2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
25 #include "pa_enabl.h" //$$POLY_ACC
33 #include "menu.h" // For the font.
63 void draw_ammo_info(int x,int y,int ammo_count,int primary);
64 extern void draw_guided_crosshair(void);
66 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
67 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
69 grs_canvas *Canv_LeftEnergyGauge;
70 grs_canvas *Canv_AfterburnerGauge;
71 grs_canvas *Canv_SBEnergyGauge;
72 grs_canvas *Canv_SBAfterburnerGauge;
73 grs_canvas *Canv_RightEnergyGauge;
74 grs_canvas *Canv_NumericalGauge;
76 //Flags for gauges/hud stuff
79 //bitmap numbers for gauges
81 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
83 #define GAUGE_INVULNERABLE 10 //10..19
84 #define N_INVULNERABLE_FRAMES 10
86 #define GAUGE_AFTERBURNER 20
87 #define GAUGE_ENERGY_LEFT 21
88 #define GAUGE_ENERGY_RIGHT 22
89 #define GAUGE_NUMERICAL 23
91 #define GAUGE_BLUE_KEY 24
92 #define GAUGE_GOLD_KEY 25
93 #define GAUGE_RED_KEY 26
94 #define GAUGE_BLUE_KEY_OFF 27
95 #define GAUGE_GOLD_KEY_OFF 28
96 #define GAUGE_RED_KEY_OFF 29
98 #define SB_GAUGE_BLUE_KEY 30
99 #define SB_GAUGE_GOLD_KEY 31
100 #define SB_GAUGE_RED_KEY 32
101 #define SB_GAUGE_BLUE_KEY_OFF 33
102 #define SB_GAUGE_GOLD_KEY_OFF 34
103 #define SB_GAUGE_RED_KEY_OFF 35
105 #define SB_GAUGE_ENERGY 36
107 #define GAUGE_LIVES 37
109 #define GAUGE_SHIPS 38
110 #define GAUGE_SHIPS_LAST 45
112 #define RETICLE_CROSS 46
113 #define RETICLE_PRIMARY 48
114 #define RETICLE_SECONDARY 51
115 #define RETICLE_LAST 55
117 #define GAUGE_HOMING_WARNING_ON 56
118 #define GAUGE_HOMING_WARNING_OFF 57
120 #define SML_RETICLE_CROSS 58
121 #define SML_RETICLE_PRIMARY 60
122 #define SML_RETICLE_SECONDARY 63
123 #define SML_RETICLE_LAST 67
125 #define KEY_ICON_BLUE 68
126 #define KEY_ICON_YELLOW 69
127 #define KEY_ICON_RED 70
129 #define SB_GAUGE_AFTERBURNER 71
131 #define FLAG_ICON_RED 72
132 #define FLAG_ICON_BLUE 73
135 /* Use static inline function under GCC to avoid CR/LF issues */
137 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
138 static inline void _page_in_gauge(int x)
141 PIGGY_PAGE_IN(Gauges_hires[x]);
143 PIGGY_PAGE_IN(Gauges[x]);
148 #define PAGE_IN_GAUGE(x) \
151 PIGGY_PAGE_IN(Gauges_hires[x]); \
153 PIGGY_PAGE_IN(Gauges[x]); \
159 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
161 //change MAX_GAUGE_BMS when adding gauges
163 //Coordinats for gauges
165 extern int Current_display_mode;
169 #define GAUGE_BLUE_KEY_X_L 272
170 #define GAUGE_BLUE_KEY_Y_L 152
171 #define GAUGE_BLUE_KEY_X_H 535
172 #define GAUGE_BLUE_KEY_Y_H 374
173 #define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
174 #define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
176 #define GAUGE_GOLD_KEY_X_L 273
177 #define GAUGE_GOLD_KEY_Y_L 162
178 #define GAUGE_GOLD_KEY_X_H 537
179 #define GAUGE_GOLD_KEY_Y_H 395
180 #define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
181 #define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
183 #define GAUGE_RED_KEY_X_L 274
184 #define GAUGE_RED_KEY_Y_L 172
185 #define GAUGE_RED_KEY_X_H 539
186 #define GAUGE_RED_KEY_Y_H 416
187 #define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
188 #define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
192 #define SB_GAUGE_KEYS_X_L 11
193 #define SB_GAUGE_KEYS_X_H 26
194 #define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
196 #define SB_GAUGE_BLUE_KEY_Y_L 153
197 #define SB_GAUGE_GOLD_KEY_Y_L 169
198 #define SB_GAUGE_RED_KEY_Y_L 185
200 #define SB_GAUGE_BLUE_KEY_Y_H 390
201 #define SB_GAUGE_GOLD_KEY_Y_H 422
202 #define SB_GAUGE_RED_KEY_Y_H 454
204 #define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
205 #define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
206 #define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
208 // cockpit enery gauges
210 #define LEFT_ENERGY_GAUGE_X_L 70
211 #define LEFT_ENERGY_GAUGE_Y_L 131
212 #define LEFT_ENERGY_GAUGE_W_L 64
213 #define LEFT_ENERGY_GAUGE_H_L 8
215 #define LEFT_ENERGY_GAUGE_X_H 137
216 #define LEFT_ENERGY_GAUGE_Y_H 314
217 #define LEFT_ENERGY_GAUGE_W_H 133
218 #define LEFT_ENERGY_GAUGE_H_H 21
220 #define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
221 #define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
222 #define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
223 #define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
225 #define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
226 #define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
227 #define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
228 #define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
230 // cockpit afterburner gauge
232 #define AFTERBURNER_GAUGE_X_L 45-1
233 #define AFTERBURNER_GAUGE_Y_L 158
234 #define AFTERBURNER_GAUGE_W_L 12
235 #define AFTERBURNER_GAUGE_H_L 32
237 #define AFTERBURNER_GAUGE_X_H 88
238 #define AFTERBURNER_GAUGE_Y_H 377
239 #define AFTERBURNER_GAUGE_W_H 21
240 #define AFTERBURNER_GAUGE_H_H 65
242 #define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
243 #define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
244 #define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
245 #define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
249 #define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
250 #define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
251 #define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
252 #define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
254 // sb afterburner gauge
256 #define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
257 #define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
258 #define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
259 #define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
261 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
262 #define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
264 #define SHIELD_GAUGE_X (Current_display_mode?292:146)
265 #define SHIELD_GAUGE_Y (Current_display_mode?374:155)
266 #define SHIELD_GAUGE_W (Current_display_mode?70:35)
267 #define SHIELD_GAUGE_H (Current_display_mode?77:32)
269 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
270 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
272 #define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
273 #define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
275 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
276 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
278 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
279 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
281 #define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
282 #define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
283 #define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
284 #define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
286 #define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
287 #define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
288 #define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
289 #define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
290 #define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
291 #define PRIMARY_AMMO_Y (Current_display_mode?420:171)
293 #define SECONDARY_W_PIC_X (Current_display_mode?466:234)
294 #define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
295 #define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
296 #define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
297 #define SECONDARY_AMMO_X (Current_display_mode?428:213)
298 #define SECONDARY_AMMO_Y (Current_display_mode?407:171)
300 #define SB_LIVES_X (Current_display_mode?(550-10-3):266)
301 #define SB_LIVES_Y (Current_display_mode?450-3:185)
302 #define SB_LIVES_LABEL_X (Current_display_mode?475:237)
303 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
305 #define SB_SCORE_RIGHT_L 301
306 #define SB_SCORE_RIGHT_H (605+8)
307 #define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
309 #define SB_SCORE_Y (Current_display_mode?398:158)
310 #define SB_SCORE_LABEL_X (Current_display_mode?475:237)
312 #define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
313 #define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
315 #define HOMING_WARNING_X (Current_display_mode?14:7)
316 #define HOMING_WARNING_Y (Current_display_mode?415:171)
318 #define BOMB_COUNT_X (Current_display_mode?546:275)
319 #define BOMB_COUNT_Y (Current_display_mode?445:186)
321 #define SB_BOMB_COUNT_X (Current_display_mode?342:171)
322 #define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
325 #define LHX(x) ((x)*(Current_display_mode?2:1))
326 #define LHY(y) ((y)*(Current_display_mode?2.4:1))
328 #define LHX(x) ((x)*(MenuHires?2:1))
329 #define LHY(y) ((y)*(MenuHires?2.4:1))
332 static int score_display[2];
333 static fix score_time;
335 static int old_score[2] = { -1, -1 };
336 static int old_energy[2] = { -1, -1 };
337 static int old_shields[2] = { -1, -1 };
338 static int old_flags[2] = { -1, -1 };
339 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
340 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
341 static int Old_Omega_charge[2] = { -1, -1 };
342 static int old_laser_level[2] = { -1, -1 };
343 static int old_cloak[2] = { 0, 0 };
344 static int old_lives[2] = { -1, -1 };
345 static fix old_afterburner[2] = { -1, -1 };
346 static int old_bombcount[2] = { 0, 0 };
348 static int invulnerable_frame = 0;
350 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
352 #define WS_SET 0 //in correct state
353 #define WS_FADING_OUT 1
354 #define WS_FADING_IN 2
356 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
357 int weapon_box_states[2];
358 fix weapon_box_fade_values[2];
360 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
362 typedef struct span {
366 //store delta x values from left of box
367 span weapon_window_left[] = { //first span 67,151
414 //store delta x values from left of box
415 span weapon_window_right[] = { //first span 207,154
461 //store delta x values from left of box
462 span weapon_window_left_hires[] = { //first span 67,154
573 //store delta x values from left of box
574 span weapon_window_right_hires[] = { //first span 207,154
685 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
686 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
688 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
689 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
691 // defining box boundries for weapon pictures
693 #define PRIMARY_W_BOX_LEFT_L 63
694 #define PRIMARY_W_BOX_TOP_L 151 //154
695 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
696 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
698 #define PRIMARY_W_BOX_LEFT_H 121
699 #define PRIMARY_W_BOX_TOP_H 364
700 #define PRIMARY_W_BOX_RIGHT_H 242
701 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
703 #define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
704 #define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
705 #define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
706 #define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
708 #define SECONDARY_W_BOX_LEFT_L 202 //207
709 #define SECONDARY_W_BOX_TOP_L 151
710 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
711 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
713 #define SECONDARY_W_BOX_LEFT_H 404
714 #define SECONDARY_W_BOX_TOP_H 363
715 #define SECONDARY_W_BOX_RIGHT_H 529
716 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
718 #define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
719 #define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
720 #define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
721 #define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
723 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
724 #define SB_PRIMARY_W_BOX_TOP_L 153
725 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
726 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
728 #define SB_PRIMARY_W_BOX_LEFT_H 68
729 #define SB_PRIMARY_W_BOX_TOP_H 381
730 #define SB_PRIMARY_W_BOX_RIGHT_H 179
731 #define SB_PRIMARY_W_BOX_BOT_H 473
733 #define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
734 #define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
735 #define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
736 #define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
738 #define SB_SECONDARY_W_BOX_LEFT_L 169
739 #define SB_SECONDARY_W_BOX_TOP_L 153
740 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
741 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
743 #define SB_SECONDARY_W_BOX_LEFT_H 338
744 #define SB_SECONDARY_W_BOX_TOP_H 381
745 #define SB_SECONDARY_W_BOX_RIGHT_H 449
746 #define SB_SECONDARY_W_BOX_BOT_H 473
748 #define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
749 #define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
750 #define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
751 #define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
753 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
754 #define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
755 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
756 #define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
757 #define SB_PRIMARY_AMMO_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?(38+20):30)) //((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
758 #define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
760 #define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
761 #define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
762 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
763 #define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
764 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
765 #define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
767 typedef struct gauge_box {
769 int right,bot; //maximal box
770 span *spanlist; //list of left,right spans for copy
773 gauge_box gauge_boxes[] = {
775 // primary left/right low res
776 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
777 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
779 //sb left/right low res
780 {SB_PRIMARY_W_BOX_LEFT_L,SB_PRIMARY_W_BOX_TOP_L,SB_PRIMARY_W_BOX_RIGHT_L,SB_PRIMARY_W_BOX_BOT_L,NULL},
781 {SB_SECONDARY_W_BOX_LEFT_L,SB_SECONDARY_W_BOX_TOP_L,SB_SECONDARY_W_BOX_RIGHT_L,SB_SECONDARY_W_BOX_BOT_L,NULL},
783 // primary left/right hires
784 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
785 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
787 // sb left/right hires
788 {SB_PRIMARY_W_BOX_LEFT_H,SB_PRIMARY_W_BOX_TOP_H,SB_PRIMARY_W_BOX_RIGHT_H,SB_PRIMARY_W_BOX_BOT_H,NULL},
789 {SB_SECONDARY_W_BOX_LEFT_H,SB_SECONDARY_W_BOX_TOP_H,SB_SECONDARY_W_BOX_RIGHT_H,SB_SECONDARY_W_BOX_BOT_H,NULL},
792 // these macros refer to arrays above
794 #define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
795 #define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
796 #define SB_PRIMARY_BOX (!Current_display_mode?2:6)
797 #define SB_SECONDARY_BOX (!Current_display_mode?3:7)
799 int Color_0_31_0 = -1;
801 //copy a box from the off-screen buffer to the visible page
803 void copy_gauge_box(gauge_box *box,dd_grs_canvas *cv)
805 // This is kind of funny. If we are in a full cockpit mode
806 // we have a system offscreen buffer for our canvas.
807 // Since this is true of cockpit mode only, we should do a
808 // direct copy from system to video memory without blting.
811 int n_spans = box->bot-box->top+1;
814 if (Cockpit_mode==CM_FULL_COCKPIT && cv->sram) {
819 DDGRLOCK(dd_grd_curcanv);
820 bm = &cv->canvas.cv_bitmap;
822 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
824 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
825 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
827 DDGRUNLOCK(dd_grd_curcanv);
831 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
833 dd_gr_blt_notrans(cv,
834 box->left+box->spanlist[cnt].l,y,
835 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
837 box->left+box->spanlist[cnt].l,y,
838 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1);
843 dd_gr_blt_notrans(cv, box->left, box->top,
844 box->right-box->left+1, box->bot-box->top+1,
845 dd_grd_curcanv, box->left, box->top,
846 box->right-box->left+1, box->bot-box->top+1);
852 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
855 int n_spans = box->bot-box->top+1;
858 //gr_setcolor(BM_XRGB(31,0,0));
860 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
861 PA_DFX (pa_set_frontbuffer_current());
862 PA_DFX (pa_set_back_to_read());
864 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
865 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
867 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
868 PA_DFX (pa_set_backbuffer_current());
869 PA_DFX (pa_set_front_to_read());
875 PA_DFX (pa_set_frontbuffer_current());
876 PA_DFX (pa_set_back_to_read());
878 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
879 box->left,box->top,box->left,box->top,
880 bm,&grd_curcanv->cv_bitmap);
881 PA_DFX (pa_set_backbuffer_current());
882 PA_DFX (pa_set_front_to_read());
889 extern int gr_bitblt_double;
891 int copy_whole_box = 0;
893 void copy_gauge_box_double(gauge_box *box,grs_bitmap *bm)
896 if (!copy_whole_box && box->spanlist) {
897 int n_spans = box->bot-box->top+1;
898 int cnt, sx, dx, sy, dy;
901 for (cnt=0; cnt < n_spans; cnt++) {
907 dx = box->left+box->spanlist[cnt].l;
909 sbits = bm->bm_data + (bm->bm_rowsize * sy) + sx;
910 dbits = grd_curcanv->cv_bitmap.bm_data + (grd_curcanv->cv_bitmap.bm_rowsize * dy) + dx;
912 for (j = box->spanlist[cnt].l; j < box->spanlist[cnt].r+1; j++)
913 *dbits++ = sbits[j/2];
923 gr_bm_ubitblt_double_slow(box->right-box->left+1,box->bot-box->top,
924 box->left,box->top,box->left,box->top,
925 bm,&grd_curcanv->cv_bitmap);
930 //fills in the coords of the hostage video window
931 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
933 if (Cockpit_mode == CM_STATUS_BAR) {
934 *x = SB_SECONDARY_W_BOX_LEFT;
935 *y = SB_SECONDARY_W_BOX_TOP;
936 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
937 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
940 *x = SECONDARY_W_BOX_LEFT;
941 *y = SECONDARY_W_BOX_TOP;
942 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
943 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
948 //these should be in gr.h
949 #define cv_w cv_bitmap.bm_w
950 #define cv_h cv_bitmap.bm_h
952 #define HUD_MESSAGE_LENGTH 150
953 #define HUD_MAX_NUM 4
954 extern int HUD_nmessages, hud_first; // From hud.c
955 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
956 extern fix ThisLevelTime;
957 extern fix Omega_charge;
959 void hud_show_score()
964 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
967 gr_set_curfont( GAME_FONT );
969 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
970 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
972 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
975 gr_get_string_size(score_str, &w, &h, &aw );
977 if (Color_0_31_0 == -1)
978 Color_0_31_0 = gr_getcolor(0,31,0);
979 gr_set_fontcolor(Color_0_31_0, -1);
981 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
984 void hud_show_timer_count()
990 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
994 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
996 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
997 i=f2i(timevar-ThisLevelTime);
1000 sprintf(score_str, "T - %5d", i);
1002 gr_get_string_size(score_str, &w, &h, &aw );
1004 if (Color_0_31_0 == -1)
1005 Color_0_31_0 = gr_getcolor(0,31,0);
1006 gr_set_fontcolor(Color_0_31_0, -1);
1008 if (i>-1 && !Control_center_destroyed)
1009 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
1015 //y offset between lines on HUD
1018 void hud_show_score_added()
1024 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1027 if (score_display[0] == 0)
1030 gr_set_curfont( GAME_FONT );
1032 score_time -= FrameTime;
1033 if (score_time > 0) {
1034 color = f2i(score_time * 20) + 12;
1036 if (color < 10) color = 12;
1037 if (color > 31) color = 30;
1039 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
1042 sprintf(score_str, "%s", TXT_CHEATER);
1044 sprintf(score_str, "%5d", score_display[0]);
1046 gr_get_string_size(score_str, &w, &h, &aw );
1047 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1048 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
1051 score_display[0] = 0;
1056 void sb_show_score()
1061 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1064 WIN(DDGRLOCK(dd_grd_curcanv));
1065 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1070 if (old_score[VR_current_page]==redraw_score) {
1071 gr_set_curfont( GAME_FONT );
1072 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1074 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1076 PA_DFX(pa_set_frontbuffer_current());
1077 PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
1078 PA_DFX(pa_set_backbuffer_current());
1079 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
1083 PA_DFX (pa_set_frontbuffer_current() );
1084 PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
1085 PA_DFX(pa_set_backbuffer_current());
1086 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
1090 gr_set_curfont( GAME_FONT );
1091 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1092 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
1094 sprintf(score_str, "%5d", Players[Player_num].score);
1095 gr_get_string_size(score_str, &w, &h, &aw );
1097 x = SB_SCORE_RIGHT-w-LHX(2);
1101 gr_setcolor(BM_XRGB(0,0,0));
1102 PA_DFX (pa_set_frontbuffer_current());
1103 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
1104 PA_DFX(pa_set_backbuffer_current());
1105 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
1107 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1108 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1110 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1112 PA_DFX (pa_set_frontbuffer_current());
1113 PA_DFX (gr_printf(x,y,score_str));
1114 PA_DFX(pa_set_backbuffer_current());
1115 gr_printf(x,y,score_str);
1117 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1118 WIN(DDGRUNLOCK(dd_grd_curcanv));
1121 void sb_show_score_added()
1127 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1128 static int last_score_display[2] = { -1, -1};
1132 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1135 if (score_display[VR_current_page] == 0)
1138 WIN(DDGRLOCK(dd_grd_curcanv));
1139 gr_set_curfont( GAME_FONT );
1141 score_time -= FrameTime;
1142 if (score_time > 0) {
1143 if (score_display[VR_current_page] != last_score_display[VR_current_page] || frc) {
1144 gr_setcolor(BM_XRGB(0,0,0));
1145 PA_DFX (pa_set_frontbuffer_current());
1146 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
1147 PA_DFX(pa_set_backbuffer_current());
1148 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
1150 last_score_display[VR_current_page] = score_display[VR_current_page];
1153 color = f2i(score_time * 20) + 10;
1155 if (color < 10) color = 10;
1156 if (color > 31) color = 31;
1159 sprintf(score_str, "%s", TXT_CHEATER);
1161 sprintf(score_str, "%5d", score_display[VR_current_page]);
1163 gr_get_string_size(score_str, &w, &h, &aw );
1165 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1167 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1169 PA_DFX (pa_set_frontbuffer_current());
1170 PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
1171 PA_DFX(pa_set_backbuffer_current());
1172 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1175 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1179 gr_setcolor(BM_XRGB(0,0,0));
1180 PA_DFX (pa_set_frontbuffer_current());
1181 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
1182 PA_DFX(pa_set_backbuffer_current());
1183 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
1186 score_display[VR_current_page] = 0;
1189 WIN(DDGRUNLOCK(dd_grd_curcanv));
1192 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1194 // -----------------------------------------------------------------------------
1195 void play_homing_warning(void)
1199 if (Endlevel_sequence || Player_is_dead)
1202 if (Players[Player_num].homing_object_dist >= 0) {
1203 beep_delay = Players[Player_num].homing_object_dist/128;
1204 if (beep_delay > F1_0)
1206 else if (beep_delay < F1_0/8)
1207 beep_delay = F1_0/8;
1209 if (Last_warning_beep_time[VR_current_page] > GameTime)
1210 Last_warning_beep_time[VR_current_page] = 0;
1212 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1213 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1214 Last_warning_beep_time[VR_current_page] = GameTime;
1219 int Last_homing_warning_shown[2]={-1,-1};
1221 // -----------------------------------------------------------------------------
1222 void show_homing_warning(void)
1224 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1225 if (Last_homing_warning_shown[VR_current_page] == 1) {
1226 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1228 WIN(DDGRLOCK(dd_grd_curcanv));
1229 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1230 WIN(DDGRUNLOCK(dd_grd_curcanv));
1232 Last_homing_warning_shown[VR_current_page] = 0;
1238 dd_gr_set_current_canvas( get_current_game_screen() ),
1239 gr_set_current_canvas( get_current_game_screen() )
1243 WIN(DDGRLOCK(dd_grd_curcanv))
1245 if (Players[Player_num].homing_object_dist >= 0) {
1247 if (GameTime & 0x4000) {
1248 if (Last_homing_warning_shown[VR_current_page] != 1) {
1249 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1250 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1251 Last_homing_warning_shown[VR_current_page] = 1;
1254 if (Last_homing_warning_shown[VR_current_page] != 0) {
1255 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1256 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1257 Last_homing_warning_shown[VR_current_page] = 0;
1260 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1261 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1262 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1263 Last_homing_warning_shown[VR_current_page] = 0;
1266 WIN(DDGRUNLOCK(dd_grd_curcanv));
1270 #define MAX_SHOWN_LIVES 4
1272 extern int Game_window_y;
1275 void hud_show_homing_warning(void)
1277 if (Players[Player_num].homing_object_dist >= 0) {
1278 if (GameTime & 0x4000) {
1279 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1281 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1282 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1283 y = min(y,(wy - Line_spacing - Game_window_y));
1286 gr_set_curfont( GAME_FONT );
1287 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1288 gr_printf(x,y,TXT_LOCK);
1293 void hud_show_keys(void)
1295 int y = 3*Line_spacing;
1296 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1298 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1299 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1300 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1304 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1305 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1306 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1309 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1310 PAGE_IN_GAUGE( KEY_ICON_RED );
1311 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1317 extern grs_bitmap Orb_icons[2];
1319 void hud_show_orbs (void)
1321 if (Game_mode & GM_HOARD) {
1327 if (Cockpit_mode == CM_FULL_COCKPIT) {
1329 x = 4*GAME_FONT->ft_w;
1331 else if (Cockpit_mode == CM_STATUS_BAR) {
1333 x = GAME_FONT->ft_w;
1335 else if (Cockpit_mode == CM_FULL_SCREEN) {
1337 x = GAME_FONT->ft_w;
1342 Int3(); //what sort of cockpit?
1344 bm = &Orb_icons[FontHires];
1345 gr_ubitmapm(x,y,bm);
1347 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1348 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1353 void hud_show_flag(void)
1355 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1360 if (Cockpit_mode == CM_FULL_COCKPIT) {
1362 x = 4*GAME_FONT->ft_w;
1364 else if (Cockpit_mode == CM_STATUS_BAR) {
1366 x = GAME_FONT->ft_w;
1368 else if (Cockpit_mode == CM_FULL_SCREEN) {
1370 x = GAME_FONT->ft_w;
1375 Int3(); //what sort of cockpit?
1378 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1380 PAGE_IN_GAUGE( icon );
1381 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1387 void hud_show_energy(void)
1389 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1390 gr_set_curfont( GAME_FONT );
1391 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1392 if (Game_mode & GM_MULTI)
1393 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1395 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1397 if (Newdemo_state==ND_STATE_RECORDING ) {
1398 int energy = f2ir(Players[Player_num].energy);
1400 if (energy != old_energy[VR_current_page]) {
1401 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1402 old_energy[VR_current_page] = energy;
1407 void hud_show_afterburner(void)
1411 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1412 return; //don't draw if don't have
1414 gr_set_curfont( GAME_FONT );
1415 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1417 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1419 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1421 if (Newdemo_state==ND_STATE_RECORDING ) {
1423 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1424 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1425 old_afterburner[VR_current_page] = Afterburner_charge;
1430 char *d2_very_short_secondary_weapon_names[] =
1431 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1433 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1434 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1435 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1437 //return which bomb will be dropped next time the bomb key is pressed
1438 extern int which_bomb();
1440 void show_bomb_count(int x,int y,int bg_color,int always_show)
1442 int bomb,count,countx;
1445 bomb = which_bomb();
1446 count = Players[Player_num].secondary_ammo[bomb];
1449 count = min(count,99); //only have room for 2 digits - cheating give 200
1452 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1454 if (always_show && count == 0) //no bombs, draw nothing on HUD
1457 if (!always_show && countx == old_bombcount[VR_current_page])
1460 WIN(DDGRLOCK(dd_grd_curcanv));
1462 // I hate doing this off of hard coded coords!!!!
1464 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1465 gr_setcolor(bg_color);
1466 if (!Current_display_mode) {
1467 gr_rect(169,189,189,196);
1468 gr_setcolor(gr_find_closest_color(10,10,10));
1469 gr_scanline(168,189,189);
1471 PA_DFX (pa_set_frontbuffer_current());
1472 PA_DFX (gr_rect(338,453,378,470));
1473 PA_DFX(pa_set_backbuffer_current());
1474 gr_rect(338,453,378,470);
1476 gr_setcolor(gr_find_closest_color(10,10,10));
1477 PA_DFX (pa_set_frontbuffer_current());
1478 PA_DFX (gr_scanline(336,378,453));
1479 PA_DFX(pa_set_backbuffer_current());
1480 gr_scanline(336,378,453);
1485 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1487 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1489 sprintf(txt,"B:%02d",count);
1491 while ((t=strchr(txt,'1')) != NULL)
1492 *t = '\x84'; //convert to wide '1'
1494 PA_DFX (pa_set_frontbuffer_current());
1495 PA_DFX (gr_string(x,y,txt));
1496 PA_DFX(pa_set_backbuffer_current());
1499 WIN(DDGRUNLOCK(dd_grd_curcanv));
1501 old_bombcount[VR_current_page] = countx;
1504 void draw_primary_ammo_info(int ammo_count)
1506 if (Cockpit_mode == CM_STATUS_BAR)
1507 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1509 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1512 //convert '1' characters to special wide ones
1513 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1515 void hud_show_weapons(void)
1520 char weapon_str[32];
1522 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1523 gr_set_curfont( GAME_FONT );
1524 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1526 y = grd_curcanv->cv_h;
1528 if (Game_mode & GM_MULTI)
1529 y -= 4*Line_spacing;
1531 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1533 switch (Primary_weapon) {
1535 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1536 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1538 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1541 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1545 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1546 convert_1s(weapon_str);
1549 case SPREADFIRE_INDEX:
1554 strcpy(weapon_str, weapon_name);
1557 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1558 convert_1s(weapon_str);
1561 default: Int3(); weapon_str[0] = 0; break;
1564 gr_get_string_size(weapon_str, &w, &h, &aw );
1565 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1567 if (Primary_weapon == VULCAN_INDEX) {
1568 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1569 if (Newdemo_state == ND_STATE_RECORDING)
1570 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1571 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1575 if (Primary_weapon == OMEGA_INDEX) {
1576 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1577 if (Newdemo_state == ND_STATE_RECORDING)
1578 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1579 Old_Omega_charge[VR_current_page] = Omega_charge;
1583 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1585 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1586 gr_get_string_size(weapon_str, &w, &h, &aw );
1587 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1589 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1590 if (Newdemo_state == ND_STATE_RECORDING)
1591 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1592 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1595 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1598 void hud_show_cloak_invuln(void)
1600 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1602 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1603 int y = grd_curcanv->cv_h;
1605 if (Game_mode & GM_MULTI)
1606 y -= 7*Line_spacing;
1608 y -= 4*Line_spacing;
1610 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1611 gr_printf(2, y, "%s", TXT_CLOAKED);
1614 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1615 int y = grd_curcanv->cv_h;
1617 if (Game_mode & GM_MULTI)
1618 y -= 10*Line_spacing;
1620 y -= 5*Line_spacing;
1622 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1623 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1628 void hud_show_shield(void)
1630 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1631 gr_set_curfont( GAME_FONT );
1632 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1634 if ( Players[Player_num].shields >= 0 ) {
1635 if (Game_mode & GM_MULTI)
1636 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1638 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1640 if (Game_mode & GM_MULTI)
1641 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1643 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1646 if (Newdemo_state==ND_STATE_RECORDING ) {
1647 int shields = f2ir(Players[Player_num].shields);
1649 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1650 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1651 old_shields[VR_current_page] = shields;
1656 //draw the icons for number of lives
1657 void hud_show_lives()
1659 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1662 if (Game_mode & GM_MULTI) {
1663 gr_set_curfont( GAME_FONT );
1664 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1665 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1667 else if (Players[Player_num].lives > 1) {
1669 gr_set_curfont( GAME_FONT );
1670 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1671 PAGE_IN_GAUGE( GAUGE_LIVES );
1672 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1673 gr_ubitmapm(10,3,bm);
1674 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1679 void sb_show_lives()
1682 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1689 WIN(DDGRLOCK(dd_grd_curcanv));
1690 if (old_lives[VR_current_page]==-1 || frc) {
1691 gr_set_curfont( GAME_FONT );
1692 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1693 if (Game_mode & GM_MULTI)
1695 PA_DFX (pa_set_frontbuffer_current());
1696 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
1697 PA_DFX (pa_set_backbuffer_current());
1698 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1703 PA_DFX (pa_set_frontbuffer_current());
1704 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
1705 PA_DFX (pa_set_backbuffer_current());
1706 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1710 WIN(DDGRUNLOCK(dd_grd_curcanv));
1712 if (Game_mode & GM_MULTI)
1714 char killed_str[20];
1716 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1719 WIN(DDGRLOCK(dd_grd_curcanv));
1720 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1721 gr_get_string_size(killed_str, &w, &h, &aw);
1722 gr_setcolor(BM_XRGB(0,0,0));
1723 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1724 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1725 x = SB_SCORE_RIGHT-w-2;
1726 gr_printf(x, y+1, killed_str);
1727 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1728 WIN(DDGRUNLOCK(dd_grd_curcanv));
1732 if (frc || old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page]) {
1733 WIN(DDGRLOCK(dd_grd_curcanv));
1737 gr_setcolor(BM_XRGB(0,0,0));
1739 PA_DFX (pa_set_frontbuffer_current());
1740 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1741 PA_DFX (pa_set_backbuffer_current());
1742 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1744 if (Players[Player_num].lives-1 > 0) {
1745 gr_set_curfont( GAME_FONT );
1746 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1747 PAGE_IN_GAUGE( GAUGE_LIVES );
1748 #ifdef PA_3DFX_VOODOO
1749 PA_DFX (pa_set_frontbuffer_current());
1750 gr_ubitmapm(x, y,bm);
1751 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1754 PA_DFX (pa_set_backbuffer_current());
1755 gr_ubitmapm(x, y,bm);
1756 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1758 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1760 WIN(DDGRUNLOCK(dd_grd_curcanv));
1763 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1764 // gr_ubitmapm(x,y,bm);
1770 #ifdef PIGGY_USE_PAGING
1771 extern int Piggy_bitmap_cache_next;
1776 int secs = f2i(Players[Player_num].time_level) % 60;
1777 int mins = f2i(Players[Player_num].time_level) / 60;
1779 gr_set_curfont( GAME_FONT );
1781 if (Color_0_31_0 == -1)
1782 Color_0_31_0 = gr_getcolor(0,31,0);
1783 gr_set_fontcolor(Color_0_31_0, -1 );
1785 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1787 //@@#ifdef PIGGY_USE_PAGING
1791 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1792 //@@ gr_get_string_size( text, &w, &h, &aw );
1793 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1800 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1802 void add_points_to_score(int points)
1806 score_time += f1_0*2;
1807 score_display[0] += points;
1808 score_display[1] += points;
1809 if (score_time > f1_0*4) score_time = f1_0*4;
1811 if (points == 0 || Cheats_enabled)
1814 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1817 prev_score=Players[Player_num].score;
1819 Players[Player_num].score += points;
1821 if (Newdemo_state == ND_STATE_RECORDING)
1822 newdemo_record_player_score(points);
1825 if (Game_mode & GM_MULTI_COOP)
1828 if (Game_mode & GM_MULTI)
1832 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1834 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1835 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1836 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1837 digi_play_sample( snd, F1_0 );
1841 void add_bonus_points_to_score(int points)
1845 if (points == 0 || Cheats_enabled)
1848 prev_score=Players[Player_num].score;
1850 Players[Player_num].score += points;
1853 if (Newdemo_state == ND_STATE_RECORDING)
1854 newdemo_record_player_score(points);
1856 if (Game_mode & GM_MULTI)
1859 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1861 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1862 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1863 digi_play_sample( snd, F1_0 );
1869 void init_gauge_canvases()
1871 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1872 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1874 Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1875 Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1876 Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1877 Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1878 Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1879 Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1883 void close_gauge_canvases()
1885 gr_free_canvas( Canv_LeftEnergyGauge );
1886 gr_free_canvas( Canv_SBEnergyGauge );
1887 gr_free_canvas( Canv_SBAfterburnerGauge );
1888 gr_free_canvas( Canv_RightEnergyGauge );
1889 gr_free_canvas( Canv_NumericalGauge );
1890 gr_free_canvas( Canv_AfterburnerGauge );
1897 //draw_gauges_on = 1;
1899 for (i=0; i<2; i++ ) {
1900 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) || ((Newdemo_state == ND_STATE_PLAYBACK) && (Newdemo_game_mode & GM_MULTI) && !(Newdemo_game_mode & GM_MULTI_COOP)) )
1905 old_shields[i] = -1;
1909 old_afterburner[i] = -1;
1910 old_bombcount[i] = 0;
1911 old_laser_level[i] = 0;
1913 old_weapon[0][i] = old_weapon[1][i] = -1;
1914 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1915 Old_Omega_charge[i] = -1;
1918 cloak_fade_state = 0;
1920 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1923 void draw_energy_bar(int energy)
1928 // Draw left energy bar
1929 gr_set_current_canvas( Canv_LeftEnergyGauge );
1930 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1931 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1932 gr_setcolor( BM_XRGB(0,0,0) );
1934 if ( !Current_display_mode )
1935 not_energy = 61 - (energy*61)/100;
1937 not_energy = 125 - (energy*125)/100;
1940 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1941 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1942 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1944 if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
1945 if ( y>=(LEFT_ENERGY_GAUGE_H/4) && y<((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 2) x2 = LEFT_ENERGY_GAUGE_W - 2;
1946 if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
1948 if (x2 > x1) gr_uscanline( x1, x2, y );
1952 dd_gr_set_current_canvas(get_current_game_screen()),
1953 gr_set_current_canvas( get_current_game_screen() )
1955 WIN(DDGRLOCK(dd_grd_curcanv));
1956 gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
1957 WIN(DDGRUNLOCK(dd_grd_curcanv));
1959 // Draw right energy bar
1960 gr_set_current_canvas( Canv_RightEnergyGauge );
1961 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1962 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1963 gr_setcolor( BM_XRGB(0,0,0) );
1966 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1967 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
1968 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
1970 if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
1971 if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
1972 if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
1974 if (x2 > x1) gr_uscanline( x1, x2, y );
1978 dd_gr_set_current_canvas(get_current_game_screen()),
1979 gr_set_current_canvas( get_current_game_screen() )
1981 WIN(DDGRLOCK(dd_grd_curcanv));
1982 gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
1983 WIN(DDGRUNLOCK(dd_grd_curcanv));
1986 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
2021 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
2096 void draw_afterburner_bar(int afterburner)
2098 int not_afterburner;
2101 // Draw afterburner bar
2102 gr_set_current_canvas( Canv_AfterburnerGauge );
2103 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
2104 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
2105 gr_setcolor( BM_XRGB(0,0,0) );
2107 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
2109 for (y=0;y<not_afterburner;y++) {
2111 gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
2112 (Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
2116 dd_gr_set_current_canvas(get_current_game_screen()),
2117 gr_set_current_canvas( get_current_game_screen() )
2119 WIN(DDGRLOCK(dd_grd_curcanv));
2120 gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
2121 WIN(DDGRUNLOCK(dd_grd_curcanv));
2124 void draw_shield_bar(int shield)
2126 int bm_num = shield>=100?9:(shield / 10);
2128 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2129 WIN(DDGRLOCK(dd_grd_curcanv));
2130 PA_DFX (pa_set_frontbuffer_current());
2131 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2132 PA_DFX (pa_set_backbuffer_current());
2133 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2135 WIN(DDGRUNLOCK(dd_grd_curcanv));
2138 #define CLOAK_FADE_WAIT_TIME 0x400
2140 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
2142 static fix cloak_fade_timer=0;
2143 static int cloak_fade_value=GR_FADE_LEVELS-1;
2144 static int refade = 0;
2147 if (Game_mode & GM_TEAM) {
2149 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
2150 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
2153 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
2154 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
2158 if (old_cloak_state==-1 && cloak_state)
2161 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
2164 cloak_fade_value=GR_FADE_LEVELS-1;
2165 cloak_fade_state = 0;
2168 if (cloak_state==1 && old_cloak_state==0)
2169 cloak_fade_state = -1;
2170 //else if (cloak_state==0 && old_cloak_state==1)
2171 // cloak_fade_state = 1;
2173 if (cloak_state==old_cloak_state) //doing "about-to-uncloak" effect
2174 if (cloak_fade_state==0)
2175 cloak_fade_state = 2;
2178 if (cloak_fade_state)
2179 cloak_fade_timer -= FrameTime;
2181 while (cloak_fade_state && cloak_fade_timer < 0) {
2183 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
2185 cloak_fade_value += cloak_fade_state;
2187 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
2188 cloak_fade_value = GR_FADE_LEVELS-1;
2189 if (cloak_fade_state == 2 && cloak_state)
2190 cloak_fade_state = -2;
2192 cloak_fade_state = 0;
2194 else if (cloak_fade_value <= 0) {
2195 cloak_fade_value = 0;
2196 if (cloak_fade_state == -2)
2197 cloak_fade_state = 2;
2199 cloak_fade_state = 0;
2203 // To fade out both pages in a paged mode.
2204 if (refade) refade = 0;
2205 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2206 cloak_fade_state = -1;
2210 #if defined(POLY_ACC)
2214 Gr_scanline_darkening_level = cloak_fade_value;
2215 gr_set_current_canvas( get_current_game_screen() );
2216 PA_DFX (pa_set_frontbuffer_current());
2217 PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
2218 PA_DFX (pa_set_backbuffer_current());
2219 pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
2221 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2225 // Gr_scanline_darkening_level = GR_FADE_LEVELS;
2226 // mprintf ((1,"HEY! HIT THIS!\n"));
2234 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2235 gr_set_current_canvas(&VR_render_buffer[0])
2238 WIN(DDGRLOCK(dd_grd_curcanv));
2239 gr_ubitmap( x, y, bm);
2241 Gr_scanline_darkening_level = cloak_fade_value;
2242 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2243 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2244 WIN(DDGRUNLOCK(dd_grd_curcanv));
2247 dd_gr_set_current_canvas(get_current_game_screen()),
2248 gr_set_current_canvas( get_current_game_screen() )
2252 DDGRLOCK(dd_grd_curcanv);
2253 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2254 DDGRLOCK(&dd_VR_render_buffer[0]);
2257 dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
2261 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &dd_VR_render_buffer[0].canvas.cv_bitmap, &grd_curcanv->cv_bitmap),
2262 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
2265 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2266 DDGRUNLOCK(&dd_VR_render_buffer[0]);
2269 dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
2271 DDGRUNLOCK(dd_grd_curcanv);
2275 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2277 void draw_numerical_display(int shield, int energy)
2279 gr_set_current_canvas( Canv_NumericalGauge );
2280 gr_set_curfont( GAME_FONT );
2281 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2282 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2284 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2286 if (!Current_display_mode) {
2287 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2288 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2289 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2291 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2292 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2293 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2297 dd_gr_set_current_canvas(get_current_game_screen()),
2298 gr_set_current_canvas( get_current_game_screen() )
2300 WIN(DDGRLOCK(dd_grd_curcanv));
2301 gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
2302 WIN(DDGRUNLOCK(dd_grd_curcanv));
2309 dd_gr_set_current_canvas( get_current_game_screen() ),
2310 gr_set_current_canvas( get_current_game_screen() )
2313 WIN(DDGRLOCK(dd_grd_curcanv));
2314 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2315 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2316 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2318 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2319 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2322 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2323 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2324 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2326 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2327 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2330 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2331 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2332 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2334 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2335 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2337 WIN(DDGRUNLOCK(dd_grd_curcanv));
2341 void draw_weapon_info_sub(int info_index,gauge_box *box,int pic_x,int pic_y,char *name,int text_x,int text_y)
2347 gr_setcolor(BM_XRGB(0,0,0));
2349 // PA_DFX (pa_set_frontbuffer_current());
2350 // PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
2351 PA_DFX (pa_set_backbuffer_current());
2352 gr_rect(box->left,box->top,box->right,box->bot);
2354 if (Current_display_mode) {
2355 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2356 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2358 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2359 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2364 // PA_DFX (pa_set_frontbuffer_current());
2365 // PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
2366 PA_DFX (pa_set_backbuffer_current());
2367 gr_ubitmapm(pic_x,pic_y,bm);
2369 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2371 if ((p=strchr(name,'\n'))!=NULL) {
2373 #ifdef PA_3DFX_VOODOO
2374 // pa_set_frontbuffer_current();
2375 // gr_printf(text_x,text_y,name);
2376 // gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2378 PA_DFX (pa_set_backbuffer_current());
2379 gr_printf(text_x,text_y,name);
2380 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2384 // PA_DFX(pa_set_frontbuffer_current());
2385 // PA_DFX (gr_printf(text_x,text_y,name));
2386 PA_DFX(pa_set_backbuffer_current());
2387 gr_printf(text_x,text_y,name);
2390 // For laser, show level and quadness
2391 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2394 sprintf(temp_str, "%s: 0", TXT_LVL);
2396 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2398 // PA_DFX(pa_set_frontbuffer_current());
2399 // PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2400 PA_DFX(pa_set_backbuffer_current());
2401 NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2402 PA_DFX (gr_printf(text_x,text_y+12, temp_str));
2404 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2405 strcpy(temp_str, TXT_QUAD);
2406 // PA_DFX(pa_set_frontbuffer_current());
2407 // PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
2408 PA_DFX(pa_set_backbuffer_current());
2409 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2417 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2421 if (weapon_type == 0) {
2422 info_index = Primary_weapon_to_weapon_info[weapon_num];
2424 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2425 info_index = SUPER_LASER_ID;
2427 if (Cockpit_mode == CM_STATUS_BAR)
2428 draw_weapon_info_sub(info_index,
2429 &gauge_boxes[SB_PRIMARY_BOX],
2430 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2431 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2432 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2434 draw_weapon_info_sub(info_index,
2435 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2436 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2437 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2438 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2442 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2444 if (Cockpit_mode == CM_STATUS_BAR)
2445 draw_weapon_info_sub(info_index,
2446 &gauge_boxes[SB_SECONDARY_BOX],
2447 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2448 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2449 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2451 draw_weapon_info_sub(info_index,
2452 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2453 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2454 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2455 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2459 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2465 w = (grd_curcanv->cv_font->ft_w*7)/2;
2467 w = (grd_curcanv->cv_font->ft_w*5)/2;
2469 WIN(DDGRLOCK(dd_grd_curcanv));
2472 PA_DFX (pa_set_frontbuffer_current());
2474 gr_setcolor(BM_XRGB(0,0,0));
2475 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2476 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2477 sprintf(str,"%03d",ammo_count);
2481 PA_DFX (pa_set_backbuffer_current());
2482 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2486 WIN(DDGRUNLOCK(dd_grd_curcanv));
2489 void draw_secondary_ammo_info(int ammo_count)
2491 if (Cockpit_mode == CM_STATUS_BAR)
2492 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2494 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2497 //returns true if drew picture
2498 int draw_weapon_box(int weapon_type,int weapon_num)
2501 int laser_level_changed;
2504 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2505 gr_set_current_canvas(&VR_render_buffer[0])
2508 PA_DFX (pa_set_backbuffer_current());
2510 WIN(DDGRLOCK(dd_grd_curcanv));
2511 gr_set_curfont( GAME_FONT );
2513 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2515 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET) {
2516 weapon_box_states[weapon_type] = WS_FADING_OUT;
2517 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2520 if (old_weapon[weapon_type][VR_current_page] == -1) {
2521 //@@if (laser_level_changed)
2522 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2525 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2526 old_weapon[weapon_type][VR_current_page] = weapon_num;
2527 old_ammo_count[weapon_type][VR_current_page]=-1;
2528 Old_Omega_charge[VR_current_page]=-1;
2529 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2531 weapon_box_states[weapon_type] = WS_SET;
2535 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2536 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2537 old_ammo_count[weapon_type][VR_current_page]=-1;
2538 Old_Omega_charge[VR_current_page]=-1;
2540 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2541 if (weapon_box_fade_values[weapon_type] <= 0) {
2542 weapon_box_states[weapon_type] = WS_FADING_IN;
2543 old_weapon[weapon_type][VR_current_page] = weapon_num;
2544 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2545 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2546 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2547 weapon_box_fade_values[weapon_type] = 0;
2550 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2551 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2552 weapon_box_states[weapon_type] = WS_FADING_OUT;
2555 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2556 old_ammo_count[weapon_type][VR_current_page]=-1;
2557 Old_Omega_charge[VR_current_page]=-1;
2559 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2560 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2561 weapon_box_states[weapon_type] = WS_SET;
2562 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2567 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2568 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2569 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2571 Gr_scanline_darkening_level = fade_value;
2572 // PA_DFX (pa_set_frontbuffer_current());
2573 // PA_DFX (gr_rect(gauge_boxes[boxofs+weapon_type].left,gauge_boxes[boxofs+weapon_type].top,gauge_boxes[boxofs+weapon_type].right,gauge_boxes[boxofs+weapon_type].bot));
2574 PA_DFX (pa_set_backbuffer_current());
2575 gr_rect(gauge_boxes[boxofs+weapon_type].left,gauge_boxes[boxofs+weapon_type].top,gauge_boxes[boxofs+weapon_type].right,gauge_boxes[boxofs+weapon_type].bot);
2577 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2579 WIN(DDGRUNLOCK(dd_grd_curcanv));
2582 dd_gr_set_current_canvas(get_current_game_screen()),
2583 gr_set_current_canvas(get_current_game_screen())
2590 void draw_static(int win)
2592 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2595 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2598 static_time[win] += FrameTime;
2599 if (static_time[win] >= vc->play_time) {
2600 weapon_box_user[win] = WBU_WEAPON;
2604 framenum = static_time[win] * vc->num_frames / vc->play_time;
2606 PIGGY_PAGE_IN(vc->frames[framenum]);
2608 bmp = &GameBitmaps[vc->frames[framenum].index];
2611 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2612 gr_set_current_canvas(&VR_render_buffer[0])
2614 WIN(DDGRLOCK(dd_grd_curcanv));
2615 PA_DFX (pa_set_backbuffer_current());
2616 PA_DFX (pa_bypass_mode (0));
2617 PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
2618 gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
2620 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2621 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2624 PA_DFX (pa_bypass_mode(1));
2625 PA_DFX (pa_clip_window (0,0,640,480));
2627 WIN(DDGRUNLOCK(dd_grd_curcanv));
2630 dd_gr_set_current_canvas(get_current_game_screen()),
2631 gr_set_current_canvas(get_current_game_screen())
2637 copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
2638 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
2642 void draw_weapon_boxes()
2644 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2647 if (weapon_box_user[0] == WBU_WEAPON) {
2648 drew = draw_weapon_box(0,Primary_weapon);
2651 copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
2652 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
2655 if (weapon_box_states[0] == WS_SET) {
2656 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
2657 if (Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page]) {
2658 if (Newdemo_state == ND_STATE_RECORDING)
2659 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2660 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2661 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2665 if (Primary_weapon == OMEGA_INDEX) {
2666 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
2667 if (Newdemo_state == ND_STATE_RECORDING)
2668 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2669 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2670 Old_Omega_charge[VR_current_page] = Omega_charge;
2675 else if (weapon_box_user[0] == WBU_STATIC)
2678 if (weapon_box_user[1] == WBU_WEAPON) {
2679 drew = draw_weapon_box(1,Secondary_weapon);
2682 copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
2683 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
2686 if (weapon_box_states[1] == WS_SET)
2687 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
2688 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2689 if (Newdemo_state == ND_STATE_RECORDING)
2690 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2691 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2692 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2695 else if (weapon_box_user[1] == WBU_STATIC)
2700 void sb_draw_energy_bar(energy)
2702 int erase_height, w, h, aw;
2703 char energy_str[20];
2705 gr_set_current_canvas( Canv_SBEnergyGauge );
2707 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2708 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_ENERGY) ] );
2710 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2712 if (erase_height > 0) {
2713 gr_setcolor( BM_XRGB(0,0,0) );
2714 gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
2718 dd_gr_set_current_canvas(get_current_game_screen()),
2719 gr_set_current_canvas(get_current_game_screen())
2722 WIN(DDGRLOCK(dd_grd_curcanv));
2723 PA_DFX (pa_set_frontbuffer_current());
2724 PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
2725 PA_DFX (pa_set_backbuffer_current());
2726 gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
2729 sprintf(energy_str, "%d", energy);
2730 gr_get_string_size(energy_str, &w, &h, &aw );
2731 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2732 PA_DFX (pa_set_frontbuffer_current());
2733 PA_DFX (gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy));
2734 PA_DFX (pa_set_backbuffer_current());
2735 gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2736 WIN(DDGRUNLOCK(dd_grd_curcanv));
2739 void sb_draw_afterburner()
2741 int erase_height, w, h, aw;
2742 char ab_str[3] = "AB";
2744 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2745 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2746 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER) ] );
2748 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2750 if (erase_height > 0) {
2751 gr_setcolor( BM_XRGB(0,0,0) );
2752 gr_rect(0,0,SB_AFTERBURNER_GAUGE_W-1,erase_height-1);
2756 dd_gr_set_current_canvas(get_current_game_screen()),
2757 gr_set_current_canvas(get_current_game_screen())
2759 WIN(DDGRLOCK(dd_grd_curcanv));
2760 PA_DFX (pa_set_frontbuffer_current());
2761 gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
2762 PA_DFX (pa_set_backbuffer_current());
2763 PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
2766 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2767 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2769 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2771 gr_get_string_size(ab_str, &w, &h, &aw );
2772 PA_DFX (pa_set_frontbuffer_current());
2773 PA_DFX (gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB"));
2774 PA_DFX (pa_set_backbuffer_current());
2775 gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB");
2777 WIN(DDGRUNLOCK(dd_grd_curcanv));
2780 void sb_draw_shield_num(int shield)
2784 gr_set_curfont( GAME_FONT );
2785 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2788 PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)] );
2790 WIN(DDGRLOCK(dd_grd_curcanv));
2791 PA_DFX (pa_set_back_to_read());
2792 gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap,SB_SHIELD_NUM_X-1,SB_SHIELD_NUM_Y-1));
2793 PA_DFX (pa_set_front_to_read());
2795 PA_DFX (pa_set_frontbuffer_current());
2797 gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h);
2798 gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield);
2800 PA_DFX (pa_set_backbuffer_current());
2801 PA_DFX (gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h));
2802 PA_DFX (gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield));
2804 WIN(DDGRUNLOCK(dd_grd_curcanv));
2807 void sb_draw_shield_bar(int shield)
2809 int bm_num = shield>=100?9:(shield / 10);
2812 dd_gr_set_current_canvas(get_current_game_screen()),
2813 gr_set_current_canvas(get_current_game_screen())
2815 WIN(DDGRLOCK(dd_grd_curcanv));
2816 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2817 PA_DFX (pa_set_frontbuffer_current());
2818 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2819 PA_DFX (pa_set_backbuffer_current());
2820 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2822 WIN(DDGRUNLOCK(dd_grd_curcanv));
2828 int flags = Players[Player_num].flags;
2831 dd_gr_set_current_canvas(get_current_game_screen()),
2832 gr_set_current_canvas(get_current_game_screen())
2834 WIN(DDGRLOCK(dd_grd_curcanv));
2835 PA_DFX (pa_set_frontbuffer_current());
2836 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2837 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2838 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2839 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2840 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2841 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2842 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2843 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2844 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2845 #ifdef PA_3DFX_VOODOO
2846 PA_DFX (pa_set_backbuffer_current());
2847 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2848 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2849 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2850 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2851 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2852 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2853 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2854 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2855 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2858 WIN(DDGRUNLOCK(dd_grd_curcanv));
2861 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2862 void draw_invulnerable_ship()
2867 dd_gr_set_current_canvas(get_current_game_screen()),
2868 gr_set_current_canvas(get_current_game_screen())
2870 WIN(DDGRLOCK(dd_grd_curcanv));
2872 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2874 if (Cockpit_mode == CM_STATUS_BAR) {
2875 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2876 PA_DFX (pa_set_frontbuffer_current());
2877 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2878 PA_DFX (pa_set_backbuffer_current());
2879 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
2881 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2882 PA_DFX (pa_set_frontbuffer_current());
2883 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
2884 PA_DFX (pa_set_backbuffer_current());
2885 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2890 while (time > INV_FRAME_TIME) {
2891 time -= INV_FRAME_TIME;
2892 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2893 invulnerable_frame=0;
2895 } else if (Cockpit_mode == CM_STATUS_BAR)
2896 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2898 draw_shield_bar(f2ir(Players[Player_num].shields));
2899 WIN(DDGRUNLOCK(dd_grd_curcanv));
2902 extern int Missile_gun;
2903 extern int allowed_to_fire_laser(void);
2904 extern int allowed_to_fire_missile(void);
2906 rgb player_rgb[] = {
2917 extern ubyte Newdemo_flying_guided;
2918 extern int max_window_w;
2920 typedef struct {byte x,y;} xy;
2922 //offsets for reticle parts: high-big high-sml low-big low-sml
2923 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2924 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2925 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2928 void show_reticle(int force_big_one)
2931 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2932 int cross_bm_num,primary_bm_num,secondary_bm_num;
2933 int use_hires_reticle,small_reticle,ofs,gauge_index;
2935 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2937 WIN(DDGRLOCK(dd_grd_curcanv));
2938 draw_guided_crosshair();
2939 WIN(DDGRUNLOCK(dd_grd_curcanv));
2943 x = grd_curcanv->cv_w/2;
2944 y = grd_curcanv->cv_h/2;
2946 laser_ready = allowed_to_fire_laser();
2947 missile_ready = allowed_to_fire_missile();
2949 laser_ammo = player_has_weapon(Primary_weapon,0);
2950 missile_ammo = player_has_weapon(Secondary_weapon,1);
2952 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2953 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2955 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2958 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2959 secondary_bm_num += 3; //now value is 0,1 or 3,4
2960 else if (secondary_bm_num && !(Missile_gun&1))
2963 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2965 Assert(primary_bm_num <= 2);
2966 Assert(secondary_bm_num <= 4);
2967 Assert(cross_bm_num <= 1);
2969 if (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320)){ ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
2975 use_hires_reticle = (FontHires != 0);
2977 use_hires_reticle = !Scanline_double;
2980 WIN(DDGRLOCK(dd_grd_curcanv));
2983 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2985 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
2987 ofs = (use_hires_reticle?0:2) + small_reticle;
2989 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2990 PAGE_IN_GAUGE( gauge_index );
2991 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2993 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2994 PAGE_IN_GAUGE( gauge_index );
2995 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2997 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
2998 PAGE_IN_GAUGE( gauge_index );
2999 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3001 WIN(DDGRUNLOCK(dd_grd_curcanv));
3008 void hud_show_kill_list()
3010 int n_players,player_list[MAX_NUM_NET_PLAYERS];
3011 int n_left,i,x0,x1,y,save_y,fth;
3013 // ugly hack since placement of netgame players and kills is based off of
3014 // menuhires (which is always 1 for mac). This throws off placement of
3015 // players in pixel double mode.
3018 MenuHires = !(Scanline_double);
3021 if (Show_kill_list_timer > 0)
3023 Show_kill_list_timer -= FrameTime;
3024 if (Show_kill_list_timer < 0)
3028 gr_set_curfont( GAME_FONT );
3030 n_players = multi_get_kill_list(player_list);
3032 if (Show_kill_list == 3)
3038 n_left = (n_players+1)/2;
3040 //If font size changes, this code might not work right anymore
3041 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
3043 fth = GAME_FONT->ft_h;
3045 x0 = LHX(1); x1 = LHX(43);
3047 if (Game_mode & GM_MULTI_COOP)
3050 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
3052 if (Cockpit_mode == CM_FULL_COCKPIT) {
3053 save_y = y -= LHX(6);
3054 if (Game_mode & GM_MULTI_COOP)
3060 for (i=0;i<n_players;i++) {
3066 if (Cockpit_mode == CM_FULL_COCKPIT)
3067 x0 = grd_curcanv->cv_w - LHX(53);
3069 x0 = grd_curcanv->cv_w - LHX(60);
3070 if (Game_mode & GM_MULTI_COOP)
3071 x1 = grd_curcanv->cv_w - LHX(27);
3073 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
3077 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3083 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3091 if (Show_kill_list == 3)
3094 player_num = player_list[i];
3096 if (Show_kill_list == 1 || Show_kill_list==2)
3100 if (Players[player_num].connected != 1)
3101 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
3102 else if (Game_mode & GM_TEAM) {
3103 color = get_team(player_num);
3104 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3108 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3114 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
3117 if (Show_kill_list == 3)
3118 strcpy(name, Netgame.team_name[i]);
3120 strcpy(name,Players[player_num].callsign); // Note link to above if!!
3121 gr_get_string_size(name,&sw,&sh,&aw);
3122 while (sw > (x1-x0-LHX(2))) {
3123 name[strlen(name)-1]=0;
3124 gr_get_string_size(name,&sw,&sh,&aw);
3126 gr_printf(x0,y,"%s",name);
3128 if (Show_kill_list==2)
3130 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
3131 gr_printf (x1,y,"NA");
3133 gr_printf (x1,y,"%d%%",(int)((float)((float)Players[player_num].net_kills_total/((float)Players[player_num].net_killed_total+(float)Players[player_num].net_kills_total))*100.0));
3135 else if (Show_kill_list == 3)
3136 gr_printf(x1,y,"%3d",team_kills[i]);
3137 else if (Game_mode & GM_MULTI_COOP)
3138 gr_printf(x1,y,"%-6d",Players[player_num].score);
3139 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
3140 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
3142 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
3155 extern int Saving_movie_frames;
3157 #define Saving_movie_frames 0
3160 //returns true if viewer can see object
3161 int see_object(int objnum)
3167 //see if we can see this player
3169 fq.p0 = &Viewer->pos;
3170 fq.p1 = &Objects[objnum].pos;
3172 fq.thisobjnum = Viewer - Objects;
3173 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
3174 fq.startseg = Viewer->segnum;
3175 fq.ignore_obj_list = NULL;
3177 hit_type = find_vector_intersection(&fq, &hit_data);
3179 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
3183 //show names of teammates & players carrying flags
3184 void show_HUD_names()
3186 int show_team_names,show_all_names,show_flags,player_team;
3189 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
3190 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
3191 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
3193 if (! (show_all_names || show_team_names || show_flags))
3196 player_team = get_team(Player_num);
3198 for (p=0;p<N_players;p++) { //check all players
3200 int show_name,has_flag;
3202 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
3203 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
3205 if (Newdemo_state == ND_STATE_PLAYBACK) {
3206 //if this is a demo, the objnum in the player struct is wrong,
3207 //so we search the object list for the objnum
3209 for (objnum=0;objnum<=Highest_object_index;objnum++)
3210 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
3212 if (objnum > Highest_object_index) //not in list, thus not visible
3213 show_name = has_flag = 0; //..so don't show name
3216 objnum = Players[p].objnum;
3218 if ((show_name || has_flag) && see_object(objnum)) {
3219 g3s_point player_point;
3221 g3_rotate_point(&player_point,&Objects[objnum].pos);
3223 if (player_point.p3_codes == 0) { //on screen
3225 g3_project_point(&player_point);
3227 if (! (player_point.p3_flags & PF_OVERFLOW)) {
3230 x = player_point.p3_sx;
3231 y = player_point.p3_sy;
3233 if (show_name) { // Draw callsign on HUD
3234 char s[CALLSIGN_LEN+1];
3239 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
3241 sprintf(s, "%s", Players[p].callsign);
3242 gr_get_string_size(s, &w, &h, &aw);
3243 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
3246 gr_string (x1, y1, s);
3249 if (has_flag) { // Draw box on HUD
3252 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
3253 dx = fixmul(dy,grd_curscreen->sc_aspect);
3258 if (Game_mode & GM_CAPTURE)
3259 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3260 else if (Game_mode & GM_HOARD)
3262 if (Game_mode & GM_TEAM)
3263 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3265 gr_setcolor(BM_XRGB(0,31,0));
3268 gr_line(x+dx-w,y-dy,x+dx,y-dy);
3269 gr_line(x+dx,y-dy,x+dx,y-dy+h);
3271 gr_line(x-dx,y-dy,x-dx+w,y-dy);
3272 gr_line(x-dx,y-dy,x-dx,y-dy+h);
3274 gr_line(x+dx-w,y+dy,x+dx,y+dy);
3275 gr_line(x+dx,y+dy,x+dx,y+dy-h);
3277 gr_line(x-dx,y+dy,x-dx+w,y+dy);
3278 gr_line(x-dx,y+dy,x-dx,y+dy-h);
3288 //draw all the things on the HUD
3293 if (Cockpit_mode==CM_STATUS_BAR){
3294 //ogl needs to redraw every frame, at least currently.
3296 // last_drawn_cockpit[0]=-1;
3297 // last_drawn_cockpit[1]=-1;
3300 // vr_reset_display();
3306 if (Scanline_double) // I should be shot for this ugly hack....
3309 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
3311 if (Scanline_double)
3315 WIN(DDGRLOCK(dd_grd_curcanv));
3316 // Show score so long as not in rearview
3317 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
3320 hud_show_score_added();
3323 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
3324 hud_show_timer_count();
3326 // Show other stuff if not in rearview or letterbox.
3327 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
3328 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
3329 hud_show_homing_warning();
3331 if (Cockpit_mode==CM_FULL_SCREEN) {
3334 hud_show_afterburner();
3336 if (!Saving_movie_frames)
3338 hud_show_cloak_invuln();
3340 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
3341 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3342 old_flags[VR_current_page] = Players[Player_num].flags;
3348 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
3352 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
3358 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3361 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3365 if (!Saving_movie_frames)
3366 HUD_render_message_frame();
3368 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
3372 if (Game_mode&GM_MULTI && Show_kill_list)
3373 hud_show_kill_list();
3377 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
3378 HUD_render_message_frame();
3379 gr_set_curfont( GAME_FONT );
3380 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
3381 if (Newdemo_state == ND_STATE_PLAYBACK)
3382 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
3384 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
3386 WIN(DDGRUNLOCK(dd_grd_curcanv));
3389 extern short *BackBuffer;
3391 //print out some player statistics
3392 void render_gauges()
3395 static int old_display_mode = 0;
3397 static int old_display_mode = 1;
3399 int energy = f2ir(Players[Player_num].energy);
3400 int shields = f2ir(Players[Player_num].shields);
3401 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
3405 PA_DFX (pa_set_backbuffer_current());
3407 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
3409 // check to see if our display mode has changed since last render time --
3410 // if so, then we need to make new gauge canvases.
3413 if (old_display_mode != Current_display_mode) {
3414 close_gauge_canvases();
3415 init_gauge_canvases();
3416 old_display_mode = Current_display_mode;
3419 if (shields < 0 ) shields = 0;
3422 dd_gr_set_current_canvas(get_current_game_screen()),
3423 gr_set_current_canvas(get_current_game_screen())
3425 gr_set_curfont( GAME_FONT );
3427 if (Newdemo_state == ND_STATE_RECORDING)
3428 if (Players[Player_num].homing_object_dist >= 0)
3429 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
3431 if (Cockpit_mode == CM_FULL_COCKPIT) {
3432 if (energy != old_energy[VR_current_page]) {
3433 if (Newdemo_state==ND_STATE_RECORDING ) {
3434 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3436 draw_energy_bar(energy);
3437 draw_numerical_display(shields, energy);
3438 old_energy[VR_current_page] = energy;
3441 if (Afterburner_charge != old_afterburner[VR_current_page]) {
3442 if (Newdemo_state==ND_STATE_RECORDING ) {
3443 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3445 draw_afterburner_bar(Afterburner_charge);
3446 old_afterburner[VR_current_page] = Afterburner_charge;
3449 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3450 draw_numerical_display(shields, energy);
3451 draw_invulnerable_ship();
3452 old_shields[VR_current_page] = shields ^ 1;
3453 } else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
3454 if (Newdemo_state==ND_STATE_RECORDING ) {
3455 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3457 draw_shield_bar(shields);
3458 draw_numerical_display(shields, energy);
3459 old_shields[VR_current_page] = shields;
3462 if (Players[Player_num].flags != old_flags[VR_current_page]) {
3463 if (Newdemo_state==ND_STATE_RECORDING )
3464 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3466 old_flags[VR_current_page] = Players[Player_num].flags;
3469 show_homing_warning();
3471 show_bomb_count(BOMB_COUNT_X,BOMB_COUNT_Y,gr_find_closest_color(0,0,0),0);
3473 } else if (Cockpit_mode == CM_STATUS_BAR) {
3475 if (energy != old_energy[VR_current_page] || frc) {
3476 if (Newdemo_state==ND_STATE_RECORDING ) {
3477 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3479 sb_draw_energy_bar(energy);
3480 old_energy[VR_current_page] = energy;
3483 if (Afterburner_charge != old_afterburner[VR_current_page] || frc) {
3484 if (Newdemo_state==ND_STATE_RECORDING ) {
3485 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3487 sb_draw_afterburner();
3488 old_afterburner[VR_current_page] = Afterburner_charge;
3491 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3492 draw_invulnerable_ship();
3493 old_shields[VR_current_page] = shields ^ 1;
3494 sb_draw_shield_num(shields);
3497 if (shields != old_shields[VR_current_page] || frc) { // Draw the shield gauge
3498 if (Newdemo_state==ND_STATE_RECORDING ) {
3499 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3501 sb_draw_shield_bar(shields);
3502 old_shields[VR_current_page] = shields;
3503 sb_draw_shield_num(shields);
3506 if (Players[Player_num].flags != old_flags[VR_current_page] || frc) {
3507 if (Newdemo_state==ND_STATE_RECORDING )
3508 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3510 old_flags[VR_current_page] = Players[Player_num].flags;
3514 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3516 if (Players[Player_num].net_killed_total != old_lives[VR_current_page] || frc) {
3518 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3523 if (Players[Player_num].lives != old_lives[VR_current_page] || frc) {
3525 old_lives[VR_current_page] = Players[Player_num].lives;
3529 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
3530 if (Players[Player_num].net_kills_total != old_score[VR_current_page] || frc) {
3532 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3536 if (Players[Player_num].score != old_score[VR_current_page] || frc) {
3538 old_score[VR_current_page] = Players[Player_num].score;
3542 sb_show_score_added();
3545 show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
3548 if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
3549 if (Cockpit_mode == CM_FULL_COCKPIT)
3550 draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
3552 draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
3554 old_cloak[VR_current_page]=cloak;
3558 draw_weapon_boxes();
3562 // ---------------------------------------------------------------------------------------------------------
3563 // Call when picked up a laser powerup.
3564 // If laser is active, set old_weapon[0] to -1 to force redraw.
3565 void update_laser_weapon_info(void)
3567 if (old_weapon[0][VR_current_page] == 0)
3568 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3569 old_weapon[0][VR_current_page] = -1;
3572 extern int Game_window_y;
3573 void fill_background(void);
3575 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3577 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3578 //1 for right. viewer is object. NULL object means give up window
3579 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3580 //rear view. If label is non-NULL, print the label at the top of the
3582 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3585 dd_grs_canvas window_canv,
3586 grs_canvas window_canv
3589 static dd_grs_canvas overlap_canv,
3590 static grs_canvas overlap_canv
3594 int saved_window_x, saved_window_y;
3597 object *viewer_save = Viewer;
3598 static int overlap_dirty[2]={0,0};
3600 static int window_x,window_y;
3602 int rear_view_save = Rear_view;
3607 if (viewer == NULL) { //this user is done
3609 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3611 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3612 static_time[win] = 0;
3614 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3615 return; //already set
3617 weapon_box_user[win] = user;
3619 if (overlap_dirty[win]) {
3621 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
3622 gr_set_current_canvas(&VR_screen_pages[VR_current_page])
3625 overlap_dirty[win] = 0;
3631 update_rendered_data(win+1, viewer, rear_view_flag, user);
3633 weapon_box_user[win] = user; //say who's using window
3636 Rear_view = rear_view_flag;
3638 if (Cockpit_mode == CM_FULL_SCREEN)
3641 w = VR_render_buffer[0].cv_bitmap.bm_w/6; // hmm. I could probably do the sub_buffer assigment for all macines, but I aint gonna chance it
3643 if (Scanline_double)
3647 h = i2f(w) / grd_curscreen->sc_aspect;
3649 dx = (win==0)?-(w+(w/10)):(w/10);
3651 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3652 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3655 saved_window_x = window_x;
3656 saved_window_y = window_y;
3657 window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
3658 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
3662 if (Scanline_double) {
3663 window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
3664 window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
3668 //copy these vars so stereo code can get at them
3669 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3672 dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
3673 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
3677 if (Cockpit_mode == CM_FULL_COCKPIT)
3678 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3679 else if (Cockpit_mode == CM_STATUS_BAR)
3680 boxnum = (SB_PRIMARY_BOX)+win;
3684 box = &gauge_boxes[boxnum];
3688 dd_gr_init_sub_canvas(&window_canv,&dd_VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1),
3689 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1)
3692 if (Scanline_double)
3693 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,(box->right-box->left+1)/2,(box->bot-box->top+1)/2);
3695 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3700 dd_gr_set_current_canvas(&window_canv),
3701 gr_set_current_canvas(&window_canv)
3704 #if defined(MACINTOSH) && defined(POLY_ACC)
3707 switch (Cockpit_mode)
3709 // copy these vars so stereo code can get at them
3710 // SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3711 case CM_FULL_SCREEN:
3712 ; // do not switch contexts
3713 pa_set_3d_window_offsets(window_x, window_y);
3715 case CM_FULL_COCKPIT:
3719 pa_set_context(kSubViewZeroDrawContextID, NULL);
3723 pa_set_context(kSubViewOneDrawContextID, NULL);
3727 Int3(); // invalid cockpit mode
3732 WIN(DDGRLOCK(dd_grd_curcanv));
3738 if (Cockpit_mode != CM_FULL_SCREEN)
3746 render_frame(0, win+1);
3752 if (Cockpit_mode != CM_FULL_SCREEN)
3760 WIN(DDGRUNLOCK(dd_grd_curcanv));
3762 // HACK! If guided missile, wake up robots as necessary.
3763 if (viewer->type == OBJ_WEAPON) {
3764 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3765 wake_up_rendered_objects(viewer, win+1);
3769 WIN(DDGRLOCK(dd_grd_curcanv));
3770 MAC(if (Scanline_double) FontHires = 0;) // get the right font size
3771 gr_set_curfont( GAME_FONT );
3772 if (Color_0_31_0 == -1)
3773 Color_0_31_0 = gr_getcolor(0,31,0);
3774 gr_set_fontcolor(Color_0_31_0, -1);
3775 gr_printf(0x8000,2,label);
3776 MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
3777 WIN(DDGRUNLOCK(dd_grd_curcanv));
3780 if (user == WBU_GUIDED) {
3781 WIN(DDGRLOCK(dd_grd_curcanv));
3782 draw_guided_crosshair();
3783 WIN(DDGRUNLOCK(dd_grd_curcanv));
3786 if (Cockpit_mode == CM_FULL_SCREEN) {
3787 int small_window_bottom,big_window_bottom,extra_part_h;
3789 WIN(DDGRLOCK(dd_grd_curcanv));
3791 gr_setcolor(BM_XRGB(0,0,32));
3792 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3794 WIN(DDGRUNLOCK(dd_grd_curcanv));
3796 //if the window only partially overlaps the big 3d window, copy
3797 //the extra part to the visible screen
3799 #ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
3803 w = VR_render_buffer[0].cv_bitmap.bm_w/6; // hmm. I could probably do the sub_buffer assigment for all macines, but I aint gonna chance it
3804 h = i2f(w) / grd_curscreen->sc_aspect;
3805 dx = (win==0)?-(w+(w/10)):(w/10);
3806 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3807 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3808 if (Scanline_double)
3809 window_x += ((win==0)?2:-1); // a real hack here....
3812 big_window_bottom = Game_window_y + Game_window_h - 1;
3815 window_x = saved_window_x;
3816 window_y = saved_window_y;
3817 // dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
3818 // VR_render_buffer[0].cv_bitmap.bm_w/6,
3819 // i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
3823 if (window_y > big_window_bottom) {
3825 //the small window is completely outside the big 3d window, so
3826 //copy it to the visible screen
3828 if (VR_screen_flags & VRF_USE_PAGING)
3830 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3831 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3835 dd_gr_set_current_canvas(get_current_game_screen()),
3836 gr_set_current_canvas(get_current_game_screen())
3840 if (Scanline_double)
3841 gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, window_canv.cv_bitmap.bm_h*2, window_x, window_y, 0, 0, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
3843 #endif // note link to above if
3845 dd_gr_blt_notrans(&window_canv, 0,0,0,0,
3846 dd_grd_curcanv, window_x, window_y, 0,0),
3847 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
3850 overlap_dirty[win] = 1;
3855 small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
3856 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
3859 if (Scanline_double)
3860 small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
3863 extra_part_h = small_window_bottom - big_window_bottom;
3865 if (extra_part_h > 0) {
3868 if (Scanline_double)
3873 dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
3874 window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
3875 window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
3876 gr_init_sub_canvas(&overlap_canv,&window_canv,0,window_canv.cv_bitmap.bm_h-extra_part_h,window_canv.cv_bitmap.bm_w,extra_part_h)
3879 if (VR_screen_flags & VRF_USE_PAGING)
3881 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3882 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3886 dd_gr_set_current_canvas(get_current_game_screen()),
3887 gr_set_current_canvas(get_current_game_screen())
3891 if (Scanline_double)
3892 gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, extra_part_h*2, window_x, big_window_bottom+1, 0, window_canv.cv_bitmap.bm_h-extra_part_h, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
3894 #endif // note link to above if
3896 dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
3897 dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
3898 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
3901 overlap_dirty[win] = 1;
3906 PA_DFX (goto skip_this_junk);
3909 dd_gr_set_current_canvas(get_current_game_screen()),
3910 gr_set_current_canvas(get_current_game_screen())
3914 copy_gauge_box(box,&dd_VR_render_buffer[0]),
3915 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
3918 if (Scanline_double)
3919 copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
3921 // Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
3924 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3929 PA_DFX(skip_this_junk:)
3931 #if defined(MACINTOSH) && defined(POLY_ACC)
3934 pa_set_context(kGamePlayDrawContextID, NULL);
3938 //force redraw when done
3939 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3943 Viewer = viewer_save;
3945 Rear_view = rear_view_save;
3949 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3952 gauge_box* currentGaugeBox = NULL;
3959 Assert(outBoundsRect);
3960 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3961 Assert(!Scanline_double);
3963 switch (Cockpit_mode)
3965 case CM_FULL_SCREEN:
3966 // note: this calculation is taken from do_cockpit_window_view for the full
3969 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3970 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3972 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3974 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3975 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3977 outBoundsRect->top = window_x;
3978 outBoundsRect->left = window_y;
3979 outBoundsRect->bottom = window_x + w;
3980 outBoundsRect->right = window_y + h;
3983 case CM_FULL_COCKPIT:
3985 if (inSubWindowNum == 0)
3987 boxNumber = SB_PRIMARY_BOX;
3991 boxNumber = SB_SECONDARY_BOX;
3994 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
3995 currentGaugeBox = &gauge_boxes[boxNumber];
3996 Assert(currentGaugeBox);
3998 outBoundsRect->top = currentGaugeBox->top;
3999 outBoundsRect->left = currentGaugeBox->left;
4000 outBoundsRect->bottom = currentGaugeBox->bot + 1;
4001 outBoundsRect->right = currentGaugeBox->right + 1;