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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    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<WeaponGroup>& 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;
}