1 /* $Id: gamerend.c,v 1.22 2006-11-26 01:05:24 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Stuff for rendering the HUD
26 static char rcsid[] = "$Id: gamerend.c,v 1.22 2006-11-26 01:05:24 chris Exp $";
68 extern fix Cruise_speed;
69 extern int LinearSVGABuffer;
70 extern cvar_t r_framerate;
74 extern int Debug_pause; //John's debugging pause system
78 extern int Saving_movie_frames;
80 #define Saving_movie_frames 0
83 // Returns the length of the first 'n' characters of a string.
84 int string_width( char * s, int n )
90 gr_get_string_size( s, &w, &h, &aw );
95 // Draw string 's' centered on a canvas... if wider than
96 // canvas, then wrap it.
97 void draw_centered_text( int y, char * s )
104 if ( string_width( s, l ) < grd_curcanv->cv_bitmap.bm_w ) {
105 gr_string( 0x8000, y, s );
109 for (i=0; i<l; i++ ) {
110 if ( string_width(s,i) > (grd_curcanv->cv_bitmap.bm_w - 16) ) {
113 gr_string( 0x8000, y, s );
115 gr_string( 0x8000, y+grd_curcanv->cv_font->ft_h+1, &s[i] );
121 extern ubyte DefiningMarkerMessage;
122 extern char Marker_input[];
124 #define MAX_MARKER_MESSAGE_LEN 120
125 void game_draw_marker_message()
127 char temp_string[MAX_MARKER_MESSAGE_LEN+25];
129 if ( DefiningMarkerMessage)
131 gr_set_curfont( GAME_FONT ); //GAME_FONT
132 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
133 sprintf( temp_string, "Marker: %s_", Marker_input );
134 draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string );
140 void game_draw_multi_message()
142 char temp_string[MAX_MULTI_MESSAGE_LEN+25];
144 if ( (Game_mode&GM_MULTI) && (multi_sending_message)) {
145 gr_set_curfont( GAME_FONT ); //GAME_FONT );
146 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
147 sprintf( temp_string, "%s: %s_", TXT_MESSAGE, Network_message );
148 draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string );
152 if ( (Game_mode&GM_MULTI) && (multi_defining_message)) {
153 gr_set_curfont( GAME_FONT ); //GAME_FONT );
154 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
155 sprintf( temp_string, "%s #%d: %s_", TXT_MACRO, multi_defining_message, Network_message );
156 draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string );
161 //these should be in gr.h
162 #define cv_w cv_bitmap.bm_w
163 #define cv_h cv_bitmap.bm_h
165 fix frame_time_list[8] = {0,0,0,0,0,0,0,0};
166 fix frame_time_total=0;
167 int frame_time_cntr=0;
169 void ftoa(char *string, fix f)
171 int decimal, fractional;
174 fractional = ((f & 0xffff)*100)/65536;
177 if (fractional > 99 ) fractional = 99;
178 sprintf( string, "%d.%02d", decimal, fractional );
181 void show_framerate()
187 int x = 8, y = 5; // position measured from lower right corner
189 frame_time_total += RealFrameTime - frame_time_list[frame_time_cntr];
190 frame_time_list[frame_time_cntr] = RealFrameTime;
191 frame_time_cntr = (frame_time_cntr+1)%8;
193 rate = fixdiv(f1_0*8,frame_time_total);
195 gr_set_curfont( GAME_FONT );
196 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
198 ftoa( temp, rate ); // Convert fixed to string
199 if (Game_mode & GM_MULTI)
201 gr_printf(grd_curcanv->cv_w-(x*GAME_FONT->ft_w),grd_curcanv->cv_h-y*(GAME_FONT->ft_h+GAME_FONT->ft_h/4),"FPS: %s ", temp );
202 // if ( !( q++ % 30 ) )
203 // mprintf( (0,"fps: %s\n", temp ) );
208 fix Show_view_text_timer = -1;
210 void draw_window_label()
212 if ( Show_view_text_timer > 0 )
214 char *viewer_name,*control_name;
216 Show_view_text_timer -= FrameTime;
217 gr_set_curfont( GAME_FONT );
220 switch( Viewer->type )
222 case OBJ_FIREBALL: viewer_name = "Fireball"; break;
223 case OBJ_ROBOT: viewer_name = "Robot";
225 viewer_id = Robot_names[Viewer->id];
228 case OBJ_HOSTAGE: viewer_name = "Hostage"; break;
229 case OBJ_PLAYER: viewer_name = "Player"; break;
230 case OBJ_WEAPON: viewer_name = "Weapon"; break;
231 case OBJ_CAMERA: viewer_name = "Camera"; break;
232 case OBJ_POWERUP: viewer_name = "Powerup";
234 viewer_id = Powerup_names[Viewer->id];
237 case OBJ_DEBRIS: viewer_name = "Debris"; break;
238 case OBJ_CNTRLCEN: viewer_name = "Reactor"; break;
239 default: viewer_name = "Unknown"; break;
242 switch ( Viewer->control_type) {
243 case CT_NONE: control_name = "Stopped"; break;
244 case CT_AI: control_name = "AI"; break;
245 case CT_FLYING: control_name = "Flying"; break;
246 case CT_SLEW: control_name = "Slew"; break;
247 case CT_FLYTHROUGH: control_name = "Flythrough"; break;
248 case CT_MORPH: control_name = "Morphing"; break;
249 default: control_name = "Unknown"; break;
252 gr_set_fontcolor( gr_getcolor(31, 0, 0), -1 );
253 gr_printf( 0x8000, 45, "%i: %s [%s] View - %s", OBJECT_NUMBER(Viewer), viewer_name, viewer_id, control_name );
259 extern int Game_window_x;
260 extern int Game_window_y;
261 extern int Game_window_w;
262 extern int Game_window_h;
263 extern int max_window_w;
264 extern int max_window_h;
266 void render_countdown_gauge()
268 if (!Endlevel_sequence && Control_center_destroyed && (Countdown_seconds_left>-1)) { // && (Countdown_seconds_left<127)) {
271 if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // no countdown on registered only
273 // On last level, we don't want a countdown.
274 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
276 if (!(Game_mode & GM_MULTI))
278 if (Game_mode & GM_MULTI_ROBOTS)
283 gr_set_curfont( SMALL_FONT );
284 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
285 y = SMALL_FONT->ft_h*4;
286 if (Cockpit_mode == CM_FULL_SCREEN)
287 y += SMALL_FONT->ft_h*2;
290 y += SMALL_FONT->ft_h*2;
292 //if (!((Cockpit_mode == CM_STATUS_BAR) && (Game_window_y >= 19)))
294 gr_printf(0x8000, y, "T-%d s", Countdown_seconds_left );
298 void game_draw_hud_stuff()
300 //mprintf ((0,"Linear is %d!\n",LinearSVGABuffer));
304 gr_set_curfont( MEDIUM1_FONT );
305 gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); // gr_getcolor(31,0,0));
306 gr_ustring( 0x8000, 85/2, "Debug Pause - Press P to exit" );
315 game_draw_multi_message();
318 game_draw_marker_message();
320 // if (Game_mode & GM_MULTI)
322 // if (Netgame.PlayTimeAllowed)
323 // game_draw_time_left ();
326 if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING)) {
330 if (Newdemo_state == ND_STATE_PLAYBACK) {
331 if (Newdemo_vcr_state != ND_STATE_PRINTSCREEN) {
332 sprintf(message, "%s (%d%%%% %s)", TXT_DEMO_PLAYBACK, newdemo_get_percent_done(), TXT_DONE);
334 sprintf (message, " ");
337 sprintf (message, "%s", TXT_DEMO_RECORDING);
339 gr_set_curfont( GAME_FONT ); //GAME_FONT );
340 gr_set_fontcolor(gr_getcolor(27,0,0), -1 );
342 gr_get_string_size(message, &w, &h, &aw );
343 if (Cockpit_mode == CM_FULL_COCKPIT) {
344 if (grd_curcanv->cv_bitmap.bm_h > 240)
348 } else if ( Cockpit_mode == CM_LETTERBOX )
350 if (Cockpit_mode != CM_REAR_VIEW && !Saving_movie_frames)
351 gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, grd_curcanv->cv_bitmap.bm_h - h - 2, message );
354 render_countdown_gauge();
356 if ( Player_num > -1 && Viewer->type==OBJ_PLAYER && Viewer->id==Player_num ) {
358 int y = grd_curcanv->cv_bitmap.bm_h;
360 gr_set_curfont( GAME_FONT );
361 gr_set_fontcolor( gr_getcolor(0, 31, 0), -1 );
362 if (Cruise_speed > 0) {
363 int line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
365 mprintf((0,"line_spacing=%d ",line_spacing));
367 if (Cockpit_mode==CM_FULL_SCREEN) {
368 if (Game_mode & GM_MULTI)
369 y -= line_spacing * 11; //64
371 y -= line_spacing * 6; //32
372 } else if (Cockpit_mode == CM_STATUS_BAR) {
373 if (Game_mode & GM_MULTI)
374 y -= line_spacing * 8; //48
376 y -= line_spacing * 4; //24
378 y = line_spacing * 2; //12
382 gr_printf( x, y, "%s %2d%%", TXT_CRUISE, f2i(Cruise_speed) );
386 if (r_framerate.value)
389 if ( Newdemo_state == ND_STATE_PLAYBACK )
390 Game_mode = Newdemo_game_mode;
394 if ( Newdemo_state == ND_STATE_PLAYBACK )
395 Game_mode = GM_NORMAL;
397 if ( Player_is_dead )
398 player_dead_message();
401 extern int gr_bitblt_dest_step_shift;
402 extern int gr_wait_for_retrace;
403 extern int gr_bitblt_double;
406 void expand_row(ubyte * dest, ubyte * src, int num_src_pixels );
407 #pragma aux expand_row parm [edi] [esi] [ecx] modify exact [ecx esi edi eax ebx] = \
425 void expand_row(ubyte * dest, ubyte * src, int num_src_pixels )
429 for (i = 0; i < num_src_pixels; i++) {
436 // doubles the size in x or y of a bitmap in place.
437 void game_expand_bitmap( grs_bitmap * bmp, uint flags )
440 ubyte * dptr, * sptr;
444 Assert( bmp->bm_rowsize == bmp->bm_w*2 );
445 dptr = &bmp->bm_data[(bmp->bm_h-1)*bmp->bm_rowsize];
446 for (i=bmp->bm_h-1; i>=0; i-- ) {
447 expand_row( dptr, dptr, bmp->bm_w );
448 dptr -= bmp->bm_rowsize;
453 dptr = &bmp->bm_data[(2*(bmp->bm_h-1)+1)*bmp->bm_rowsize];
454 sptr = &bmp->bm_data[(bmp->bm_h-1)*bmp->bm_rowsize];
455 for (i=bmp->bm_h-1; i>=0; i-- ) {
456 memcpy( dptr, sptr, bmp->bm_w );
457 dptr -= bmp->bm_rowsize;
458 memcpy( dptr, sptr, bmp->bm_w );
459 dptr -= bmp->bm_rowsize;
460 sptr -= bmp->bm_rowsize;
464 case 3: // expand x & y
465 Assert( bmp->bm_rowsize == bmp->bm_w*2 );
466 dptr = &bmp->bm_data[(2*(bmp->bm_h-1)+1)*bmp->bm_rowsize];
467 sptr = &bmp->bm_data[(bmp->bm_h-1)*bmp->bm_rowsize];
468 for (i=bmp->bm_h-1; i>=0; i-- ) {
469 expand_row( dptr, sptr, bmp->bm_w );
470 dptr -= bmp->bm_rowsize;
471 expand_row( dptr, sptr, bmp->bm_w );
472 dptr -= bmp->bm_rowsize;
473 sptr -= bmp->bm_rowsize;
481 extern int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
483 extern int Guided_in_big_window;
486 //render a frame for the game in stereo
487 void game_render_frame_stereo()
491 fix actual_eye_width;
492 int actual_eye_offset;
493 grs_canvas RenderCanvas[2];
496 save_aspect = grd_curscreen->sc_aspect;
497 grd_curscreen->sc_aspect *= 2; //Muck with aspect ratio
499 sw = dw = VR_render_buffer[0].cv_bitmap.bm_w;
500 sh = dh = VR_render_buffer[0].cv_bitmap.bm_h;
502 if (VR_low_res & 1) {
504 grd_curscreen->sc_aspect *= 2; //Muck with aspect ratio
506 if (VR_low_res & 2) {
508 grd_curscreen->sc_aspect /= 2; //Muck with aspect ratio
511 gr_init_sub_canvas( &RenderCanvas[0], &VR_render_buffer[0], 0, 0, sw, sh );
512 gr_init_sub_canvas( &RenderCanvas[1], &VR_render_buffer[1], 0, 0, sw, sh );
514 // Draw the left eye's view
516 actual_eye_width = -VR_eye_width;
517 actual_eye_offset = -VR_eye_offset;
519 actual_eye_width = VR_eye_width;
520 actual_eye_offset = VR_eye_offset;
523 if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window)
524 actual_eye_offset = 0;
526 gr_set_current_canvas(&RenderCanvas[0]);
528 if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window) {
529 char *msg = "Guided Missile View";
530 object *viewer_save = Viewer;
533 Viewer = Guided_missile[Player_num];
536 update_rendered_data(0, Viewer, 0, 0);
539 wake_up_rendered_objects(Viewer, 0);
540 Viewer = viewer_save;
542 gr_set_curfont( GAME_FONT ); //GAME_FONT );
543 gr_set_fontcolor(gr_getcolor(27,0,0), -1 );
544 gr_get_string_size(msg, &w, &h, &aw );
546 gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, 3, msg );
548 draw_guided_crosshair();
551 HUD_render_message_frame();
556 render_frame(actual_eye_width, 0); // switch eye positions for rear view
558 render_frame(-actual_eye_width, 0); // Left eye
561 game_expand_bitmap( &RenderCanvas[0].cv_bitmap, VR_low_res );
563 { //render small window into left eye's canvas
564 grs_canvas *save=grd_curcanv;
565 fix save_aspect2 = grd_curscreen->sc_aspect;
566 grd_curscreen->sc_aspect = save_aspect*2;
567 SW_drawn[0] = SW_drawn[1] = 0;
569 gr_set_current_canvas(save);
570 grd_curscreen->sc_aspect = save_aspect2;
574 if (actual_eye_offset > 0 ) {
575 gr_setcolor( gr_getcolor(0,0,0) );
576 gr_rect( grd_curcanv->cv_bitmap.bm_w-labs(actual_eye_offset)*2, 0,
577 grd_curcanv->cv_bitmap.bm_w-1, grd_curcanv->cv_bitmap.bm_h );
578 } else if (actual_eye_offset < 0 ) {
579 gr_setcolor( gr_getcolor(0,0,0) );
580 gr_rect( 0, 0, labs(actual_eye_offset)*2-1, grd_curcanv->cv_bitmap.bm_h );
583 if ( VR_show_hud && !no_draw_hud ) {
585 if (actual_eye_offset < 0 ) {
586 gr_init_sub_canvas( &tmp, grd_curcanv, labs(actual_eye_offset*2), 0, grd_curcanv->cv_bitmap.bm_w-(labs(actual_eye_offset)*2), grd_curcanv->cv_bitmap.bm_h );
588 gr_init_sub_canvas( &tmp, grd_curcanv, 0, 0, grd_curcanv->cv_bitmap.bm_w-(labs(actual_eye_offset)*2), grd_curcanv->cv_bitmap.bm_h );
590 gr_set_current_canvas( &tmp );
591 game_draw_hud_stuff();
595 // Draw the right eye's view
596 gr_set_current_canvas(&RenderCanvas[1]);
598 if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window)
599 gr_bitmap(0,0,&RenderCanvas[0].cv_bitmap);
602 render_frame(-actual_eye_width, 0); // switch eye positions for rear view
604 render_frame(actual_eye_width, 0); // Right eye
607 game_expand_bitmap( &RenderCanvas[1].cv_bitmap, VR_low_res );
611 { //copy small window from left eye
616 gr_init_sub_canvas(&temp,&RenderCanvas[0],SW_x[w],SW_y[w],SW_w[w],SW_h[w]);
617 gr_bitmap(SW_x[w]+actual_eye_offset*2,SW_y[w],&temp.cv_bitmap);
623 if (actual_eye_offset>0) {
624 gr_setcolor( gr_getcolor(0,0,0) );
625 gr_rect( 0, 0, labs(actual_eye_offset)*2-1, grd_curcanv->cv_bitmap.bm_h );
626 } else if ( actual_eye_offset < 0 ) {
627 gr_setcolor( gr_getcolor(0,0,0) );
628 gr_rect( grd_curcanv->cv_bitmap.bm_w-labs(actual_eye_offset)*2, 0,
629 grd_curcanv->cv_bitmap.bm_w-1, grd_curcanv->cv_bitmap.bm_h );
632 //NEWVR (Add the next 2 lines)
633 if ( VR_show_hud && !no_draw_hud ) {
635 if (actual_eye_offset > 0 ) {
636 gr_init_sub_canvas( &tmp, grd_curcanv, labs(actual_eye_offset*2), 0, grd_curcanv->cv_bitmap.bm_w-(labs(actual_eye_offset)*2), grd_curcanv->cv_bitmap.bm_h );
638 gr_init_sub_canvas( &tmp, grd_curcanv, 0, 0, grd_curcanv->cv_bitmap.bm_w-(labs(actual_eye_offset)*2), grd_curcanv->cv_bitmap.bm_h );
640 gr_set_current_canvas( &tmp );
641 game_draw_hud_stuff();
645 // Draws white and black registration encoding lines
646 // and Accounts for pixel-shift adjustment in upcoming bitblts
647 if (VR_use_reg_code) {
648 int width, height, quarter;
650 width = RenderCanvas[0].cv_bitmap.bm_w;
651 height = RenderCanvas[0].cv_bitmap.bm_h;
654 // black out left-hand side of left page
656 // draw registration code for left eye
658 gr_set_current_canvas( &RenderCanvas[1] );
660 gr_set_current_canvas( &RenderCanvas[0] );
661 gr_setcolor( VR_WHITE_INDEX );
662 gr_scanline( 0, quarter, height-1 );
663 gr_setcolor( VR_BLACK_INDEX );
664 gr_scanline( quarter, width-1, height-1 );
667 gr_set_current_canvas( &RenderCanvas[0] );
669 gr_set_current_canvas( &RenderCanvas[1] );
670 gr_setcolor( VR_WHITE_INDEX );
671 gr_scanline( 0, quarter*3, height-1 );
672 gr_setcolor( VR_BLACK_INDEX );
673 gr_scanline( quarter*3, width-1, height-1 );
676 // Copy left eye, then right eye
677 if ( VR_screen_flags&VRF_USE_PAGING )
678 VR_current_page = !VR_current_page;
681 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
685 if ( VR_eye_offset_changed > 0 ) {
686 VR_eye_offset_changed--;
690 sw = dw = VR_render_buffer[0].cv_bitmap.bm_w;
691 sh = dh = VR_render_buffer[0].cv_bitmap.bm_h;
693 // Copy left eye, then right eye
694 gr_bitblt_dest_step_shift = 1; // Skip every other scanline.
696 if (VR_render_mode == VR_INTERLACED ) {
697 if ( actual_eye_offset > 0 ) {
698 int xoff = labs(actual_eye_offset);
699 gr_bm_ubitblt( dw-xoff, dh, xoff, 0, 0, 0, &RenderCanvas[0].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
700 gr_bm_ubitblt( dw-xoff, dh, 0, 1, xoff, 0, &RenderCanvas[1].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
701 } else if ( actual_eye_offset < 0 ) {
702 int xoff = labs(actual_eye_offset);
703 gr_bm_ubitblt( dw-xoff, dh, 0, 0, xoff, 0, &RenderCanvas[0].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
704 gr_bm_ubitblt( dw-xoff, dh, xoff, 1, 0, 0, &RenderCanvas[1].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
706 gr_bm_ubitblt( dw, dh, 0, 0, 0, 0, &RenderCanvas[0].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
707 gr_bm_ubitblt( dw, dh, 0, 1, 0, 0, &RenderCanvas[1].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap);
709 } else if (VR_render_mode == VR_AREA_DET) {
711 gr_bm_ubitblt( dw, dh, 0, VR_current_page, 0, 0, &RenderCanvas[0].cv_bitmap, &VR_screen_pages[0].cv_bitmap);
712 gr_bm_ubitblt( dw, dh, dw, VR_current_page, 0, 0, &RenderCanvas[1].cv_bitmap, &VR_screen_pages[0].cv_bitmap);
717 gr_bitblt_dest_step_shift = 0;
719 //if ( Game_vfx_flag )
720 // vfx_set_page(VR_current_page); // 0 or 1
722 if ( VR_screen_flags&VRF_USE_PAGING ) {
723 gr_wait_for_retrace = 0;
725 // Added by Samir from John's code
726 if ( (VR_screen_pages[VR_current_page].cv_bitmap.bm_type == BM_MODEX) && (Game_3dmax_flag==3) ) {
727 int old_x, old_y, new_x;
728 old_x = VR_screen_pages[VR_current_page].cv_bitmap.bm_x;
729 old_y = VR_screen_pages[VR_current_page].cv_bitmap.bm_y;
730 new_x = old_y*VR_screen_pages[VR_current_page].cv_bitmap.bm_rowsize;
732 VR_screen_pages[VR_current_page].cv_bitmap.bm_x = new_x;
733 VR_screen_pages[VR_current_page].cv_bitmap.bm_y = 0;
734 VR_screen_pages[VR_current_page].cv_bitmap.bm_type = BM_SVGA;
735 gr_show_canvas( &VR_screen_pages[VR_current_page] );
736 VR_screen_pages[VR_current_page].cv_bitmap.bm_type = BM_MODEX;
737 VR_screen_pages[VR_current_page].cv_bitmap.bm_x = old_x;
738 VR_screen_pages[VR_current_page].cv_bitmap.bm_y = old_y;
740 gr_show_canvas( &VR_screen_pages[VR_current_page] );
742 gr_wait_for_retrace = 1;
744 grd_curscreen->sc_aspect=save_aspect;
747 ubyte RenderingType=0;
748 ubyte DemoDoingRight=0,DemoDoingLeft=0;
749 extern ubyte DemoDoRight,DemoDoLeft;
750 extern object DemoRightExtra,DemoLeftExtra;
752 char DemoWBUType[]={0,WBU_MISSILE,WBU_MISSILE,WBU_REAR,WBU_ESCORT,WBU_MARKER,WBU_MISSILE};
753 char DemoRearCheck[]={0,0,0,1,0,0,0};
754 char *DemoExtraMessage[]={"PLAYER","GUIDED","MISSILE","REAR","GUIDE-BOT","MARKER","SHIP"};
756 extern char guidebot_name[];
758 void show_extra_views()
760 int did_missile_view=0;
761 int save_newdemo_state = Newdemo_state;
764 if (Newdemo_state==ND_STATE_PLAYBACK)
768 DemoDoingLeft=DemoDoLeft;
771 do_cockpit_window_view(0,ConsoleObject,1,WBU_REAR,"REAR");
773 do_cockpit_window_view(0,&DemoLeftExtra,DemoRearCheck[DemoDoLeft],DemoWBUType[DemoDoLeft],DemoExtraMessage[DemoDoLeft]);
776 do_cockpit_window_view(0,NULL,0,WBU_WEAPON,NULL);
780 DemoDoingRight=DemoDoRight;
783 do_cockpit_window_view(1,ConsoleObject,1,WBU_REAR,"REAR");
785 do_cockpit_window_view(1,&DemoRightExtra,DemoRearCheck[DemoDoRight],DemoWBUType[DemoDoRight],DemoExtraMessage[DemoDoRight]);
788 do_cockpit_window_view(1,NULL,0,WBU_WEAPON,NULL);
790 DemoDoLeft=DemoDoRight=0;
791 DemoDoingLeft=DemoDoingRight=0;
796 if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
797 if (Guided_in_big_window)
799 RenderingType=6+(1<<4);
800 do_cockpit_window_view(1,Viewer,0,WBU_MISSILE,"SHIP");
804 RenderingType=1+(1<<4);
805 do_cockpit_window_view(1,Guided_missile[Player_num],0,WBU_GUIDED,"GUIDED");
812 if (Guided_missile[Player_num]) { //used to be active
813 if (!Guided_in_big_window)
814 do_cockpit_window_view(1,NULL,0,WBU_STATIC,NULL);
815 Guided_missile[Player_num] = NULL;
818 if (Missile_viewer) { //do missile view
819 static int mv_sig=-1;
821 mv_sig = Missile_viewer->signature;
822 if (Missile_view_enabled && Missile_viewer->type!=OBJ_NONE && Missile_viewer->signature == mv_sig) {
823 RenderingType=2+(1<<4);
824 do_cockpit_window_view(1,Missile_viewer,0,WBU_MISSILE,"MISSILE");
828 Missile_viewer = NULL;
831 do_cockpit_window_view(1,NULL,0,WBU_STATIC,NULL);
838 if (w==1 && did_missile_view)
839 continue; //if showing missile view in right window, can't show anything else
841 //show special views if selected
842 switch (Cockpit_3d_view[w]) {
845 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
848 if (Rear_view) { //if big window is rear view, show front here
849 RenderingType=3+(w<<4);
850 do_cockpit_window_view(w,ConsoleObject,0,WBU_REAR,"FRONT");
852 else { //show normal rear view
853 RenderingType=3+(w<<4);
854 do_cockpit_window_view(w,ConsoleObject,1,WBU_REAR,"REAR");
859 buddy = find_escort();
861 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
862 Cockpit_3d_view[w] = CV_NONE;
865 RenderingType=4+(w<<4);
866 do_cockpit_window_view(w,buddy,0,WBU_ESCORT,guidebot_name);
872 int player = Coop_view_player[w];
874 RenderingType=255; // don't handle coop stuff
876 if (player!=-1 && Players[player].connected && ((Game_mode & GM_MULTI_COOP) || ((Game_mode & GM_TEAM) && (get_team(player) == get_team(Player_num)))))
877 do_cockpit_window_view(w,&Objects[Players[Coop_view_player[w]].objnum],0,WBU_COOP,Players[Coop_view_player[w]].callsign);
879 do_cockpit_window_view(w,NULL,0,WBU_WEAPON,NULL);
880 Cockpit_3d_view[w] = CV_NONE;
887 RenderingType=5+(w<<4);
888 if (Marker_viewer_num[w] == -1 || MarkerObject[Marker_viewer_num[w]] == -1) {
889 Cockpit_3d_view[w] = CV_NONE;
892 sprintf(label,"Marker %d",Marker_viewer_num[w]+1);
893 do_cockpit_window_view(w,&Objects[MarkerObject[Marker_viewer_num[w]]],0,WBU_MARKER,label);
897 Int3(); //invalid window type
901 Newdemo_state = save_newdemo_state;
904 int BigWindowSwitch=0;
905 extern int force_cockpit_redraw;
907 void draw_guided_crosshair(void);
908 void update_cockpits(int force_redraw);
911 //render a frame for the game
912 void game_render_frame_mono(void)
914 grs_canvas Screen_3d_window;
918 gr_init_sub_canvas( &Screen_3d_window, &VR_screen_pages[0],
919 VR_render_sub_buffer[0].cv_bitmap.bm_x,
920 VR_render_sub_buffer[0].cv_bitmap.bm_y,
921 VR_render_sub_buffer[0].cv_bitmap.bm_w,
922 VR_render_sub_buffer[0].cv_bitmap.bm_h);
924 if ( Game_double_buffer )
925 gr_set_current_canvas(&VR_render_sub_buffer[0]);
927 gr_set_current_canvas(&Screen_3d_window);
929 if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window) {
930 char *msg = "Guided Missile View";
931 object *viewer_save = Viewer;
934 if (Cockpit_mode==CM_FULL_COCKPIT)
937 force_cockpit_redraw=1;
938 Cockpit_mode=CM_STATUS_BAR;
942 Viewer = Guided_missile[Player_num];
945 update_rendered_data(0, Viewer, 0, 0);
948 wake_up_rendered_objects(Viewer, 0);
949 Viewer = viewer_save;
951 gr_set_curfont( GAME_FONT ); //GAME_FONT );
952 gr_set_fontcolor(gr_getcolor(27,0,0), -1 );
953 gr_get_string_size(msg, &w, &h, &aw );
955 gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, 3, msg );
957 draw_guided_crosshair();
960 HUD_render_message_frame();
968 force_cockpit_redraw=1;
969 Cockpit_mode=CM_FULL_COCKPIT;
973 update_rendered_data(0, Viewer, Rear_view, 0);
977 if ( Game_double_buffer )
978 gr_set_current_canvas(&VR_render_sub_buffer[0]);
980 gr_set_current_canvas(&Screen_3d_window);
983 game_draw_hud_stuff();
985 if (Game_paused) { //render pause message over off-screen 3d (to minimize flicker)
986 extern char *Pause_msg;
987 ubyte *save_data = VR_screen_pages[VR_current_page].cv_bitmap.bm_data;
989 VR_screen_pages[VR_current_page].cv_bitmap.bm_data=VR_render_buffer[VR_current_page].cv_bitmap.bm_data;
990 show_boxed_message(Pause_msg);
991 VR_screen_pages[VR_current_page].cv_bitmap.bm_data=save_data;
994 if ( Game_double_buffer ) { //copy to visible screen
995 // if ( !Game_cockpit_copy_code ) {
996 if ( VR_screen_flags&VRF_USE_PAGING ) {
997 VR_current_page = !VR_current_page;
998 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
999 gr_bm_ubitblt( VR_render_sub_buffer[0].cv_w, VR_render_sub_buffer[0].cv_h, VR_render_sub_buffer[0].cv_bitmap.bm_x, VR_render_sub_buffer[0].cv_bitmap.bm_y, 0, 0, &VR_render_sub_buffer[0].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap );
1000 gr_wait_for_retrace = 0;
1001 gr_show_canvas( &VR_screen_pages[VR_current_page] );
1002 gr_wait_for_retrace = 1;
1004 gr_bm_ubitblt( VR_render_sub_buffer[0].cv_w,
1005 VR_render_sub_buffer[0].cv_h,
1006 VR_render_sub_buffer[0].cv_bitmap.bm_x,
1007 VR_render_sub_buffer[0].cv_bitmap.bm_y,
1009 &VR_render_sub_buffer[0].cv_bitmap,
1010 &VR_screen_pages[0].cv_bitmap );
1016 gr_ibitblt( &VR_render_buffer[0].cv_bitmap, &VR_screen_pages[0].cv_bitmap, Game_cockpit_copy_code );
1017 #else //def MACINTOSH
1018 gr_ibitblt( &VR_render_sub_buffer[0].cv_bitmap, &VR_screen_pages[0].cv_bitmap );
1026 show_extra_views(); //missile view, buddy bot, etc.
1028 if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR) {
1030 if ( Newdemo_state == ND_STATE_PLAYBACK )
1031 Game_mode = Newdemo_game_mode;
1035 if ( Newdemo_state == ND_STATE_PLAYBACK )
1036 Game_mode = GM_NORMAL;
1047 void toggle_cockpit()
1051 switch (Cockpit_mode) {
1053 case CM_FULL_COCKPIT: {
1054 int max_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR + (SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
1055 if (Game_window_h > max_h) //too big for statusbar
1056 new_mode = CM_FULL_SCREEN;
1058 new_mode = CM_STATUS_BAR;
1063 case CM_FULL_SCREEN:
1066 new_mode = CM_FULL_COCKPIT;
1072 return; //do nothing
1077 select_cockpit(new_mode);
1078 HUD_clear_messages();
1079 write_player_file();
1083 #define WINDOW_W_DELTA ((max_window_w / 16)&~1) //24 //20
1084 #define WINDOW_H_DELTA ((max_window_h / 16)&~1) //12 //10
1086 #define WINDOW_MIN_W ((max_window_w * 10) / 22) //160
1087 #define WINDOW_MIN_H ((max_window_h * 10) / 22)
1089 //#define WINDOW_W_DELTA 32
1090 //#define WINDOW_H_DELTA 16
1092 #define WINDOW_W_DELTA ((max_window_w / 16) & ~15) // double word aligned
1093 #define WINDOW_H_DELTA ((max_window_h / 16) & ~15) // double word aligned
1095 #define WINDOW_MIN_W (max_window_w-(WINDOW_W_DELTA*11))
1096 #define WINDOW_MIN_H (max_window_h-(WINDOW_H_DELTA*11))
1101 if (Cockpit_mode == CM_FULL_COCKPIT) {
1102 Game_window_h = max_window_h;
1103 Game_window_w = max_window_w;
1105 HUD_init_message("Press F3 to return to Cockpit mode");
1109 if (Cockpit_mode != CM_STATUS_BAR && (VR_screen_flags & VRF_ALLOW_COCKPIT))
1112 if (Game_window_h>=max_window_h || Game_window_w>=max_window_w) {
1113 //Game_window_w = max_window_w;
1114 //Game_window_h = max_window_h;
1115 select_cockpit(CM_FULL_SCREEN);
1119 Game_window_w += WINDOW_W_DELTA;
1120 Game_window_h += WINDOW_H_DELTA;
1122 if (Game_window_h > max_window_h)
1123 Game_window_h = max_window_h;
1125 if (Game_window_w > max_window_w)
1126 Game_window_w = max_window_w;
1128 Game_window_x = (max_window_w - Game_window_w)/2;
1129 Game_window_y = (max_window_h - Game_window_h)/2;
1131 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
1134 HUD_clear_messages(); // @mk, 11/11/94
1136 write_player_file();
1139 // grs_bitmap background_bitmap; already declared in line 434 (samir 4/10/94)
1141 extern grs_bitmap background_bitmap;
1143 void copy_background_rect(int left,int top,int right,int bot)
1145 grs_bitmap *bm = &background_bitmap;
1147 int tile_left,tile_right,tile_top,tile_bot;
1151 if (right < left || bot < top)
1154 tile_left = left / bm->bm_w;
1155 tile_right = right / bm->bm_w;
1156 tile_top = top / bm->bm_h;
1157 tile_bot = bot / bm->bm_h;
1159 ofs_y = top % bm->bm_h;
1162 for (y=tile_top;y<=tile_bot;y++) {
1165 ofs_x = left % bm->bm_w;
1168 //h = (bot < dest_y+bm->bm_h)?(bot-dest_y+1):(bm->bm_h-ofs_y);
1169 h = min(bot-dest_y+1,bm->bm_h-ofs_y);
1171 for (x=tile_left;x<=tile_right;x++) {
1173 //w = (right < dest_x+bm->bm_w)?(right-dest_x+1):(bm->bm_w-ofs_x);
1174 w = min(right-dest_x+1,bm->bm_w-ofs_x);
1176 gr_bm_ubitblt(w,h,dest_x,dest_y,ofs_x,ofs_y,
1177 &background_bitmap,&grd_curcanv->cv_bitmap);
1188 //fills int the background surrounding the 3d window
1189 void fill_background()
1201 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1202 copy_background_rect(x-dx,y-dy,x-1,y+h+dy-1);
1203 copy_background_rect(x+w,y-dy,grd_curcanv->cv_w-1,y+h+dy-1);
1204 copy_background_rect(x,y-dy,x+w-1,y-1);
1205 copy_background_rect(x,y+h,x+w-1,y+h+dy-1);
1207 if (VR_screen_flags & VRF_USE_PAGING) {
1208 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
1209 copy_background_rect(x-dx,y-dy,x-1,y+h+dy-1);
1210 copy_background_rect(x+w,y-dy,x+w+dx-1,y+h+dy-1);
1211 copy_background_rect(x,y-dy,x+w-1,y-1);
1212 copy_background_rect(x,y+h,x+w-1,y+h+dy-1);
1216 void shrink_window()
1218 mprintf((0,"%d ",FrameCount));
1220 // mprintf ((0,"W=%d H=%d\n",Game_window_w,Game_window_h));
1222 if (Cockpit_mode == CM_FULL_COCKPIT && (VR_screen_flags & VRF_ALLOW_COCKPIT)) {
1223 Game_window_h = max_window_h;
1224 Game_window_w = max_window_w;
1225 //!!toggle_cockpit();
1226 select_cockpit(CM_STATUS_BAR);
1229 HUD_init_message("Press F3 to return to Cockpit mode");
1230 write_player_file();
1234 if (Cockpit_mode == CM_FULL_SCREEN && (VR_screen_flags & VRF_ALLOW_COCKPIT))
1236 //Game_window_w = max_window_w;
1237 //Game_window_h = max_window_h;
1238 select_cockpit(CM_STATUS_BAR);
1239 write_player_file();
1243 if (Cockpit_mode != CM_STATUS_BAR && (VR_screen_flags & VRF_ALLOW_COCKPIT))
1246 mprintf ((0,"Cockpit mode=%d\n",Cockpit_mode));
1248 if (Game_window_w > WINDOW_MIN_W) {
1251 Game_window_w -= WINDOW_W_DELTA;
1252 Game_window_h -= WINDOW_H_DELTA;
1255 mprintf ((0,"NewW=%d NewH=%d VW=%d maxH=%d\n",Game_window_w,Game_window_h,max_window_w,max_window_h));
1257 if ( Game_window_w < WINDOW_MIN_W )
1258 Game_window_w = WINDOW_MIN_W;
1260 if ( Game_window_h < WINDOW_MIN_H )
1261 Game_window_h = WINDOW_MIN_H;
1263 Game_window_x = (max_window_w - Game_window_w)/2;
1264 Game_window_y = (max_window_h - Game_window_h)/2;
1268 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
1269 HUD_clear_messages();
1270 write_player_file();
1275 int last_drawn_cockpit[2] = { -1, -1 };
1276 extern void ogl_loadbmtexture(grs_bitmap *bm);
1278 // This actually renders the new cockpit onto the screen.
1279 void update_cockpits(int force_redraw)
1283 //Redraw the on-screen cockpit bitmaps
1284 if (VR_render_mode != VR_NONE ) return;
1286 switch( Cockpit_mode ) {
1287 case CM_FULL_COCKPIT:
1289 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1290 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode + (SM_HIRES?(Num_cockpits/2):0)]);
1291 gr_ubitmapm(0,0, &GameBitmaps[cockpit_bitmap[Cockpit_mode + (SM_HIRES?(Num_cockpits/2):0)].index]);
1294 case CM_FULL_SCREEN:
1295 Game_window_x = (max_window_w - Game_window_w)/2;
1296 Game_window_y = (max_window_h - Game_window_h)/2;
1302 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1304 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode + (SM_HIRES?(Num_cockpits/2):0)]);
1305 gr_ubitmapm(0,max_window_h,&GameBitmaps[cockpit_bitmap[Cockpit_mode + (SM_HIRES?(Num_cockpits/2):0)].index]);
1307 Game_window_x = (max_window_w - Game_window_w)/2;
1308 Game_window_y = (max_window_h - Game_window_h)/2;
1313 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1315 // Clear the top and bottom of the screen
1316 gr_setcolor(BM_XRGB(0,0,0));
1318 VR_render_sub_buffer[VR_current_page].cv_bitmap.bm_y + VR_render_sub_buffer[VR_current_page].cv_bitmap.bm_h,
1319 GWIDTH-1,GHEIGHT-1);
1320 gr_rect(0,0,GWIDTH-1,VR_render_sub_buffer[VR_current_page].cv_bitmap.bm_y);
1322 // In a modex mode, clear the other buffer.
1323 if (grd_curcanv->cv_bitmap.bm_type == BM_MODEX) {
1324 gr_set_current_canvas(&VR_screen_pages[VR_current_page^1]);
1325 gr_clear_canvas( BM_XRGB(0,0,0) );
1326 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1332 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1334 if (Cockpit_mode != last_drawn_cockpit[VR_current_page] || force_redraw )
1335 last_drawn_cockpit[VR_current_page] = Cockpit_mode;
1339 if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR)
1345 void game_render_frame()
1347 set_screen_mode( SCREEN_GAME );
1349 // update_cockpits(0);
1351 play_homing_warning();
1353 if (VR_render_mode == VR_NONE )
1354 game_render_frame_mono();
1356 game_render_frame_stereo();
1359 // Make sure palette is faded in
1361 gr_palette_fade_in( gr_palette, 32, 0 );
1367 extern int Color_0_31_0;
1369 //draw a crosshair for the guided missile
1370 void draw_guided_crosshair(void)
1374 gr_setcolor(Color_0_31_0);
1376 w = grd_curcanv->cv_w>>5;
1380 h = i2f(w) / grd_curscreen->sc_aspect;
1382 x = grd_curcanv->cv_w / 2;
1383 y = grd_curcanv->cv_h / 2;
1385 gr_scanline(x-w/2,x+w/2,y);
1386 gr_uline(i2f(x),i2f(y-h/2),i2f(x),i2f(y+h/2));
1390 typedef struct bkg {
1391 short x, y, w, h; // The location of the menu.
1392 grs_bitmap * bmp; // The background under the menu.
1395 bkg bg = {0,0,0,0,NULL};
1397 #define BOX_BORDER (MenuHires?60:30)
1399 //show a message in a nice little box
1400 void show_boxed_message(char *msg)
1405 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1406 gr_set_curfont( MEDIUM1_FONT );
1408 gr_get_string_size(msg,&w,&h,&aw);
1410 x = (grd_curscreen->sc_w-w)/2;
1411 y = (grd_curscreen->sc_h-h)/2;
1414 gr_free_bitmap(bg.bmp);
1418 // Save the background of the display
1419 bg.x=x; bg.y=y; bg.w=w; bg.h=h;
1421 bg.bmp = gr_create_bitmap( w+BOX_BORDER, h+BOX_BORDER );
1423 gr_bm_ubitblt(w+BOX_BORDER, h+BOX_BORDER, 0, 0, x-BOX_BORDER/2, y-BOX_BORDER/2, &(grd_curcanv->cv_bitmap), bg.bmp );
1425 nm_draw_background(x-BOX_BORDER/2,y-BOX_BORDER/2,x+w+BOX_BORDER/2-1,y+h+BOX_BORDER/2-1);
1427 gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 );
1429 gr_ustring( 0x8000, y, msg );
1432 void clear_boxed_message()
1437 gr_bitmap(bg.x-BOX_BORDER/2, bg.y-BOX_BORDER/2, bg.bmp);
1439 gr_free_bitmap(bg.bmp);