_shade, txt_color);
+ ColorizeBitmap(icon_target, icon_target_shade, txt_color);
+
+ ColorizeBitmap(chase_left, chase_left_shade, hud_color, true);
+ ColorizeBitmap(chase_right, chase_right_shade, hud_color, true);
+ ColorizeBitmap(chase_top, chase_top_shade, hud_color, true);
+ ColorizeBitmap(chase_bottom, chase_bottom_shade, hud_color, true);
+
+ MFD::SetColor(hud_color);
+ Hoop::SetColor(hud_color);
+
+ for (int i = 0; i < 3; i++)
+ mfd[i]->SetText3DColor(txt_color);
+
+ Font* font = FontMgr::Find("HUD");
+ if (font)
+ font->SetColor(txt_color);
+
+ for (int i = 0; i < TXT_LAST; i++)
+ hud_text[i].color = txt_color;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::Message(const char* fmt, ...)
+{
+ if (fmt) {
+ char msg[512];
+ vsprintf(msg, fmt, (char *)(&fmt+1));
+
+ char* newline = strchr(msg, '\n');
+ if (newline)
+ *newline = 0;
+
+ Print("%s\n", msg);
+
+ if (hud_view) {
+ int index = -1;
+
+ for (int i = 0; i < MAX_MSG; i++) {
+ if (hud_view->msg_time[i] <= 0) {
+ index = i;
+ break;
+ }
+ }
+
+ // no space; advance pipeline:
+ if (index < 0) {
+ for (int i = 0; i < MAX_MSG-1; i++) {
+ hud_view->msg_text[i] = hud_view->msg_text[i+1];
+ hud_view->msg_time[i] = hud_view->msg_time[i+1];
+ }
+
+ index = MAX_MSG-1;
+ }
+
+ hud_view->msg_text[index] = msg;
+ hud_view->msg_time[index] = 10;
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::ClearMessages()
+{
+ if (hud_view) {
+ for (int i = 0; i < MAX_MSG-1; i++) {
+ hud_view->msg_text[i] = Text();
+ hud_view->msg_time[i] = 0;
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::PrepareBitmap(const char* name, Bitmap& img, BYTE*& shades)
+{
+ delete [] shades;
+ shades = 0;
+
+ DataLoader* loader = DataLoader::GetLoader();
+
+ loader->SetDataPath("HUD/");
+ int loaded = loader->LoadBitmap(name, img, Bitmap::BMP_TRANSPARENT);
+ loader->SetDataPath(0);
+
+ if (!loaded)
+ return;
+
+ int w = img.Width();
+ int h = img.Height();
+
+ shades = new(__FILE__,__LINE__) BYTE[w*h];
+
+ for (int y = 0; y < h; y++)
+ for (int x = 0; x < w; x++)
+ shades[y*w+x] = (BYTE) (img.GetColor(x,y).Red() * 0.66);
+}
+
+void
+HUDView::TransferBitmap(const Bitmap& src, Bitmap& img, BYTE*& shades)
+{
+ delete [] shades;
+ shades = 0;
+
+ if (src.Width() != img.Width() || src.Height() != img.Height())
+ return;
+
+ img.CopyBitmap(src);
+ img.SetType(Bitmap::BMP_TRANSLUCENT);
+
+ int w = img.Width();
+ int h = img.Height();
+
+ shades = new(__FILE__,__LINE__) BYTE[w*h];
+
+ for (int y = 0; y < h; y++)
+ for (int x = 0; x < w; x++)
+ shades[y*w+x] = (BYTE) (img.GetColor(x,y).Red() * 0.5);
+}
+
+void
+HUDView::ColorizeBitmap(Bitmap& img, BYTE* shades, Color color, bool force_alpha)
+{
+ if (!shades) return;
+
+ int max_tex_size = Game::MaxTexSize();
+
+ if (max_tex_size < 128)
+ Game::SetMaxTexSize(128);
+
+ if (hud_view && hud_view->cockpit_hud_texture && !force_alpha) {
+ img.FillColor(Color::Black);
+ Color* dst = img.HiPixels();
+ BYTE* src = shades;
+
+ for (int y = 0; y < img.Height(); y++) {
+ for (int x = 0; x < img.Width(); x++) {
+ if (*src)
+ *dst = color.dim(*src/200.0);
+ else
+ *dst = Color::Black;
+
+ dst++;
+ src++;
+ }
+ }
+ img.MakeTexture();
+ }
+ else {
+ img.FillColor(color);
+ img.CopyAlphaImage(img.Width(), img.Height(), shades);
+ img.MakeTexture();
+ }
+
+ if (max_tex_size < 128)
+ Game::SetMaxTexSize(max_tex_size);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+HUDView::MouseFrame()
+{
+ MouseController* ctrl = MouseController::GetInstance();
+ if (ctrl && ctrl->Active())
+ return;
+
+ if (mouse_index >= TXT_CAUTION_TXT && mouse_index <= TXT_LAST_CAUTION) {
+ if (show_inst) {
+ if (mouse_index == TXT_INSTR_PAGE) {
+ if (Mouse::X() > width/2 + 125)
+ CycleInstructions(1);
+ else if (Mouse::X() < width/2 + 65)
+ CycleInstructions(-1);
+ }
+ else
+ show_inst = false;
+ }
+ else {
+ CycleHUDWarn();
+ }
+ return;
+ }
+
+ Starshatter* stars = Starshatter::GetInstance();
+ if (mouse_index == TXT_PAUSED)
+ stars->Pause(!Game::Paused());
+
+ if (mouse_index == TXT_GEAR_DOWN)
+ ship->ToggleGear();
+
+ if (mouse_index == TXT_HUD_MODE) {
+ CycleHUDMode();
+
+ if (mode == HUD_MODE_OFF)
+ CycleHUDMode();
+ }
+
+ if (mouse_index == TXT_PRIMARY_WEP) {
+ HUDSounds::PlaySound(HUDSounds::SND_WEP_MODE);
+ ship->CyclePrimary();
+ }
+
+ if (mouse_index == TXT_SECONDARY_WEP) {
+ HUDSounds::PlaySound(HUDSounds::SND_WEP_MODE);
+ ship->CycleSecondary();
+ }
+
+ if (mouse_index == TXT_DECOY)
+ ship->FireDecoy();
+
+ if (mouse_index == TXT_SHIELD) {
+ Shield* shield = ship->GetShield();
+
+ if (shield) {
+ double level = shield->GetPowerLevel();
+
+ const Rect& r = hud_text[TXT_SHIELD].rect;
+ if (Mouse::X() < r.x + r.w * 0.75)
+ shield->SetPowerLevel(level - 10);
+ else
+ shield->SetPowerLevel(level + 10);
+
+ HUDSounds::PlaySound(HUDSounds::SND_SHIELD_LEVEL);
+ }
+ }
+
+ if (mouse_index == TXT_AUTO)
+ ship->TimeSkip();
+
+ if (mouse_index >= TXT_NAV_INDEX && mouse_index <= TXT_NAV_ETR) {
+ ship->SetAutoNav(!ship->IsAutoNavEngaged());
+ SetHUDMode(HUD_MODE_TAC);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+HUDView::IsMouseLatched()
+{
+ bool result = mouse_in;
+
+ if (!result) {
+ HUDView* hud = HUDView::GetInstance();
+
+ for (int i = 0; i < 3; i++)
+ result = result || hud->mfd[i]->IsMouseLatched();
+ }
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+HUDView::IsNameCrowded(int x, int y)
+{
+ for (int i = 0; i < MAX_CONTACT; i++) {
+ HUDText& test = hud_text[TXT_CONTACT_NAME + i];
+
+ if (!test.hidden) {
+ Rect r = test.rect;
+
+ int dx = r.x - x;
+ int dy = r.y - y;
+ int d = dx*dx + dy*dy;
+
+ if (d <= 400)
+ return true;
+ }
+
+ test = hud_text[TXT_CONTACT_INFO + i];
+
+ if (!test.hidden) {
+ Rect r = test.rect;
+
+ int dx = r.x - x;
+ int dy = r.y - y;
+ int d = dx*dx + dy*dy;
+
+ if (d <= 400)
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void
+HUDView::DrawDiamond(int x, int y, int r, Color c)
+{
+ POINT diamond[4];
+
+ diamond[0].x = x;
+ diamond[0].y = y-r;
+
+ diamond[1].x = x+r;
+ diamond[1].y = y;
+
+ diamond[2].x = x;
+ diamond[2].y = y+r;
+
+ diamond[3].x = x-r;
+ diamond[3].y = y;
+
+ window->DrawPoly(4, diamond, c);
+}