/* 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: WepView.cpp AUTHOR: John DiCamillo OVERVIEW ======== View class for Tactical HUD Overlay */ #include "MemDebug.h" #include "WepView.h" #include "HUDView.h" #include "HUDSounds.h" #include "Ship.h" #include "Computer.h" #include "NavSystem.h" #include "Drive.h" #include "Power.h" #include "Shield.h" #include "Contact.h" #include "ShipDesign.h" #include "Shot.h" #include "Drone.h" #include "Weapon.h" #include "Sim.h" #include "StarSystem.h" #include "WeaponGroup.h" #include "CameraView.h" #include "Color.h" #include "Window.h" #include "Video.h" #include "Screen.h" #include "DataLoader.h" #include "Scene.h" #include "FontMgr.h" #include "Graphic.h" #include "Keyboard.h" #include "Mouse.h" #include "Game.h" #include "FormatUtil.h" static Bitmap tac_left; static Bitmap tac_right; static Bitmap tac_button; static Bitmap tac_man; static Bitmap tac_aut; static Bitmap tac_def; static BYTE* tac_left_shade; static BYTE* tac_right_shade; static BYTE* tac_button_shade; static BYTE* tac_man_shade; static BYTE* tac_aut_shade; static BYTE* tac_def_shade; static Color hud_color = Color::Black; static Color txt_color = Color::Black; static bool mouse_in = false; static Font* hud_font = 0; static Font* big_font = 0; // +--------------------------------------------------------------------+ WepView* WepView::wep_view = 0; // +--------------------------------------------------------------------+ WepView::WepView(Window* c) : View(c), sim(0), ship(0), target(0), active_region(0), transition(false), mode(0), mouse_down(0) { wep_view = this; sim = Sim::GetSim(); HUDView::PrepareBitmap("TAC_left.pcx", tac_left, tac_left_shade); HUDView::PrepareBitmap("TAC_right.pcx", tac_right, tac_right_shade); HUDView::PrepareBitmap("TAC_button.pcx", tac_button, tac_button_shade); HUDView::PrepareBitmap("MAN.pcx", tac_man, tac_man_shade); HUDView::PrepareBitmap("AUTO.pcx", tac_aut, tac_aut_shade); HUDView::PrepareBitmap("DEF.pcx", tac_def, tac_def_shade); tac_left.SetType(Bitmap::BMP_TRANSLUCENT); tac_right.SetType(Bitmap::BMP_TRANSLUCENT); tac_man.SetType(Bitmap::BMP_TRANSLUCENT); tac_aut.SetType(Bitmap::BMP_TRANSLUCENT); tac_def.SetType(Bitmap::BMP_TRANSLUCENT); OnWindowMove(); hud_font = FontMgr::Find("HUD"); big_font = FontMgr::Find("GUI"); hud = HUDView::GetInstance(); if (hud) SetColor(hud->GetHUDColor()); } WepView::~WepView() { tac_left.ClearImage(); tac_right.ClearImage(); tac_button.ClearImage(); tac_man.ClearImage(); tac_aut.ClearImage(); tac_def.ClearImage(); delete [] tac_left_shade; delete [] tac_right_shade; delete [] tac_button_shade; delete [] tac_man_shade; delete [] tac_aut_shade; delete [] tac_def_shade; tac_left_shade = 0; tac_right_shade = 0; tac_button_shade = 0; tac_man_shade = 0; tac_aut_shade = 0; tac_def_shade = 0; wep_view = 0; } void WepView::OnWindowMove() { width = window->Width(); height = window->Height(); xcenter = (width / 2.0) - 0.5; ycenter = (height / 2.0) + 0.5; int btn_loc = width/2 - 147 - 45; int man_loc = width/2 - 177 - 16; int aut_loc = width/2 - 145 - 16; int def_loc = width/2 - 115 - 16; int index = 0; for (int i = 0; i < MAX_WEP; i++) { btn_rect[index++] = Rect(btn_loc, 30, 90, 20); btn_rect[index++] = Rect(man_loc, 56, 32, 8); btn_rect[index++] = Rect(aut_loc, 56, 32, 8); btn_rect[index++] = Rect(def_loc, 56, 32, 8); btn_loc += 98; man_loc += 98; aut_loc += 98; def_loc += 98; } } // +--------------------------------------------------------------------+ bool WepView::Update(SimObject* obj) { if (obj == ship) { ship = 0; target = 0; } else if (obj == target) { target = 0; } return SimObserver::Update(obj); } const char* WepView::GetObserverName() const { return "WepView"; } // +--------------------------------------------------------------------+ void WepView::Refresh() { sim = Sim::GetSim(); if (!sim || !hud || hud->GetHUDMode() == HUDView::HUD_MODE_OFF) return; if (ship != sim->GetPlayerShip()) { ship = sim->GetPlayerShip(); if (ship) { if (ship->Life() == 0 || ship->IsDying() || ship->IsDead()) { ship = 0; } else { Observe(ship); } } } if (mode < 1) return; if (ship) { // no tactical overlay for fighters: if (ship->Design() && !ship->Design()->wep_screen) { mode = 0; return; } // no hud in transition: if (ship->InTransition()) { transition = true; return; } else if (transition) { transition = false; RestoreOverlay(); } if (target != ship->GetTarget()) { target = ship->GetTarget(); if (target) Observe(target); } DrawOverlay(); } else { if (target) { target = 0; } } } // +--------------------------------------------------------------------+ void WepView::ExecFrame() { int hud_mode = 1; // update the position of HUD elements that are // part of the 3D scene (like fpm and lcos sprites) if (hud) { if (hud_color != hud->GetHUDColor()) { hud_color = hud->GetHUDColor(); SetColor(hud_color); } if (hud->GetHUDMode() == HUDView::HUD_MODE_OFF) hud_mode = 0; } if (ship && !transition && mode > 0 && hud_mode > 0) { if (mode > 0) { DoMouseFrame(); } } } // +--------------------------------------------------------------------+ void WepView::SetOverlayMode(int m) { if (mode != m) { mode = m; if (hud) hud->SetOverlayMode(mode); RestoreOverlay(); } } void WepView::CycleOverlayMode() { SetOverlayMode(!mode); } void WepView::RestoreOverlay() { if (mode > 0) { HUDSounds::PlaySound(HUDSounds::SND_WEP_DISP); } else { HUDSounds::PlaySound(HUDSounds::SND_WEP_MODE); } } // +--------------------------------------------------------------------+ void WepView::SetColor(Color c) { HUDView* hud = HUDView::GetInstance(); if (hud) { hud_color = hud->GetHUDColor(); txt_color = hud->GetTextColor(); } else { hud_color = c; txt_color = c; } HUDView::ColorizeBitmap(tac_left, tac_left_shade, hud_color); HUDView::ColorizeBitmap(tac_right, tac_right_shade, hud_color); HUDView::ColorizeBitmap(tac_button, tac_button_shade, hud_color); HUDView::ColorizeBitmap(tac_man, tac_man_shade, hud_color); HUDView::ColorizeBitmap(tac_aut, tac_aut_shade, hud_color); HUDView::ColorizeBitmap(tac_def, tac_def_shade, hud_color); } // +--------------------------------------------------------------------+ void WepView::DrawOverlay() { int cx = width/2; int cy = 0; int w = tac_left.Width(); int h = tac_left.Height(); window->DrawBitmap(cx-w, cy, cx, cy+h, &tac_left, Video::BLEND_ALPHA); window->DrawBitmap(cx, cy, cx+w, cy+h, &tac_right, Video::BLEND_ALPHA); if (ship) { List& weapons = ship->Weapons(); for (int i = 0; i < MAX_WEP; i++) { if (weapons.size() > i) { // draw main fire button: Rect r = btn_rect[i*4]; w = tac_button.Width(); h = tac_button.Height(); cx = r.x + r.w/2 - w/2; cy = r.y + r.h/2 - h/2; r.Deflate(5,5); big_font->SetColor(txt_color); window->SetFont(big_font); window->DrawBitmap(cx, cy, cx+w, cy+h, &tac_button, Video::BLEND_ALPHA); window->DrawText(weapons[i]->Name(), 0, r, DT_SINGLELINE | DT_CENTER); r.Inflate(5,5); // draw firing orders: int o = weapons[i]->GetFiringOrders(); w = tac_man.Width(); h = tac_man.Height(); Color c0 = Color::Gray; Color c1 = Color::White; r = btn_rect[i*4 + 1]; cx = r.x + r.w/2 - w/2; cy = r.y + r.h/2 - h/2; window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_man, (o==0 ? c1 : c0), Video::BLEND_ALPHA); r = btn_rect[i*4 + 2]; cx = r.x + r.w/2 - w/2; cy = r.y + r.h/2 - h/2; window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_aut, (o==1 ? c1 : c0), Video::BLEND_ALPHA); r = btn_rect[i*4 + 3]; cx = r.x + r.w/2 - w/2; cy = r.y + r.h/2 - h/2; window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_def, (o==2 ? c1 : c0), Video::BLEND_ALPHA); } } Rect tgt_rect; tgt_rect.x = width/2 + 73; tgt_rect.y = 74; tgt_rect.w = 100; tgt_rect.h = 15; Text subtxt; Color stat = hud_color; static DWORD blink = Game::RealTime(); if (ship->GetTarget()) { if (ship->GetSubTarget()) { int blink_delta = Game::RealTime() - blink; System* sys = ship->GetSubTarget(); subtxt = sys->Abbreviation(); 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(); } else subtxt = ship->GetTarget()->Name(); } else { subtxt = "NO TGT"; } subtxt.toUpper(); hud_font->SetColor(stat); window->SetFont(hud_font); window->DrawText(subtxt.data(), subtxt.length(), tgt_rect, DT_SINGLELINE | DT_CENTER); } } // +--------------------------------------------------------------------+ void WepView::DoMouseFrame() { static int mouse_down = false; static int mouse_down_x = 0; static int mouse_down_y = 0; int x = Mouse::X(); int y = Mouse::Y(); // coarse-grained test: is mouse in overlay at all? if (x < width/2-256 || x > width/2+256 || y > 90) { mouse_in = false; return; } mouse_in = true; if (Mouse::LButton()) { if (!mouse_down) { mouse_down = true; mouse_down_x = x; mouse_down_y = y; } // check weapons buttons: int max_wep = ship->Weapons().size(); if (max_wep > MAX_WEP) max_wep = MAX_WEP; for (int i = 0; i < max_wep; i++) { int index = i * 4; if (CheckButton(index, mouse_down_x, mouse_down_y)) { ship->FireWeapon(i); return; } else if (CheckButton(index + 1, mouse_down_x, mouse_down_y)) { ship->Weapons()[i]->SetFiringOrders(Weapon::MANUAL); return; } else if (CheckButton(index + 2, mouse_down_x, mouse_down_y)) { ship->Weapons()[i]->SetFiringOrders(Weapon::AUTO); return; } else if (CheckButton(index + 3, mouse_down_x, mouse_down_y)) { ship->Weapons()[i]->SetFiringOrders(Weapon::POINT_DEFENSE); return; } } } else if (mouse_down) { mouse_down = false; mouse_down_x = 0; mouse_down_y = 0; // check subtarget buttons: if (ship->GetTarget()) { Rect r(width/2+50, 70, 20, 20); if (r.Contains(x,y)) { CycleSubTarget(-1); return; } r.x = width/2 + 180; if (r.Contains(x,y)) { CycleSubTarget(1); return; } } } } bool WepView::CheckButton(int index, int x, int y) { if (index >= 0 && index < MAX_BTN) { return btn_rect[index].Contains(x,y)?true:false; } return false; } void WepView::CycleSubTarget(int direction) { if (ship->GetTarget() == 0 || ship->GetTarget()->Type() != SimObject::SIM_SHIP) return; ship->CycleSubTarget(direction); } bool WepView::IsMouseLatched() { return mouse_in; }