2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Hud/HUDreticle.cpp $
15 * C module to draw and manage the recticle
18 * Revision 1.4 2002/06/17 06:33:09 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:21 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:45 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:09 root
31 * 14 10/27/99 10:04p Jefff
32 * changed german match speed indicator
34 * 13 10/14/99 2:50p Jefff
37 * 12 8/28/99 4:54p Dave
38 * Fixed directives display for multiplayer clients for wings with
39 * multiple waves. Fixed hud threat indicator rendering color.
41 * 11 8/09/99 3:14p Dave
42 * Make "launch" warning gauge draw in code.
44 * 10 6/10/99 3:43p Dave
45 * Do a better job of syncing text colors to HUD gauges.
47 * 9 6/08/99 10:48a Jasenw
48 * new coords for new HUD stuff
50 * 8 6/03/99 2:31p Jasenw
51 * changed coords and removed weapon indicators.
53 * 7 1/07/99 2:21p Jasen
56 * 6 1/07/99 9:07a Jasen
59 * 5 12/28/98 3:17p Dave
60 * Support for multiple hud bitmap filenames for hi-res mode.
62 * 4 12/21/98 5:02p Dave
63 * Modified all hud elements to be multi-resolution friendly.
65 * 3 11/05/98 4:18p Dave
66 * First run nebula support. Beefed up localization a bit. Removed all
67 * conditional compiles for foreign versions. Modified mission file
70 * 2 10/07/98 10:53a Dave
73 * 1 10/07/98 10:49a Dave
75 * 69 8/28/98 3:28p Dave
76 * EMP effect done. AI effects may need some tweaking as required.
78 * 68 8/25/98 1:48p Dave
79 * First rev of EMP effect. Player side stuff basically done. Next comes
82 * 67 6/12/98 4:52p Hoffoss
83 * Added support for special characters in in forgeign languages.
85 * 66 6/09/98 5:17p Lawrance
86 * French/German localization
88 * 65 6/09/98 10:31a Hoffoss
89 * Created index numbers for all xstr() references. Any new xstr() stuff
90 * added from here on out should be added to the end if the list. The
91 * current list count can be found in FreeSpace.cpp (search for
94 * 64 5/21/98 7:18p Lawrance
95 * Don't flash 'launch' for attempted lock
97 * 63 5/13/98 1:53p Lawrance
98 * If no secondary banks on a ship, show correct reticle gauge
100 * 62 5/06/98 8:05p Dave
101 * Made standalone reset properly under weird conditions. Tweak
102 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
103 * countdown anim. Minro ui fixes/tweaks.
105 * 61 5/05/98 5:51p Lawrance
106 * Draw HUD center crosshair with bright alpha index
108 * 60 5/04/98 6:12p Lawrance
109 * fix progblems with weapon gauges in situation when weapons are on ship
111 * 59 5/01/98 4:22p Lawrance
112 * Use ship->weapons instead of sip when displaying weapon linking gauge
114 * 58 4/13/98 11:19a Lawrance
115 * fix launch threat indicator
117 * 57 4/08/98 10:34p Allender
118 * make threat indicators work in multiplayer. Fix socket problem (once
121 * 56 3/26/98 5:26p John
122 * added new paging code. nonfunctional.
124 * 55 2/23/98 6:49p Lawrance
125 * Use gr_aabitmap_ex() instead of clipping regions
127 * 54 2/22/98 4:17p John
128 * More string externalization classification... 190 left to go!
130 * 53 2/22/98 12:19p John
131 * Externalized some strings
133 * 52 2/12/98 4:58p Lawrance
134 * Change to new flashing method.
136 * 51 2/09/98 9:07p Lawrance
137 * Ensure 'evaded' popup has precedence over 'launch' popup
139 * 50 1/25/98 10:31p Lawrance
140 * Don't draw most hud gauges when viewing from another ship.
142 * 49 1/19/98 11:37p Lawrance
143 * Fixing Optimization build warnings
145 * 48 1/14/98 10:21a Lawrance
146 * Draw reticle correctly when gauges are disabled.
148 * 47 1/08/98 3:20p Johnson
149 * ALAN: Ensure entire throttle gauge flashes
151 * 46 1/05/98 9:38p Lawrance
152 * Implement flashing HUD gauges.
154 * 45 1/02/98 9:10p Lawrance
155 * Big changes to how colors get set on the HUD.
157 * 44 12/16/97 9:13p Lawrance
158 * Integrate new gauges into HUD config.
160 * 43 12/10/97 10:02p Lawrance
161 * Change weapon linking to use flags.
163 * 42 12/08/97 1:49p Lawrance
164 * only play threat lock sound when a lock is being attempted
166 * 41 11/17/97 6:37p Lawrance
167 * new gauges: extended target view, new lock triangles, support ship view
169 * 40 11/11/97 10:25p Lawrance
170 * add sound hook for when missile threat flashes
172 * 39 11/11/97 5:05p Lawrance
173 * get threat indicator working more reliably
175 * 38 11/05/97 11:20p Lawrance
176 * add speed numbers to the reticle
178 * 37 11/04/97 7:49p Lawrance
179 * integrating new HUD reticle and shield icons
181 * 36 11/03/97 5:38p Dave
182 * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type.
183 * Restructured HUD_config structs/flags.
191 #include "hudreticle.h"
197 #include "freespace.h"
204 #include "hudtargetbox.h"
207 #include "localize.h"
209 static int Reticle_inited = 0;
211 #define NUM_RETICLE_ANIS 6 // keep up to date when modifying the number of reticle ani files
213 #define RETICLE_TOP_ARC 0
214 #define RETICLE_LASER_WARN 1
215 #define RETICLE_LOCK_WARN 2
216 #define RETICLE_LEFT_ARC 3
217 #define RETICLE_RIGHT_ARC 4
218 //#define RETICLE_ONE_PRIMARY 5
219 //#define RETICLE_TWO_PRIMARY 6
220 //#define RETICLE_ONE_SECONDARY 7
221 //#define RETICLE_TWO_SECONDARY 8
222 //#define RETICLE_THREE_SECONDARY 9
223 // #define RETICLE_LAUNCH_LABEL 5
224 #define RETICLE_CENTER 5
226 int Hud_throttle_frame_h[GR_NUM_RESOLUTIONS] = {
230 int Hud_throttle_frame_w[GR_NUM_RESOLUTIONS] = {
234 int Hud_throttle_frame_bottom_y[GR_NUM_RESOLUTIONS] = {
238 int Hud_throttle_h[GR_NUM_RESOLUTIONS] = {
242 int Hud_throttle_bottom_y[GR_NUM_RESOLUTIONS] = {
246 int Hud_throttle_aburn_h[GR_NUM_RESOLUTIONS] = {
250 int Hud_throttle_aburn_button[GR_NUM_RESOLUTIONS] = {
255 int Outer_circle_radius[GR_NUM_RESOLUTIONS] = {
260 int Hud_reticle_center[GR_NUM_RESOLUTIONS][2] = {
269 char Reticle_frame_names[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][MAX_FILENAME_LEN] =
303 // reticle frame coords
304 int Reticle_frame_coords[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][2] = {
335 // "launch" gauge coords
336 int Reticle_launch_coords[GR_NUM_RESOLUTIONS][2] = {
345 hud_frames Reticle_gauges[NUM_RETICLE_ANIS];
347 #define THREAT_DUMBFIRE (1<<0)
348 #define THREAT_ATTEMPT_LOCK (1<<1)
349 #define THREAT_LOCK (1<<2)
351 #define THREAT_UPDATE_DUMBFIRE_TIME 1000 // time between checking for dumbfire threats
352 #define THREAT_UPDATE_LOCK_TIME 500 // time between checking for lock threats
354 #define THREAT_DUMBFIRE_FLASH 180
355 #define THREAT_LOCK_FLASH 180
356 static int Threat_dumbfire_timer; // timestamp for when to show next flashing frame for dumbfire threat
357 static int Threat_lock_timer; // timestamp for when to show next flashing frame for lock threat
359 static int Threat_dumbfire_frame; // frame offset of current dumbfire flashing warning
360 static int Threat_lock_frame; // frame offset of current lock flashing warning
363 static int Max_speed_coords[GR_NUM_RESOLUTIONS][2] =
372 static int Zero_speed_coords[GR_NUM_RESOLUTIONS][2] = {
381 // Called at the start of each level.. use Reticle_inited so we only load frames once
382 void hud_init_reticle()
387 Threat_dumbfire_timer = timestamp(0);
388 Threat_lock_timer = timestamp(0);
389 Threat_dumbfire_frame = 1;
390 Threat_lock_frame = 1;
391 Player->threat_flags = 0;
392 Player->update_dumbfire_time = timestamp(0);
393 Player->update_lock_time = timestamp(0);
395 if ( Reticle_inited ) {
399 for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
400 hfp = &Reticle_gauges[i];
401 hfp->first_frame = bm_load_animation(Reticle_frame_names[gr_screen.res][i], &hfp->num_frames);
402 if ( hfp->first_frame < 0 ) {
403 Warning(LOCATION,"Cannot load hud ani: %s\n", Reticle_frame_names[gr_screen.res][i]);
410 // called once per frame to update the reticle gauges. Makes calls to
411 // ship_dumbfire_threat() and ship_lock_threat() and updates Threat_flags.
412 void hud_update_reticle( player *pp )
417 // multiplayer clients won't call this routine
418 if ( MULTIPLAYER_CLIENT || MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM]))
421 shipp = &Ships[Objects[pp->objnum].instance];
423 if ( ship_dumbfire_threat(shipp) ) {
424 pp->threat_flags |= THREAT_DUMBFIRE;
425 pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
428 if ( timestamp_elapsed(pp->update_dumbfire_time) ) {
429 pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
430 pp->threat_flags &= ~THREAT_DUMBFIRE;
433 if ( timestamp_elapsed(pp->update_lock_time) ) {
434 pp->threat_flags &= ~(THREAT_LOCK | THREAT_ATTEMPT_LOCK);
435 pp->update_lock_time = timestamp(THREAT_UPDATE_LOCK_TIME);
436 rval = ship_lock_threat(shipp);
438 pp->threat_flags |= THREAT_ATTEMPT_LOCK;
439 } else if ( rval == 2 ) {
440 pp->threat_flags |= THREAT_LOCK;
445 // draw left arc (the dark portion of the throttle gauge)
446 void hud_render_throttle_background(int y_end)
450 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
452 x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
453 y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
455 bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
458 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1, x, y, w, y_end-y+1, 0, 0);
462 // draw left arc (the bright portion of the throttle gauge)
463 void hud_render_throttle_foreground(int y_end)
467 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
469 x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
470 y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
472 bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
474 if ( y_end < Hud_throttle_frame_bottom_y[gr_screen.res] ) {
475 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+2, x, y_end, w, h-(y_end-y), 0, y_end-y);
479 // Draw the throttle speed number
480 void hud_render_throttle_speed(float current_speed, int y_end)
483 int sx, sy, x_pos, y_pos, w, h;
485 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
487 // y_end is the y-coordinate of the current throttle setting, calc x-coordinate for edge of
488 // circle (x^2 + y^2 = r^2)
489 y_pos = Hud_reticle_center[gr_screen.res][1] - y_end;
490 x_pos = (int)sqrt(double(Outer_circle_radius[gr_screen.res] * Outer_circle_radius[gr_screen.res] - y_pos * y_pos) );
491 x_pos = Hud_reticle_center[gr_screen.res][0] - x_pos;
493 // draw current speed at (x_pos, y_end);
494 sprintf(buf, "%d", fl2i(current_speed+0.5f));
495 hud_num_make_mono(buf);
496 gr_get_string_size(&w, &h, buf);
498 sy = fl2i(y_end - h/2.0f + 1.5);
499 gr_printf(sx, sy, buf);
501 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET ) {
503 if ( current_speed <= 9.5 ) {
508 #if defined(GERMAN_BUILD)
509 // print an m, cuz the voice says its an m.
510 // its a normal m cuz the german font has no special m (its an a)
511 gr_string(sx+offset, sy + h, "m");
513 gr_printf(sx+offset, sy + h, "%c", Lcl_special_chars + 3);
518 // draw the "desired speed" bar on the throttle
519 void hud_render_throttle_line(int y)
521 // hud_set_bright_color();
522 hud_set_gauge_color(HUD_THROTTLE_GAUGE, HUD_C_BRIGHT);
524 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+3, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], y, Hud_throttle_frame_w[gr_screen.res], 1, 0, y-Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
527 // Draw the throttle gauge along the left arc of the reticle
528 void hud_show_throttle()
530 float desired_speed, max_speed, current_speed, percent_max, percent_aburn_max;
531 int desired_y_pos, y_end;
534 sip = &Ship_info[Player_ship->ship_info_index];
536 current_speed = Player_obj->phys_info.fspeed;
537 if ( current_speed < 0.0f){
538 current_speed = 0.0f;
541 max_speed = Ships[Player_obj->instance].current_max_speed;
542 if ( max_speed <= 0 ) {
543 max_speed = sip->max_vel.xyz.z;
546 desired_speed = Player->ci.forward * max_speed;
547 if ( desired_speed < 0.0f ){ // so ships that go backwards don't force the indicators below where they can go
548 desired_speed = 0.0f;
551 desired_y_pos = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*desired_speed/max_speed+0.5f) - 1;
553 Assert(max_speed != 0);
554 percent_max = current_speed / max_speed;
556 percent_aburn_max = 0.0f;
557 if ( percent_max > 1 ) {
559 percent_aburn_max = (current_speed - max_speed) / (sip->afterburner_max_vel.xyz.z - max_speed);
560 if ( percent_aburn_max > 1.0f ) {
561 percent_aburn_max = 1.0f;
563 if ( percent_aburn_max < 0 ) {
564 percent_aburn_max = 0.0f;
568 y_end = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*percent_max+0.5f);
569 if ( percent_aburn_max > 0 ) {
570 y_end -= fl2i(percent_aburn_max * Hud_throttle_aburn_h[gr_screen.res] + 0.5f);
573 if ( Player_obj->phys_info.flags & PF_AFTERBURNER_ON ) {
577 // draw left arc (the dark portion of the throttle gauge)
578 // hud_render_throttle_background(y_end);
580 // draw throttle speed number
581 hud_render_throttle_speed(current_speed, y_end);
583 // draw the "desired speed" bar on the throttle
584 hud_render_throttle_line(desired_y_pos);
586 // draw left arc (the bright portion of the throttle gauge)
587 hud_render_throttle_foreground(y_end);
589 gr_printf(Max_speed_coords[gr_screen.res][0], Max_speed_coords[gr_screen.res][1], "%d",fl2i(max_speed));
590 gr_printf(Zero_speed_coords[gr_screen.res][0], Zero_speed_coords[gr_screen.res][1], XSTR( "0", 292));
594 // Draw the primary and secondary weapon indicators along the right arc of the reticle
595 void hud_show_reticle_weapons()
597 int gauge_index=0, frame_offset=0;
600 swp = &Player_ship->weapons;
602 switch( swp->num_primary_banks ) {
608 gauge_index = RETICLE_ONE_PRIMARY;
609 if ( Player_ship->weapons.current_primary_bank == -1 ) {
617 gauge_index = RETICLE_TWO_PRIMARY;
618 if ( swp->current_primary_bank == -1 ) {
621 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
624 if ( swp->current_primary_bank == 0 ) {
634 Int3(); // shouldn't happen (get Alan if it does)
639 if ( gauge_index != -1 ) {
640 GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
643 int num_banks = swp->num_secondary_banks;
644 if ( num_banks <= 0 ) {
645 num_banks = Ship_info[Player_ship->ship_info_index].num_secondary_banks;
648 switch( num_banks ) {
655 gauge_index = RETICLE_ONE_SECONDARY;
659 gauge_index = RETICLE_TWO_SECONDARY;
663 gauge_index = RETICLE_THREE_SECONDARY;
667 Int3(); // shouldn't happen (get Alan if it does)
672 if ( gauge_index != -1 ) {
673 if ( swp->num_secondary_banks <= 0 ) {
676 frame_offset = swp->current_secondary_bank+1;
679 GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
684 // Draw the lock threat gauge on the HUD. Use Threat_flags to determine if a
685 // threat exists, and draw flashing frames.
686 void hud_show_lock_threat()
690 if ( Player->threat_flags & (THREAT_LOCK | THREAT_ATTEMPT_LOCK) ) {
691 if ( timestamp_elapsed(Threat_lock_timer) ) {
692 if ( Player->threat_flags & THREAT_LOCK ) {
693 Threat_lock_timer = timestamp(fl2i(THREAT_LOCK_FLASH/2.0f));
695 Threat_lock_timer = timestamp(THREAT_LOCK_FLASH);
698 if ( Threat_lock_frame > 2 ) {
699 Threat_lock_frame = 1;
701 if ( (Threat_lock_frame == 2) && (Player->threat_flags & THREAT_ATTEMPT_LOCK ) ) {
702 snd_play( &Snds[SND_THREAT_FLASH]);
705 frame_offset = Threat_lock_frame;
710 hud_set_gauge_color(HUD_THREAT_GAUGE);
712 GR_AABITMAP(Reticle_gauges[RETICLE_LOCK_WARN].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][1]);
715 if ( (frame_offset > 0) && (Player->threat_flags & THREAT_LOCK) ) {
716 if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) {
719 if(frame_offset % 2){
724 // GR_AABITMAP(Reticle_gauges[RETICLE_LAUNCH_LABEL].first_frame+frame_offset%2, Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][0], Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][1]);
726 // use hud text flash gauge code
727 hud_show_text_flash_icon(XSTR("Launch", 1507), Reticle_launch_coords[gr_screen.res][1], bright);
732 // Draw the dumbfire threat gauge on the HUD. Use Threat_flags to determine if a
733 // threat exists, and draw flashing frames.
734 void hud_show_dumbfire_threat()
738 if ( Player->threat_flags & THREAT_DUMBFIRE ) {
739 if ( timestamp_elapsed(Threat_dumbfire_timer) ) {
740 Threat_dumbfire_timer = timestamp(THREAT_DUMBFIRE_FLASH);
741 Threat_dumbfire_frame++;
742 if ( Threat_dumbfire_frame > 2 ) {
743 Threat_dumbfire_frame = 1;
746 frame_offset = Threat_dumbfire_frame;
751 hud_set_gauge_color(HUD_THREAT_GAUGE);
753 GR_AABITMAP(Reticle_gauges[RETICLE_LASER_WARN].first_frame + frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][1]);
756 // Draw the center of the reticle
757 void hud_show_center_reticle()
759 Assert(Reticle_gauges[RETICLE_CENTER].first_frame != -1 );
761 // hud_set_default_color();
762 // hud_set_bright_color();
763 hud_set_gauge_color(HUD_CENTER_RETICLE, HUD_C_BRIGHT);
765 GR_AABITMAP(Reticle_gauges[RETICLE_CENTER].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][0], Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][1]);
768 // Draw top portion of reticle
769 void hud_show_top_arc()
771 hud_set_gauge_color(HUD_CENTER_RETICLE);
773 // hud_set_default_color();
774 if ( hud_gauge_active(HUD_THREAT_GAUGE) ) {
776 GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
778 // draw dumbfire threat
779 hud_show_dumbfire_threat();
782 hud_show_lock_threat();
784 // draw top arc without any holes
785 GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
789 // Draw right portion of reticle
790 void hud_show_right_arc()
792 hud_set_gauge_color(HUD_CENTER_RETICLE);
794 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
796 // draw the weapons indicators in the holes along the right arc
798 if ( hud_gauge_active(HUD_WEAPON_LINKING_GAUGE) ) {
799 // draw right arc with holes in it
800 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
802 // the following line was removed by Jasen to get rid of "undeclared identifier"
804 // hud_show_reticle_weapons();
806 // draw right arc without any holes
807 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
812 // Draw the left portion of the reticle
813 void hud_show_left_arc()
815 // draw left arc (the dark portion of the throttle gauge)
816 hud_set_gauge_color(HUD_CENTER_RETICLE);
817 GR_AABITMAP(Reticle_gauges[RETICLE_LEFT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
820 if ( hud_gauge_active(HUD_THROTTLE_GAUGE) ) {
821 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
826 // called once per frame from HUD_render_2d() to draw the reticle gauges
827 void hud_show_reticle()
829 if ( !(Viewer_mode & VM_OTHER_SHIP) ) {
831 hud_show_right_arc();
835 // draw the center of the reticle
836 if ( hud_gauge_active(HUD_CENTER_RETICLE) ) {
837 hud_show_center_reticle();
841 void hudreticle_page_in()
846 for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
847 hfp = &Reticle_gauges[i];
848 bm_page_in_aabitmap( hfp->first_frame, hfp->num_frames);