1 /* $Id: gauges.c,v 1.16 2005-02-25 06:24:52 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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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
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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 * Inferno gauge drivers
36 #include "pa_enabl.h" //$$POLY_ACC
44 #include "menu.h" // For the font.
76 void draw_ammo_info(int x,int y,int ammo_count,int primary);
77 extern void draw_guided_crosshair(void);
79 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
80 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
82 grs_canvas *Canv_LeftEnergyGauge;
83 grs_canvas *Canv_AfterburnerGauge;
84 grs_canvas *Canv_SBEnergyGauge;
85 grs_canvas *Canv_SBAfterburnerGauge;
86 grs_canvas *Canv_RightEnergyGauge;
87 grs_canvas *Canv_NumericalGauge;
89 //Flags for gauges/hud stuff
92 //bitmap numbers for gauges
94 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
96 #define GAUGE_INVULNERABLE 10 //10..19
97 #define N_INVULNERABLE_FRAMES 10
99 #define GAUGE_AFTERBURNER 20
100 #define GAUGE_ENERGY_LEFT 21
101 #define GAUGE_ENERGY_RIGHT 22
102 #define GAUGE_NUMERICAL 23
104 #define GAUGE_BLUE_KEY 24
105 #define GAUGE_GOLD_KEY 25
106 #define GAUGE_RED_KEY 26
107 #define GAUGE_BLUE_KEY_OFF 27
108 #define GAUGE_GOLD_KEY_OFF 28
109 #define GAUGE_RED_KEY_OFF 29
111 #define SB_GAUGE_BLUE_KEY 30
112 #define SB_GAUGE_GOLD_KEY 31
113 #define SB_GAUGE_RED_KEY 32
114 #define SB_GAUGE_BLUE_KEY_OFF 33
115 #define SB_GAUGE_GOLD_KEY_OFF 34
116 #define SB_GAUGE_RED_KEY_OFF 35
118 #define SB_GAUGE_ENERGY 36
120 #define GAUGE_LIVES 37
122 #define GAUGE_SHIPS 38
123 #define GAUGE_SHIPS_LAST 45
125 #define RETICLE_CROSS 46
126 #define RETICLE_PRIMARY 48
127 #define RETICLE_SECONDARY 51
128 #define RETICLE_LAST 55
130 #define GAUGE_HOMING_WARNING_ON 56
131 #define GAUGE_HOMING_WARNING_OFF 57
133 #define SML_RETICLE_CROSS 58
134 #define SML_RETICLE_PRIMARY 60
135 #define SML_RETICLE_SECONDARY 63
136 #define SML_RETICLE_LAST 67
138 #define KEY_ICON_BLUE 68
139 #define KEY_ICON_YELLOW 69
140 #define KEY_ICON_RED 70
142 #define SB_GAUGE_AFTERBURNER 71
144 #define FLAG_ICON_RED 72
145 #define FLAG_ICON_BLUE 73
148 /* Use static inline function under GCC to avoid CR/LF issues */
150 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
151 static inline void _page_in_gauge(int x)
154 PIGGY_PAGE_IN(Gauges_hires[x]);
156 PIGGY_PAGE_IN(Gauges[x]);
161 #define PAGE_IN_GAUGE(x) \
164 PIGGY_PAGE_IN(Gauges_hires[x]); \
166 PIGGY_PAGE_IN(Gauges[x]); \
172 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
174 //change MAX_GAUGE_BMS when adding gauges
176 //Coordinats for gauges
178 extern int Current_display_mode;
182 #define GAUGE_BLUE_KEY_X_L 272
183 #define GAUGE_BLUE_KEY_Y_L 152
184 #define GAUGE_BLUE_KEY_X_H 535
185 #define GAUGE_BLUE_KEY_Y_H 374
186 #define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
187 #define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
189 #define GAUGE_GOLD_KEY_X_L 273
190 #define GAUGE_GOLD_KEY_Y_L 162
191 #define GAUGE_GOLD_KEY_X_H 537
192 #define GAUGE_GOLD_KEY_Y_H 395
193 #define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
194 #define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
196 #define GAUGE_RED_KEY_X_L 274
197 #define GAUGE_RED_KEY_Y_L 172
198 #define GAUGE_RED_KEY_X_H 539
199 #define GAUGE_RED_KEY_Y_H 416
200 #define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
201 #define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
205 #define SB_GAUGE_KEYS_X_L 11
206 #define SB_GAUGE_KEYS_X_H 26
207 #define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
209 #define SB_GAUGE_BLUE_KEY_Y_L 153
210 #define SB_GAUGE_GOLD_KEY_Y_L 169
211 #define SB_GAUGE_RED_KEY_Y_L 185
213 #define SB_GAUGE_BLUE_KEY_Y_H 390
214 #define SB_GAUGE_GOLD_KEY_Y_H 422
215 #define SB_GAUGE_RED_KEY_Y_H 454
217 #define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
218 #define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
219 #define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
221 // cockpit enery gauges
223 #define LEFT_ENERGY_GAUGE_X_L 70
224 #define LEFT_ENERGY_GAUGE_Y_L 131
225 #define LEFT_ENERGY_GAUGE_W_L 64
226 #define LEFT_ENERGY_GAUGE_H_L 8
228 #define LEFT_ENERGY_GAUGE_X_H 137
229 #define LEFT_ENERGY_GAUGE_Y_H 314
230 #define LEFT_ENERGY_GAUGE_W_H 133
231 #define LEFT_ENERGY_GAUGE_H_H 21
233 #define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
234 #define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
235 #define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
236 #define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
238 #define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
239 #define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
240 #define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
241 #define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
243 // cockpit afterburner gauge
245 #define AFTERBURNER_GAUGE_X_L 45-1
246 #define AFTERBURNER_GAUGE_Y_L 158
247 #define AFTERBURNER_GAUGE_W_L 12
248 #define AFTERBURNER_GAUGE_H_L 32
250 #define AFTERBURNER_GAUGE_X_H 88
251 #define AFTERBURNER_GAUGE_Y_H 377
252 #define AFTERBURNER_GAUGE_W_H 21
253 #define AFTERBURNER_GAUGE_H_H 65
255 #define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
256 #define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
257 #define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
258 #define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
262 #define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
263 #define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
264 #define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
265 #define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
267 // sb afterburner gauge
269 #define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
270 #define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
271 #define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
272 #define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
274 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
275 #define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
277 #define SHIELD_GAUGE_X (Current_display_mode?292:146)
278 #define SHIELD_GAUGE_Y (Current_display_mode?374:155)
279 #define SHIELD_GAUGE_W (Current_display_mode?70:35)
280 #define SHIELD_GAUGE_H (Current_display_mode?77:32)
282 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
283 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
285 #define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
286 #define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
288 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
289 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
291 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
292 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
294 #define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
295 #define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
296 #define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
297 #define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
299 #define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
300 #define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
301 #define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
302 #define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
303 #define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
304 #define PRIMARY_AMMO_Y (Current_display_mode?420:171)
306 #define SECONDARY_W_PIC_X (Current_display_mode?466:234)
307 #define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
308 #define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
309 #define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
310 #define SECONDARY_AMMO_X (Current_display_mode?428:213)
311 #define SECONDARY_AMMO_Y (Current_display_mode?407:171)
313 #define SB_LIVES_X (Current_display_mode?(550-10-3):266)
314 #define SB_LIVES_Y (Current_display_mode?450-3:185)
315 #define SB_LIVES_LABEL_X (Current_display_mode?475:237)
316 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
318 #define SB_SCORE_RIGHT_L 301
319 #define SB_SCORE_RIGHT_H (605+8)
320 #define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
322 #define SB_SCORE_Y (Current_display_mode?398:158)
323 #define SB_SCORE_LABEL_X (Current_display_mode?475:237)
325 #define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
326 #define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
328 #define HOMING_WARNING_X (Current_display_mode?14:7)
329 #define HOMING_WARNING_Y (Current_display_mode?415:171)
331 #define BOMB_COUNT_X (Current_display_mode?546:275)
332 #define BOMB_COUNT_Y (Current_display_mode?445:186)
334 #define SB_BOMB_COUNT_X (Current_display_mode?342:171)
335 #define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
338 #define LHX(x) ((x)*(Current_display_mode?2:1))
339 #define LHY(y) ((y)*(Current_display_mode?2.4:1))
341 #define LHX(x) ((x)*(MenuHires?2:1))
342 #define LHY(y) ((y)*(MenuHires?2.4:1))
345 static int score_display[2];
346 static fix score_time;
348 static int old_score[2] = { -1, -1 };
349 static int old_energy[2] = { -1, -1 };
350 static int old_shields[2] = { -1, -1 };
351 static int old_flags[2] = { -1, -1 };
352 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
353 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
354 static int Old_Omega_charge[2] = { -1, -1 };
355 static int old_laser_level[2] = { -1, -1 };
356 static int old_cloak[2] = { 0, 0 };
357 static int old_lives[2] = { -1, -1 };
358 static fix old_afterburner[2] = { -1, -1 };
359 static int old_bombcount[2] = { 0, 0 };
361 static int invulnerable_frame = 0;
363 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
365 #define WS_SET 0 //in correct state
366 #define WS_FADING_OUT 1
367 #define WS_FADING_IN 2
369 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
370 int weapon_box_states[2] = {WS_SET, WS_SET};
371 fix weapon_box_fade_values[2];
373 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
375 typedef struct span {
379 //store delta x values from left of box
380 span weapon_window_left[] = { //first span 67,151
427 //store delta x values from left of box
428 span weapon_window_right[] = { //first span 207,154
474 //store delta x values from left of box
475 span weapon_window_left_hires[] = { //first span 67,154
586 //store delta x values from left of box
587 span weapon_window_right_hires[] = { //first span 207,154
698 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
699 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
701 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
702 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
704 // defining box boundries for weapon pictures
706 #define PRIMARY_W_BOX_LEFT_L 63
707 #define PRIMARY_W_BOX_TOP_L 151 //154
708 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
709 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
711 #define PRIMARY_W_BOX_LEFT_H 121
712 #define PRIMARY_W_BOX_TOP_H 364
713 #define PRIMARY_W_BOX_RIGHT_H 242
714 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
716 #define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
717 #define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
718 #define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
719 #define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
721 #define SECONDARY_W_BOX_LEFT_L 202 //207
722 #define SECONDARY_W_BOX_TOP_L 151
723 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
724 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
726 #define SECONDARY_W_BOX_LEFT_H 404
727 #define SECONDARY_W_BOX_TOP_H 363
728 #define SECONDARY_W_BOX_RIGHT_H 529
729 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
731 #define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
732 #define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
733 #define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
734 #define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
736 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
737 #define SB_PRIMARY_W_BOX_TOP_L 153
738 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
739 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
741 #define SB_PRIMARY_W_BOX_LEFT_H 68
742 #define SB_PRIMARY_W_BOX_TOP_H 381
743 #define SB_PRIMARY_W_BOX_RIGHT_H 179
744 #define SB_PRIMARY_W_BOX_BOT_H 473
746 #define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
747 #define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
748 #define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
749 #define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
751 #define SB_SECONDARY_W_BOX_LEFT_L 169
752 #define SB_SECONDARY_W_BOX_TOP_L 153
753 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
754 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
756 #define SB_SECONDARY_W_BOX_LEFT_H 338
757 #define SB_SECONDARY_W_BOX_TOP_H 381
758 #define SB_SECONDARY_W_BOX_RIGHT_H 449
759 #define SB_SECONDARY_W_BOX_BOT_H 473
761 #define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
762 #define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
763 #define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
764 #define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
766 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
767 #define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
768 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
769 #define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
770 #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)
771 #define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
773 #define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
774 #define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
775 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
776 #define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
777 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
778 #define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
780 typedef struct gauge_box {
782 int right,bot; //maximal box
783 span *spanlist; //list of left,right spans for copy
786 gauge_box gauge_boxes[] = {
788 // primary left/right low res
789 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
790 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
792 //sb left/right low res
793 {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},
794 {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},
796 // primary left/right hires
797 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
798 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
800 // sb left/right hires
801 {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},
802 {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},
805 // these macros refer to arrays above
807 #define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
808 #define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
809 #define SB_PRIMARY_BOX (!Current_display_mode?2:6)
810 #define SB_SECONDARY_BOX (!Current_display_mode?3:7)
812 int Color_0_31_0 = -1;
814 //copy a box from the off-screen buffer to the visible page
816 void copy_gauge_box(gauge_box *box,dd_grs_canvas *cv)
818 // This is kind of funny. If we are in a full cockpit mode
819 // we have a system offscreen buffer for our canvas.
820 // Since this is true of cockpit mode only, we should do a
821 // direct copy from system to video memory without blting.
824 int n_spans = box->bot-box->top+1;
827 if (Cockpit_mode==CM_FULL_COCKPIT && cv->sram) {
832 DDGRLOCK(dd_grd_curcanv);
833 bm = &cv->canvas.cv_bitmap;
835 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
837 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
838 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
840 DDGRUNLOCK(dd_grd_curcanv);
844 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
846 dd_gr_blt_notrans(cv,
847 box->left+box->spanlist[cnt].l,y,
848 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
850 box->left+box->spanlist[cnt].l,y,
851 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1);
856 dd_gr_blt_notrans(cv, box->left, box->top,
857 box->right-box->left+1, box->bot-box->top+1,
858 dd_grd_curcanv, box->left, box->top,
859 box->right-box->left+1, box->bot-box->top+1);
865 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
868 int n_spans = box->bot-box->top+1;
871 //gr_setcolor(BM_XRGB(31,0,0));
873 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
874 PA_DFX (pa_set_frontbuffer_current());
875 PA_DFX (pa_set_back_to_read());
877 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
878 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
880 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
881 PA_DFX (pa_set_backbuffer_current());
882 PA_DFX (pa_set_front_to_read());
888 PA_DFX (pa_set_frontbuffer_current());
889 PA_DFX (pa_set_back_to_read());
891 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
892 box->left,box->top,box->left,box->top,
893 bm,&grd_curcanv->cv_bitmap);
894 PA_DFX (pa_set_backbuffer_current());
895 PA_DFX (pa_set_front_to_read());
902 extern int gr_bitblt_double;
904 int copy_whole_box = 0;
906 void copy_gauge_box_double(gauge_box *box,grs_bitmap *bm)
909 if (!copy_whole_box && box->spanlist) {
910 int n_spans = box->bot-box->top+1;
911 int cnt, sx, dx, sy, dy;
914 for (cnt=0; cnt < n_spans; cnt++) {
920 dx = box->left+box->spanlist[cnt].l;
922 sbits = bm->bm_data + (bm->bm_rowsize * sy) + sx;
923 dbits = grd_curcanv->cv_bitmap.bm_data + (grd_curcanv->cv_bitmap.bm_rowsize * dy) + dx;
925 for (j = box->spanlist[cnt].l; j < box->spanlist[cnt].r+1; j++)
926 *dbits++ = sbits[j/2];
936 gr_bm_ubitblt_double_slow(box->right-box->left+1,box->bot-box->top,
937 box->left,box->top,box->left,box->top,
938 bm,&grd_curcanv->cv_bitmap);
943 //fills in the coords of the hostage video window
944 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
946 if (Cockpit_mode == CM_STATUS_BAR) {
947 *x = SB_SECONDARY_W_BOX_LEFT;
948 *y = SB_SECONDARY_W_BOX_TOP;
949 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
950 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
953 *x = SECONDARY_W_BOX_LEFT;
954 *y = SECONDARY_W_BOX_TOP;
955 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
956 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
961 //these should be in gr.h
962 #define cv_w cv_bitmap.bm_w
963 #define cv_h cv_bitmap.bm_h
965 extern int HUD_nmessages, hud_first; // From hud.c
966 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
967 extern fix ThisLevelTime;
968 extern fix Omega_charge;
970 void hud_show_score()
975 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
978 gr_set_curfont( GAME_FONT );
980 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
981 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
983 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
986 gr_get_string_size(score_str, &w, &h, &aw );
988 if (Color_0_31_0 == -1)
989 Color_0_31_0 = gr_getcolor(0,31,0);
990 gr_set_fontcolor(Color_0_31_0, -1);
992 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
995 void hud_show_timer_count()
1003 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1007 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
1009 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1010 i=f2i(timevar-ThisLevelTime);
1013 sprintf(score_str, "T - %5d", i);
1015 gr_get_string_size(score_str, &w, &h, &aw );
1017 if (Color_0_31_0 == -1)
1018 Color_0_31_0 = gr_getcolor(0,31,0);
1019 gr_set_fontcolor(Color_0_31_0, -1);
1021 if (i>-1 && !Control_center_destroyed)
1022 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
1028 //y offset between lines on HUD
1031 void hud_show_score_added()
1037 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1040 if (score_display[0] == 0)
1043 gr_set_curfont( GAME_FONT );
1045 score_time -= FrameTime;
1046 if (score_time > 0) {
1047 color = f2i(score_time * 20) + 12;
1049 if (color < 10) color = 12;
1050 if (color > 31) color = 30;
1052 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
1055 sprintf(score_str, "%s", TXT_CHEATER);
1057 sprintf(score_str, "%5d", score_display[0]);
1059 gr_get_string_size(score_str, &w, &h, &aw );
1060 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1061 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
1064 score_display[0] = 0;
1069 void sb_show_score()
1074 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1077 WIN(DDGRLOCK(dd_grd_curcanv));
1078 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1083 //if (old_score[VR_current_page] == redraw_score)
1085 gr_set_curfont( GAME_FONT );
1086 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1088 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1090 PA_DFX(pa_set_frontbuffer_current());
1091 PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
1092 PA_DFX(pa_set_backbuffer_current());
1093 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
1097 PA_DFX (pa_set_frontbuffer_current() );
1098 PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
1099 PA_DFX(pa_set_backbuffer_current());
1100 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
1104 gr_set_curfont( GAME_FONT );
1105 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1106 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
1108 sprintf(score_str, "%5d", Players[Player_num].score);
1109 gr_get_string_size(score_str, &w, &h, &aw );
1111 x = SB_SCORE_RIGHT-w-LHX(2);
1115 gr_setcolor(BM_XRGB(0,0,0));
1116 PA_DFX (pa_set_frontbuffer_current());
1117 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
1118 PA_DFX(pa_set_backbuffer_current());
1119 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
1121 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1122 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1124 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1126 PA_DFX (pa_set_frontbuffer_current());
1127 PA_DFX (gr_printf(x,y,score_str));
1128 PA_DFX(pa_set_backbuffer_current());
1129 gr_printf(x,y,score_str);
1131 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1132 WIN(DDGRUNLOCK(dd_grd_curcanv));
1135 void sb_show_score_added()
1141 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1142 static int last_score_display[2] = { -1, -1};
1144 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1147 if (score_display[VR_current_page] == 0)
1150 WIN(DDGRLOCK(dd_grd_curcanv));
1151 gr_set_curfont( GAME_FONT );
1153 score_time -= FrameTime;
1154 if (score_time > 0) {
1155 if (score_display[VR_current_page] != last_score_display[VR_current_page])
1157 gr_setcolor(BM_XRGB(0,0,0));
1158 PA_DFX (pa_set_frontbuffer_current());
1159 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));
1160 PA_DFX(pa_set_backbuffer_current());
1161 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);
1163 last_score_display[VR_current_page] = score_display[VR_current_page];
1166 color = f2i(score_time * 20) + 10;
1168 if (color < 10) color = 10;
1169 if (color > 31) color = 31;
1172 sprintf(score_str, "%s", TXT_CHEATER);
1174 sprintf(score_str, "%5d", score_display[VR_current_page]);
1176 gr_get_string_size(score_str, &w, &h, &aw );
1178 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1180 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1182 PA_DFX (pa_set_frontbuffer_current());
1183 PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
1184 PA_DFX(pa_set_backbuffer_current());
1185 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1188 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1192 gr_setcolor(BM_XRGB(0,0,0));
1193 PA_DFX (pa_set_frontbuffer_current());
1194 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));
1195 PA_DFX(pa_set_backbuffer_current());
1196 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);
1199 score_display[VR_current_page] = 0;
1202 WIN(DDGRUNLOCK(dd_grd_curcanv));
1205 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1207 // -----------------------------------------------------------------------------
1208 void play_homing_warning(void)
1212 if (Endlevel_sequence || Player_is_dead)
1215 if (Players[Player_num].homing_object_dist >= 0) {
1216 beep_delay = Players[Player_num].homing_object_dist/128;
1217 if (beep_delay > F1_0)
1219 else if (beep_delay < F1_0/8)
1220 beep_delay = F1_0/8;
1222 if (Last_warning_beep_time[VR_current_page] > GameTime)
1223 Last_warning_beep_time[VR_current_page] = 0;
1225 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1226 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1227 Last_warning_beep_time[VR_current_page] = GameTime;
1232 int Last_homing_warning_shown[2]={-1,-1};
1234 // -----------------------------------------------------------------------------
1235 void show_homing_warning(void)
1237 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1238 if (Last_homing_warning_shown[VR_current_page] == 1) {
1239 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1241 WIN(DDGRLOCK(dd_grd_curcanv));
1242 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1243 WIN(DDGRUNLOCK(dd_grd_curcanv));
1245 Last_homing_warning_shown[VR_current_page] = 0;
1251 dd_gr_set_current_canvas( get_current_game_screen() ),
1252 gr_set_current_canvas( get_current_game_screen() )
1256 WIN(DDGRLOCK(dd_grd_curcanv))
1258 if (Players[Player_num].homing_object_dist >= 0) {
1260 if (GameTime & 0x4000) {
1261 if (Last_homing_warning_shown[VR_current_page] != 1) {
1262 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1263 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1264 Last_homing_warning_shown[VR_current_page] = 1;
1267 if (Last_homing_warning_shown[VR_current_page] != 0) {
1268 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1269 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1270 Last_homing_warning_shown[VR_current_page] = 0;
1273 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1274 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1275 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1276 Last_homing_warning_shown[VR_current_page] = 0;
1279 WIN(DDGRUNLOCK(dd_grd_curcanv));
1283 #define MAX_SHOWN_LIVES 4
1285 extern int Game_window_y;
1288 void hud_show_homing_warning(void)
1290 if (Players[Player_num].homing_object_dist >= 0) {
1291 if (GameTime & 0x4000) {
1292 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1294 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1295 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1296 y = min(y,(wy - Line_spacing - Game_window_y));
1299 gr_set_curfont( GAME_FONT );
1300 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1301 gr_printf(x,y,TXT_LOCK);
1306 void hud_show_keys(void)
1308 int y = 3*Line_spacing;
1309 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1311 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1312 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1313 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1317 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1318 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1319 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1322 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1323 PAGE_IN_GAUGE( KEY_ICON_RED );
1324 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1330 extern grs_bitmap Orb_icons[2];
1332 void hud_show_orbs (void)
1334 if (Game_mode & GM_HOARD) {
1340 if (Cockpit_mode == CM_FULL_COCKPIT) {
1342 x = 4*GAME_FONT->ft_w;
1344 else if (Cockpit_mode == CM_STATUS_BAR) {
1346 x = GAME_FONT->ft_w;
1348 else if (Cockpit_mode == CM_FULL_SCREEN) {
1350 x = GAME_FONT->ft_w;
1355 Int3(); //what sort of cockpit?
1357 bm = &Orb_icons[FontHires];
1358 gr_ubitmapm(x,y,bm);
1360 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1361 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1366 void hud_show_flag(void)
1368 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1373 if (Cockpit_mode == CM_FULL_COCKPIT) {
1375 x = 4*GAME_FONT->ft_w;
1377 else if (Cockpit_mode == CM_STATUS_BAR) {
1379 x = GAME_FONT->ft_w;
1381 else if (Cockpit_mode == CM_FULL_SCREEN) {
1383 x = GAME_FONT->ft_w;
1388 Int3(); //what sort of cockpit?
1391 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1393 PAGE_IN_GAUGE( icon );
1394 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1400 void hud_show_energy(void)
1402 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1403 gr_set_curfont( GAME_FONT );
1404 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1405 if (Game_mode & GM_MULTI)
1406 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1408 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1410 if (Newdemo_state==ND_STATE_RECORDING ) {
1411 int energy = f2ir(Players[Player_num].energy);
1413 if (energy != old_energy[VR_current_page]) {
1414 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1415 old_energy[VR_current_page] = energy;
1420 void hud_show_afterburner(void)
1424 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1425 return; //don't draw if don't have
1427 gr_set_curfont( GAME_FONT );
1428 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1430 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1432 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1434 if (Newdemo_state==ND_STATE_RECORDING ) {
1436 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1437 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1438 old_afterburner[VR_current_page] = Afterburner_charge;
1443 char *d2_very_short_secondary_weapon_names[] =
1444 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1446 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1447 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1448 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1450 //return which bomb will be dropped next time the bomb key is pressed
1451 extern int which_bomb();
1453 void show_bomb_count(int x,int y,int bg_color,int always_show)
1455 int bomb,count,countx;
1458 bomb = which_bomb();
1459 count = Players[Player_num].secondary_ammo[bomb];
1462 count = min(count,99); //only have room for 2 digits - cheating give 200
1465 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1467 if (always_show && count == 0) //no bombs, draw nothing on HUD
1470 //if (!always_show && countx == old_bombcount[VR_current_page])
1473 WIN(DDGRLOCK(dd_grd_curcanv));
1475 // I hate doing this off of hard coded coords!!!!
1477 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1478 gr_setcolor(bg_color);
1479 if (!Current_display_mode) {
1480 gr_rect(169,189,189,196);
1481 gr_setcolor(gr_find_closest_color(10,10,10));
1482 gr_scanline(168,189,189);
1484 PA_DFX (pa_set_frontbuffer_current());
1485 PA_DFX (gr_rect(338,453,378,470));
1486 PA_DFX(pa_set_backbuffer_current());
1487 gr_rect(338,453,378,470);
1489 gr_setcolor(gr_find_closest_color(10,10,10));
1490 PA_DFX (pa_set_frontbuffer_current());
1491 PA_DFX (gr_scanline(336,378,453));
1492 PA_DFX(pa_set_backbuffer_current());
1493 gr_scanline(336,378,453);
1498 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1500 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1502 sprintf(txt,"B:%02d",count);
1504 while ((t=strchr(txt,'1')) != NULL)
1505 *t = '\x84'; //convert to wide '1'
1507 PA_DFX (pa_set_frontbuffer_current());
1508 PA_DFX (gr_string(x,y,txt));
1509 PA_DFX(pa_set_backbuffer_current());
1512 WIN(DDGRUNLOCK(dd_grd_curcanv));
1514 old_bombcount[VR_current_page] = countx;
1517 void draw_primary_ammo_info(int ammo_count)
1519 if (Cockpit_mode == CM_STATUS_BAR)
1520 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1522 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1525 //convert '1' characters to special wide ones
1526 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1528 void hud_show_weapons(void)
1533 char weapon_str[32];
1535 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1536 gr_set_curfont( GAME_FONT );
1537 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1539 y = grd_curcanv->cv_h;
1541 if (Game_mode & GM_MULTI)
1542 y -= 4*Line_spacing;
1544 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1546 switch (Primary_weapon) {
1548 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1549 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1551 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1554 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1558 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1559 convert_1s(weapon_str);
1562 case SPREADFIRE_INDEX:
1567 strcpy(weapon_str, weapon_name);
1570 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1571 convert_1s(weapon_str);
1574 default: Int3(); weapon_str[0] = 0; break;
1577 gr_get_string_size(weapon_str, &w, &h, &aw );
1578 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1580 if (Primary_weapon == VULCAN_INDEX) {
1581 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1582 if (Newdemo_state == ND_STATE_RECORDING)
1583 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1584 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1588 if (Primary_weapon == OMEGA_INDEX) {
1589 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1590 if (Newdemo_state == ND_STATE_RECORDING)
1591 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1592 Old_Omega_charge[VR_current_page] = Omega_charge;
1596 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1598 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1599 gr_get_string_size(weapon_str, &w, &h, &aw );
1600 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1602 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1603 if (Newdemo_state == ND_STATE_RECORDING)
1604 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1605 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1608 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1611 void hud_show_cloak_invuln(void)
1613 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1615 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1616 int y = grd_curcanv->cv_h;
1618 if (Game_mode & GM_MULTI)
1619 y -= 7*Line_spacing;
1621 y -= 4*Line_spacing;
1623 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1624 gr_printf(2, y, "%s", TXT_CLOAKED);
1627 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1628 int y = grd_curcanv->cv_h;
1630 if (Game_mode & GM_MULTI)
1631 y -= 10*Line_spacing;
1633 y -= 5*Line_spacing;
1635 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1636 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1641 void hud_show_shield(void)
1643 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1644 gr_set_curfont( GAME_FONT );
1645 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1647 if ( Players[Player_num].shields >= 0 ) {
1648 if (Game_mode & GM_MULTI)
1649 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1651 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1653 if (Game_mode & GM_MULTI)
1654 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1656 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1659 if (Newdemo_state==ND_STATE_RECORDING ) {
1660 int shields = f2ir(Players[Player_num].shields);
1662 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1663 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1664 old_shields[VR_current_page] = shields;
1669 //draw the icons for number of lives
1670 void hud_show_lives()
1672 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1675 if (Game_mode & GM_MULTI) {
1676 gr_set_curfont( GAME_FONT );
1677 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1678 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1680 else if (Players[Player_num].lives > 1) {
1682 gr_set_curfont( GAME_FONT );
1683 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1684 PAGE_IN_GAUGE( GAUGE_LIVES );
1685 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1686 gr_ubitmapm(10,3,bm);
1687 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1692 void sb_show_lives()
1695 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1699 WIN(DDGRLOCK(dd_grd_curcanv));
1700 //if (old_lives[VR_current_page] == -1)
1702 gr_set_curfont( GAME_FONT );
1703 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1704 if (Game_mode & GM_MULTI)
1706 PA_DFX (pa_set_frontbuffer_current());
1707 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
1708 PA_DFX (pa_set_backbuffer_current());
1709 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1714 PA_DFX (pa_set_frontbuffer_current());
1715 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
1716 PA_DFX (pa_set_backbuffer_current());
1717 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1721 WIN(DDGRUNLOCK(dd_grd_curcanv));
1723 if (Game_mode & GM_MULTI)
1725 char killed_str[20];
1727 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1730 WIN(DDGRLOCK(dd_grd_curcanv));
1731 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1732 gr_get_string_size(killed_str, &w, &h, &aw);
1733 gr_setcolor(BM_XRGB(0,0,0));
1734 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1735 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1736 x = SB_SCORE_RIGHT-w-2;
1737 gr_printf(x, y+1, killed_str);
1738 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1739 WIN(DDGRUNLOCK(dd_grd_curcanv));
1743 //if (old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page])
1745 WIN(DDGRLOCK(dd_grd_curcanv));
1749 gr_setcolor(BM_XRGB(0,0,0));
1751 PA_DFX (pa_set_frontbuffer_current());
1752 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1753 PA_DFX (pa_set_backbuffer_current());
1754 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1756 if (Players[Player_num].lives-1 > 0) {
1757 gr_set_curfont( GAME_FONT );
1758 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1759 PAGE_IN_GAUGE( GAUGE_LIVES );
1760 #ifdef PA_3DFX_VOODOO
1761 PA_DFX (pa_set_frontbuffer_current());
1762 gr_ubitmapm(x, y,bm);
1763 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1766 PA_DFX (pa_set_backbuffer_current());
1767 gr_ubitmapm(x, y,bm);
1768 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1770 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1772 WIN(DDGRUNLOCK(dd_grd_curcanv));
1775 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1776 // gr_ubitmapm(x,y,bm);
1782 #ifdef PIGGY_USE_PAGING
1783 extern int Piggy_bitmap_cache_next;
1788 int secs = f2i(Players[Player_num].time_level) % 60;
1789 int mins = f2i(Players[Player_num].time_level) / 60;
1791 gr_set_curfont( GAME_FONT );
1793 if (Color_0_31_0 == -1)
1794 Color_0_31_0 = gr_getcolor(0,31,0);
1795 gr_set_fontcolor(Color_0_31_0, -1 );
1797 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1799 //@@#ifdef PIGGY_USE_PAGING
1803 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1804 //@@ gr_get_string_size( text, &w, &h, &aw );
1805 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1812 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1814 void add_points_to_score(int points)
1818 score_time += f1_0*2;
1819 score_display[0] += points;
1820 score_display[1] += points;
1821 if (score_time > f1_0*4) score_time = f1_0*4;
1823 if (points == 0 || Cheats_enabled)
1826 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1829 prev_score=Players[Player_num].score;
1831 Players[Player_num].score += points;
1833 if (Newdemo_state == ND_STATE_RECORDING)
1834 newdemo_record_player_score(points);
1837 if (Game_mode & GM_MULTI_COOP)
1840 if (Game_mode & GM_MULTI)
1844 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1846 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1847 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1848 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1849 digi_play_sample( snd, F1_0 );
1853 void add_bonus_points_to_score(int points)
1857 if (points == 0 || Cheats_enabled)
1860 prev_score=Players[Player_num].score;
1862 Players[Player_num].score += points;
1865 if (Newdemo_state == ND_STATE_RECORDING)
1866 newdemo_record_player_score(points);
1868 if (Game_mode & GM_MULTI)
1871 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1873 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1874 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1875 digi_play_sample( snd, F1_0 );
1881 void init_gauge_canvases()
1883 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1884 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1886 Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1887 Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1888 Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1889 Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1890 Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1891 Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1895 void close_gauge_canvases()
1897 gr_free_canvas( Canv_LeftEnergyGauge );
1898 gr_free_canvas( Canv_SBEnergyGauge );
1899 gr_free_canvas( Canv_SBAfterburnerGauge );
1900 gr_free_canvas( Canv_RightEnergyGauge );
1901 gr_free_canvas( Canv_NumericalGauge );
1902 gr_free_canvas( Canv_AfterburnerGauge );
1909 //draw_gauges_on = 1;
1911 for (i=0; i<2; i++ ) {
1912 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)) )
1917 old_shields[i] = -1;
1921 old_afterburner[i] = -1;
1922 old_bombcount[i] = 0;
1923 old_laser_level[i] = 0;
1925 old_weapon[0][i] = old_weapon[1][i] = -1;
1926 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1927 Old_Omega_charge[i] = -1;
1930 cloak_fade_state = 0;
1932 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1935 void draw_energy_bar(int energy)
1940 // Draw left energy bar
1941 gr_set_current_canvas( Canv_LeftEnergyGauge );
1942 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1943 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1944 gr_setcolor( BM_XRGB(0,0,0) );
1946 if ( !Current_display_mode )
1947 not_energy = 61 - (energy*61)/100;
1949 not_energy = 125 - (energy*125)/100;
1952 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1953 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1954 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1956 if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
1957 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;
1958 if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
1960 if (x2 > x1) gr_uscanline( x1, x2, y );
1964 dd_gr_set_current_canvas(get_current_game_screen()),
1965 gr_set_current_canvas( get_current_game_screen() )
1967 WIN(DDGRLOCK(dd_grd_curcanv));
1968 gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
1969 WIN(DDGRUNLOCK(dd_grd_curcanv));
1971 // Draw right energy bar
1972 gr_set_current_canvas( Canv_RightEnergyGauge );
1973 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1974 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1975 gr_setcolor( BM_XRGB(0,0,0) );
1978 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1979 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
1980 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
1982 if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
1983 if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
1984 if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
1986 if (x2 > x1) gr_uscanline( x1, x2, y );
1990 dd_gr_set_current_canvas(get_current_game_screen()),
1991 gr_set_current_canvas( get_current_game_screen() )
1993 WIN(DDGRLOCK(dd_grd_curcanv));
1994 gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
1995 WIN(DDGRUNLOCK(dd_grd_curcanv));
1998 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
2033 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
2108 void draw_afterburner_bar(int afterburner)
2110 int not_afterburner;
2113 // Draw afterburner bar
2114 gr_set_current_canvas( Canv_AfterburnerGauge );
2115 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
2116 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
2117 gr_setcolor( BM_XRGB(0,0,0) );
2119 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
2121 for (y=0;y<not_afterburner;y++) {
2123 gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
2124 (Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
2128 dd_gr_set_current_canvas(get_current_game_screen()),
2129 gr_set_current_canvas( get_current_game_screen() )
2131 WIN(DDGRLOCK(dd_grd_curcanv));
2132 gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
2133 WIN(DDGRUNLOCK(dd_grd_curcanv));
2136 void draw_shield_bar(int shield)
2138 int bm_num = shield>=100?9:(shield / 10);
2140 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2141 WIN(DDGRLOCK(dd_grd_curcanv));
2142 PA_DFX (pa_set_frontbuffer_current());
2143 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2144 PA_DFX (pa_set_backbuffer_current());
2145 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2147 WIN(DDGRUNLOCK(dd_grd_curcanv));
2150 #define CLOAK_FADE_WAIT_TIME 0x400
2152 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
2154 static fix cloak_fade_timer=0;
2155 static int cloak_fade_value=GR_FADE_LEVELS-1;
2156 static int refade = 0;
2157 grs_bitmap *bm = NULL;
2159 if (Game_mode & GM_TEAM) {
2161 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
2162 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
2165 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
2166 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
2170 if (old_cloak_state==-1 && cloak_state)
2173 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
2176 cloak_fade_value=GR_FADE_LEVELS-1;
2177 cloak_fade_state = 0;
2180 if (cloak_state==1 && old_cloak_state==0)
2181 cloak_fade_state = -1;
2182 //else if (cloak_state==0 && old_cloak_state==1)
2183 // cloak_fade_state = 1;
2185 if (cloak_state && GameTime > Players[Player_num].cloak_time + CLOAK_TIME_MAX - i2f(3)) //doing "about-to-uncloak" effect
2186 if (cloak_fade_state==0)
2187 cloak_fade_state = 2;
2190 if (cloak_fade_state)
2191 cloak_fade_timer -= FrameTime;
2193 while (cloak_fade_state && cloak_fade_timer < 0) {
2195 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
2197 cloak_fade_value += cloak_fade_state;
2199 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
2200 cloak_fade_value = GR_FADE_LEVELS-1;
2201 if (cloak_fade_state == 2 && cloak_state)
2202 cloak_fade_state = -2;
2204 cloak_fade_state = 0;
2206 else if (cloak_fade_value <= 0) {
2207 cloak_fade_value = 0;
2208 if (cloak_fade_state == -2)
2209 cloak_fade_state = 2;
2211 cloak_fade_state = 0;
2215 // To fade out both pages in a paged mode.
2216 if (refade) refade = 0;
2217 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2218 cloak_fade_state = -1;
2222 #if defined(POLY_ACC)
2226 Gr_scanline_darkening_level = cloak_fade_value;
2227 gr_set_current_canvas( get_current_game_screen() );
2228 PA_DFX (pa_set_frontbuffer_current());
2229 PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
2230 PA_DFX (pa_set_backbuffer_current());
2231 pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
2233 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2237 // Gr_scanline_darkening_level = GR_FADE_LEVELS;
2238 // mprintf ((1,"HEY! HIT THIS!\n"));
2246 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2247 gr_set_current_canvas(&VR_render_buffer[0])
2250 WIN(DDGRLOCK(dd_grd_curcanv));
2251 gr_ubitmap( x, y, bm);
2253 Gr_scanline_darkening_level = cloak_fade_value;
2254 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2255 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2256 WIN(DDGRUNLOCK(dd_grd_curcanv));
2259 dd_gr_set_current_canvas(get_current_game_screen()),
2260 gr_set_current_canvas( get_current_game_screen() )
2264 DDGRLOCK(dd_grd_curcanv);
2265 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2266 DDGRLOCK(&dd_VR_render_buffer[0]);
2269 dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
2273 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),
2274 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
2277 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2278 DDGRUNLOCK(&dd_VR_render_buffer[0]);
2281 dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
2283 DDGRUNLOCK(dd_grd_curcanv);
2287 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2289 void draw_numerical_display(int shield, int energy)
2291 gr_set_current_canvas( Canv_NumericalGauge );
2292 gr_set_curfont( GAME_FONT );
2293 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2294 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2296 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2298 if (!Current_display_mode) {
2299 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2300 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2301 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2303 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2304 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2305 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2309 dd_gr_set_current_canvas(get_current_game_screen()),
2310 gr_set_current_canvas( get_current_game_screen() )
2312 WIN(DDGRLOCK(dd_grd_curcanv));
2313 gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
2314 WIN(DDGRUNLOCK(dd_grd_curcanv));
2321 dd_gr_set_current_canvas( get_current_game_screen() ),
2322 gr_set_current_canvas( get_current_game_screen() )
2325 WIN(DDGRLOCK(dd_grd_curcanv));
2326 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2327 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2328 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2330 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2331 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2334 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2335 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2336 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2338 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2339 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2342 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2343 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2344 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2346 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2347 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2349 WIN(DDGRUNLOCK(dd_grd_curcanv));
2353 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)
2359 gr_setcolor(BM_XRGB(0,0,0));
2361 // PA_DFX (pa_set_frontbuffer_current());
2362 // PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
2363 PA_DFX (pa_set_backbuffer_current());
2364 gr_rect(box->left,box->top,box->right,box->bot);
2366 if (Piggy_hamfile_version >= 3 // !SHAREWARE
2367 && Current_display_mode)
2369 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2370 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2372 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2373 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2378 // PA_DFX (pa_set_frontbuffer_current());
2379 // PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
2380 PA_DFX (pa_set_backbuffer_current());
2381 gr_ubitmapm(pic_x,pic_y,bm);
2383 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2385 if ((p=strchr(name,'\n'))!=NULL) {
2387 #ifdef PA_3DFX_VOODOO
2388 // pa_set_frontbuffer_current();
2389 // gr_printf(text_x,text_y,name);
2390 // gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2392 PA_DFX (pa_set_backbuffer_current());
2393 gr_printf(text_x,text_y,name);
2394 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2398 // PA_DFX(pa_set_frontbuffer_current());
2399 // PA_DFX (gr_printf(text_x,text_y,name));
2400 PA_DFX(pa_set_backbuffer_current());
2401 gr_printf(text_x,text_y,name);
2404 // For laser, show level and quadness
2405 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2408 sprintf(temp_str, "%s: 0", TXT_LVL);
2410 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2412 // PA_DFX(pa_set_frontbuffer_current());
2413 // PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2414 PA_DFX(pa_set_backbuffer_current());
2415 NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2416 PA_DFX (gr_printf(text_x,text_y+12, temp_str));
2418 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2419 strcpy(temp_str, TXT_QUAD);
2420 // PA_DFX(pa_set_frontbuffer_current());
2421 // PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
2422 PA_DFX(pa_set_backbuffer_current());
2423 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2431 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2435 if (weapon_type == 0) {
2436 info_index = Primary_weapon_to_weapon_info[weapon_num];
2438 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2439 info_index = SUPER_LASER_ID;
2441 if (Cockpit_mode == CM_STATUS_BAR)
2442 draw_weapon_info_sub(info_index,
2443 &gauge_boxes[SB_PRIMARY_BOX],
2444 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2445 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2446 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2448 draw_weapon_info_sub(info_index,
2449 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2450 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2451 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2452 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2456 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2458 if (Cockpit_mode == CM_STATUS_BAR)
2459 draw_weapon_info_sub(info_index,
2460 &gauge_boxes[SB_SECONDARY_BOX],
2461 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2462 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2463 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2465 draw_weapon_info_sub(info_index,
2466 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2467 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2468 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2469 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2473 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2479 w = (grd_curcanv->cv_font->ft_w*7)/2;
2481 w = (grd_curcanv->cv_font->ft_w*5)/2;
2483 WIN(DDGRLOCK(dd_grd_curcanv));
2486 PA_DFX (pa_set_frontbuffer_current());
2488 gr_setcolor(BM_XRGB(0,0,0));
2489 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2490 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2491 sprintf(str,"%03d",ammo_count);
2495 PA_DFX (pa_set_backbuffer_current());
2496 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2500 WIN(DDGRUNLOCK(dd_grd_curcanv));
2503 void draw_secondary_ammo_info(int ammo_count)
2505 if (Cockpit_mode == CM_STATUS_BAR)
2506 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2508 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2511 //returns true if drew picture
2512 int draw_weapon_box(int weapon_type,int weapon_num)
2515 int laser_level_changed;
2518 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2519 gr_set_current_canvas(&VR_render_buffer[0])
2522 PA_DFX (pa_set_backbuffer_current());
2524 WIN(DDGRLOCK(dd_grd_curcanv));
2525 gr_set_curfont( GAME_FONT );
2527 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2529 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET && (old_weapon[weapon_type][VR_current_page] != -1))
2531 weapon_box_states[weapon_type] = WS_FADING_OUT;
2532 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
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
2566 // if (old_weapon[weapon_type][VR_current_page] == -1)
2568 //@@if (laser_level_changed)
2569 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2572 draw_weapon_info(weapon_type, weapon_num, Players[Player_num].laser_level);
2573 old_weapon[weapon_type][VR_current_page] = weapon_num;
2574 old_ammo_count[weapon_type][VR_current_page] = -1;
2575 Old_Omega_charge[VR_current_page] = -1;
2576 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2581 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2582 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2583 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2585 Gr_scanline_darkening_level = fade_value;
2586 // PA_DFX (pa_set_frontbuffer_current());
2587 // 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));
2588 PA_DFX (pa_set_backbuffer_current());
2589 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);
2591 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2593 WIN(DDGRUNLOCK(dd_grd_curcanv));
2596 dd_gr_set_current_canvas(get_current_game_screen()),
2597 gr_set_current_canvas(get_current_game_screen())
2604 void draw_static(int win)
2606 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2609 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2612 static_time[win] += FrameTime;
2613 if (static_time[win] >= vc->play_time) {
2614 weapon_box_user[win] = WBU_WEAPON;
2618 framenum = static_time[win] * vc->num_frames / vc->play_time;
2620 PIGGY_PAGE_IN(vc->frames[framenum]);
2622 bmp = &GameBitmaps[vc->frames[framenum].index];
2625 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2626 gr_set_current_canvas(&VR_render_buffer[0])
2628 WIN(DDGRLOCK(dd_grd_curcanv));
2629 PA_DFX (pa_set_backbuffer_current());
2630 PA_DFX (pa_bypass_mode (0));
2631 PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
2632 gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
2634 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2635 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2638 PA_DFX (pa_bypass_mode(1));
2639 PA_DFX (pa_clip_window (0,0,640,480));
2641 WIN(DDGRUNLOCK(dd_grd_curcanv));
2644 dd_gr_set_current_canvas(get_current_game_screen()),
2645 gr_set_current_canvas(get_current_game_screen())
2651 copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
2652 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
2656 void draw_weapon_boxes()
2658 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2661 if (weapon_box_user[0] == WBU_WEAPON) {
2662 drew = draw_weapon_box(0,Primary_weapon);
2665 copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
2666 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
2669 if (weapon_box_states[0] == WS_SET) {
2670 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX))
2672 if (Newdemo_state == ND_STATE_RECORDING &&
2673 Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page])
2674 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2675 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2676 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2679 if (Primary_weapon == OMEGA_INDEX)
2681 if (Newdemo_state == ND_STATE_RECORDING &&
2682 Omega_charge != Old_Omega_charge[VR_current_page])
2683 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2684 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2685 Old_Omega_charge[VR_current_page] = Omega_charge;
2689 else if (weapon_box_user[0] == WBU_STATIC)
2692 if (weapon_box_user[1] == WBU_WEAPON) {
2693 drew = draw_weapon_box(1,Secondary_weapon);
2696 copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
2697 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
2700 if (weapon_box_states[1] == WS_SET)
2702 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2703 if (Newdemo_state == ND_STATE_RECORDING &&
2704 Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page])
2705 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2706 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2707 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2709 if (Secondary_weapon != which_bomb()) // don't draw two bomb counts
2711 if (Cockpit_mode == CM_STATUS_BAR)
2712 show_bomb_count(SB_BOMB_COUNT_X, SB_BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2714 show_bomb_count(BOMB_COUNT_X, BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2718 else if (weapon_box_user[1] == WBU_STATIC)
2723 void sb_draw_energy_bar(energy)
2725 int erase_height, w, h, aw;
2726 char energy_str[20];
2728 //gr_set_current_canvas( Canv_SBEnergyGauge );
2731 dd_gr_set_current_canvas(get_current_game_screen()),
2732 gr_set_current_canvas(get_current_game_screen())
2734 WIN(DDGRLOCK(dd_grd_curcanv));
2736 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2737 gr_ubitmapm(SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_ENERGY)]);
2739 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2741 if (erase_height > 0) {
2742 gr_setcolor( BM_XRGB(0,0,0) );
2743 gr_rect(SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_X + SB_ENERGY_GAUGE_W - 1, SB_ENERGY_GAUGE_Y + erase_height - 1);
2746 PA_DFX (pa_set_frontbuffer_current());
2747 PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
2748 PA_DFX (pa_set_backbuffer_current());
2749 //gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
2752 sprintf(energy_str, "%d", energy);
2753 gr_get_string_size(energy_str, &w, &h, &aw );
2754 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2755 PA_DFX (pa_set_frontbuffer_current());
2756 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));
2757 PA_DFX (pa_set_backbuffer_current());
2758 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);
2759 WIN(DDGRUNLOCK(dd_grd_curcanv));
2762 void sb_draw_afterburner()
2764 int erase_height, w, h, aw;
2765 char ab_str[3] = "AB";
2767 //gr_set_current_canvas( Canv_SBAfterburnerGauge );
2769 dd_gr_set_current_canvas(get_current_game_screen()),
2770 gr_set_current_canvas(get_current_game_screen())
2772 WIN(DDGRLOCK(dd_grd_curcanv));
2773 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2774 gr_ubitmapm(SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER)]);
2776 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2778 if (erase_height > 0) {
2779 gr_setcolor( BM_XRGB(0,0,0) );
2780 gr_rect(SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, SB_AFTERBURNER_GAUGE_X + SB_AFTERBURNER_GAUGE_W - 1, SB_AFTERBURNER_GAUGE_Y + erase_height - 1);
2783 PA_DFX (pa_set_frontbuffer_current());
2784 //gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
2785 PA_DFX (pa_set_backbuffer_current());
2786 PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
2789 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2790 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2792 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2794 gr_get_string_size(ab_str, &w, &h, &aw );
2795 PA_DFX (pa_set_frontbuffer_current());
2796 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"));
2797 PA_DFX (pa_set_backbuffer_current());
2798 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");
2800 WIN(DDGRUNLOCK(dd_grd_curcanv));
2803 void sb_draw_shield_num(int shield)
2807 gr_set_curfont( GAME_FONT );
2808 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2811 // PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode + (Current_display_mode ? (Num_cockpits/2) : 0)]);
2813 WIN(DDGRLOCK(dd_grd_curcanv));
2814 // PA_DFX (pa_set_back_to_read());
2815 // gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap, SB_SHIELD_NUM_X - 1, SB_SHIELD_NUM_Y - 1));
2816 // PA_DFX (pa_set_front_to_read());
2818 PA_DFX (pa_set_frontbuffer_current());
2820 // 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);
2821 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);
2823 PA_DFX (pa_set_backbuffer_current());
2824 // 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));
2825 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));
2827 WIN(DDGRUNLOCK(dd_grd_curcanv));
2830 void sb_draw_shield_bar(int shield)
2832 int bm_num = shield>=100?9:(shield / 10);
2835 dd_gr_set_current_canvas(get_current_game_screen()),
2836 gr_set_current_canvas(get_current_game_screen())
2838 WIN(DDGRLOCK(dd_grd_curcanv));
2839 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2840 PA_DFX (pa_set_frontbuffer_current());
2841 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2842 PA_DFX (pa_set_backbuffer_current());
2843 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2845 WIN(DDGRUNLOCK(dd_grd_curcanv));
2851 int flags = Players[Player_num].flags;
2854 dd_gr_set_current_canvas(get_current_game_screen()),
2855 gr_set_current_canvas(get_current_game_screen())
2857 WIN(DDGRLOCK(dd_grd_curcanv));
2858 PA_DFX (pa_set_frontbuffer_current());
2859 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2860 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2861 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2862 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2863 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2864 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2865 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2866 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2867 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2868 #ifdef PA_3DFX_VOODOO
2869 PA_DFX (pa_set_backbuffer_current());
2870 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2871 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2872 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2873 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2874 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2875 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2876 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2877 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2878 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2881 WIN(DDGRUNLOCK(dd_grd_curcanv));
2884 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2885 void draw_invulnerable_ship()
2890 dd_gr_set_current_canvas(get_current_game_screen()),
2891 gr_set_current_canvas(get_current_game_screen())
2893 WIN(DDGRLOCK(dd_grd_curcanv));
2895 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2897 if (Cockpit_mode == CM_STATUS_BAR) {
2898 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2899 PA_DFX (pa_set_frontbuffer_current());
2900 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2901 PA_DFX (pa_set_backbuffer_current());
2902 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
2904 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2905 PA_DFX (pa_set_frontbuffer_current());
2906 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
2907 PA_DFX (pa_set_backbuffer_current());
2908 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2913 while (time > INV_FRAME_TIME) {
2914 time -= INV_FRAME_TIME;
2915 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2916 invulnerable_frame=0;
2918 } else if (Cockpit_mode == CM_STATUS_BAR)
2919 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2921 draw_shield_bar(f2ir(Players[Player_num].shields));
2922 WIN(DDGRUNLOCK(dd_grd_curcanv));
2925 extern int Missile_gun;
2926 extern int allowed_to_fire_laser(void);
2927 extern int allowed_to_fire_missile(void);
2929 rgb player_rgb[] = {
2940 extern ubyte Newdemo_flying_guided;
2941 extern int max_window_w;
2947 //offsets for reticle parts: high-big high-sml low-big low-sml
2948 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2949 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2950 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2953 void show_reticle(int force_big_one)
2956 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2957 int cross_bm_num,primary_bm_num,secondary_bm_num;
2958 int use_hires_reticle,small_reticle,ofs,gauge_index;
2960 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2962 WIN(DDGRLOCK(dd_grd_curcanv));
2963 draw_guided_crosshair();
2964 WIN(DDGRUNLOCK(dd_grd_curcanv));
2968 x = grd_curcanv->cv_w/2;
2969 y = grd_curcanv->cv_h/2;
2971 laser_ready = allowed_to_fire_laser();
2972 missile_ready = allowed_to_fire_missile();
2974 laser_ammo = player_has_weapon(Primary_weapon,0);
2975 missile_ammo = player_has_weapon(Secondary_weapon,1);
2977 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2978 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2980 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2983 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2984 secondary_bm_num += 3; //now value is 0,1 or 3,4
2985 else if (secondary_bm_num && !(Missile_gun&1))
2988 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2990 Assert(primary_bm_num <= 2);
2991 Assert(secondary_bm_num <= 4);
2992 Assert(cross_bm_num <= 1);
2994 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);
3000 use_hires_reticle = (FontHires != 0);
3002 use_hires_reticle = !Scanline_double;
3005 WIN(DDGRLOCK(dd_grd_curcanv));
3008 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
3010 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
3012 ofs = (use_hires_reticle?0:2) + small_reticle;
3014 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
3015 PAGE_IN_GAUGE( gauge_index );
3016 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3018 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
3019 PAGE_IN_GAUGE( gauge_index );
3020 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3022 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
3023 PAGE_IN_GAUGE( gauge_index );
3024 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3026 WIN(DDGRUNLOCK(dd_grd_curcanv));
3033 void hud_show_kill_list()
3035 int n_players,player_list[MAX_NUM_NET_PLAYERS];
3036 int n_left,i,x0,x1,y,save_y,fth;
3038 // ugly hack since placement of netgame players and kills is based off of
3039 // menuhires (which is always 1 for mac). This throws off placement of
3040 // players in pixel double mode.
3043 MenuHires = !(Scanline_double);
3046 if (Show_kill_list_timer > 0)
3048 Show_kill_list_timer -= FrameTime;
3049 if (Show_kill_list_timer < 0)
3053 gr_set_curfont( GAME_FONT );
3055 n_players = multi_get_kill_list(player_list);
3057 if (Show_kill_list == 3)
3063 n_left = (n_players+1)/2;
3065 //If font size changes, this code might not work right anymore
3066 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
3068 fth = GAME_FONT->ft_h;
3070 x0 = LHX(1); x1 = LHX(43);
3072 if (Game_mode & GM_MULTI_COOP)
3075 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
3077 if (Cockpit_mode == CM_FULL_COCKPIT) {
3078 save_y = y -= LHX(6);
3079 if (Game_mode & GM_MULTI_COOP)
3085 for (i=0;i<n_players;i++) {
3091 if (Cockpit_mode == CM_FULL_COCKPIT)
3092 x0 = grd_curcanv->cv_w - LHX(53);
3094 x0 = grd_curcanv->cv_w - LHX(60);
3095 if (Game_mode & GM_MULTI_COOP)
3096 x1 = grd_curcanv->cv_w - LHX(27);
3098 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
3102 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3108 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3116 if (Show_kill_list == 3)
3119 player_num = player_list[i];
3121 if (Show_kill_list == 1 || Show_kill_list==2)
3125 if (Players[player_num].connected != 1)
3126 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
3127 else if (Game_mode & GM_TEAM) {
3128 color = get_team(player_num);
3129 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3133 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3139 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
3142 if (Show_kill_list == 3)
3143 strcpy(name, Netgame.team_name[i]);
3145 strcpy(name,Players[player_num].callsign); // Note link to above if!!
3146 gr_get_string_size(name,&sw,&sh,&aw);
3147 while (sw > (x1-x0-LHX(2))) {
3148 name[strlen(name)-1]=0;
3149 gr_get_string_size(name,&sw,&sh,&aw);
3151 gr_printf(x0,y,"%s",name);
3153 if (Show_kill_list==2)
3155 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
3156 gr_printf (x1,y,"NA");
3158 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));
3160 else if (Show_kill_list == 3)
3161 gr_printf(x1,y,"%3d",team_kills[i]);
3162 else if (Game_mode & GM_MULTI_COOP)
3163 gr_printf(x1,y,"%-6d",Players[player_num].score);
3164 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
3165 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
3167 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
3180 extern int Saving_movie_frames;
3182 #define Saving_movie_frames 0
3185 //returns true if viewer can see object
3186 int see_object(int objnum)
3192 //see if we can see this player
3194 fq.p0 = &Viewer->pos;
3195 fq.p1 = &Objects[objnum].pos;
3197 fq.thisobjnum = Viewer - Objects;
3198 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
3199 fq.startseg = Viewer->segnum;
3200 fq.ignore_obj_list = NULL;
3202 hit_type = find_vector_intersection(&fq, &hit_data);
3204 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
3208 //show names of teammates & players carrying flags
3209 void show_HUD_names()
3211 int show_team_names,show_all_names,show_flags,player_team;
3214 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
3215 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
3216 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
3218 if (! (show_all_names || show_team_names || show_flags))
3221 player_team = get_team(Player_num);
3223 for (p=0;p<N_players;p++) { //check all players
3225 int show_name,has_flag;
3227 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
3228 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
3230 if (Newdemo_state == ND_STATE_PLAYBACK) {
3231 //if this is a demo, the objnum in the player struct is wrong,
3232 //so we search the object list for the objnum
3234 for (objnum=0;objnum<=Highest_object_index;objnum++)
3235 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
3237 if (objnum > Highest_object_index) //not in list, thus not visible
3238 show_name = has_flag = 0; //..so don't show name
3241 objnum = Players[p].objnum;
3243 if ((show_name || has_flag) && see_object(objnum)) {
3244 g3s_point player_point;
3246 g3_rotate_point(&player_point,&Objects[objnum].pos);
3248 if (player_point.p3_codes == 0) { //on screen
3250 g3_project_point(&player_point);
3252 if (! (player_point.p3_flags & PF_OVERFLOW)) {
3255 x = player_point.p3_sx;
3256 y = player_point.p3_sy;
3258 if (show_name) { // Draw callsign on HUD
3259 char s[CALLSIGN_LEN+1];
3264 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
3266 sprintf(s, "%s", Players[p].callsign);
3267 gr_get_string_size(s, &w, &h, &aw);
3268 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
3271 gr_string (x1, y1, s);
3274 if (has_flag) { // Draw box on HUD
3277 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
3278 dx = fixmul(dy,grd_curscreen->sc_aspect);
3283 if (Game_mode & GM_CAPTURE)
3284 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3285 else if (Game_mode & GM_HOARD)
3287 if (Game_mode & GM_TEAM)
3288 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3290 gr_setcolor(BM_XRGB(0,31,0));
3293 gr_line(x+dx-w,y-dy,x+dx,y-dy);
3294 gr_line(x+dx,y-dy,x+dx,y-dy+h);
3296 gr_line(x-dx,y-dy,x-dx+w,y-dy);
3297 gr_line(x-dx,y-dy,x-dx,y-dy+h);
3299 gr_line(x+dx-w,y+dy,x+dx,y+dy);
3300 gr_line(x+dx,y+dy,x+dx,y+dy-h);
3302 gr_line(x-dx,y+dy,x-dx+w,y+dy);
3303 gr_line(x-dx,y+dy,x-dx,y+dy-h);
3313 extern int last_drawn_cockpit[2];
3315 //draw all the things on the HUD
3320 if (Cockpit_mode==CM_STATUS_BAR){
3321 //ogl needs to redraw every frame, at least currently.
3323 last_drawn_cockpit[0]=-1;
3324 last_drawn_cockpit[1]=-1;
3327 // vr_reset_display();
3333 if (Scanline_double) // I should be shot for this ugly hack....
3336 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
3338 if (Scanline_double)
3342 WIN(DDGRLOCK(dd_grd_curcanv));
3343 // Show score so long as not in rearview
3344 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
3347 hud_show_score_added();
3350 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
3351 hud_show_timer_count();
3353 // Show other stuff if not in rearview or letterbox.
3354 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
3355 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
3356 hud_show_homing_warning();
3358 if (Cockpit_mode==CM_FULL_SCREEN) {
3361 hud_show_afterburner();
3363 if (!Saving_movie_frames)
3365 hud_show_cloak_invuln();
3367 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
3368 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3369 old_flags[VR_current_page] = Players[Player_num].flags;
3375 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
3379 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
3385 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3388 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3392 if (!Saving_movie_frames)
3393 HUD_render_message_frame();
3395 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
3399 if (Game_mode&GM_MULTI && Show_kill_list)
3400 hud_show_kill_list();
3404 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
3405 HUD_render_message_frame();
3406 gr_set_curfont( GAME_FONT );
3407 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
3408 if (Newdemo_state == ND_STATE_PLAYBACK)
3409 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
3411 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
3413 WIN(DDGRUNLOCK(dd_grd_curcanv));
3416 extern short *BackBuffer;
3418 //print out some player statistics
3419 void render_gauges()
3422 static int old_display_mode = 0;
3424 static int old_display_mode = 1;
3426 int energy = f2ir(Players[Player_num].energy);
3427 int shields = f2ir(Players[Player_num].shields);
3428 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
3430 PA_DFX (pa_set_backbuffer_current());
3432 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
3434 // check to see if our display mode has changed since last render time --
3435 // if so, then we need to make new gauge canvases.
3438 if (old_display_mode != Current_display_mode) {
3439 close_gauge_canvases();
3440 init_gauge_canvases();
3441 old_display_mode = Current_display_mode;
3444 if (shields < 0 ) shields = 0;
3447 dd_gr_set_current_canvas(get_current_game_screen()),
3448 gr_set_current_canvas(get_current_game_screen())
3450 gr_set_curfont( GAME_FONT );
3452 if (Newdemo_state == ND_STATE_RECORDING)
3453 if (Players[Player_num].homing_object_dist >= 0)
3454 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
3457 if (Cockpit_mode == CM_FULL_COCKPIT)
3458 draw_player_ship(cloak, old_cloak[VR_current_page], SHIP_GAUGE_X, SHIP_GAUGE_Y);
3460 draw_player_ship(cloak, old_cloak[VR_current_page], SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
3462 old_cloak[VR_current_page] = cloak;
3465 if (Cockpit_mode == CM_FULL_COCKPIT) {
3466 if (energy != old_energy[VR_current_page]) {
3467 if (Newdemo_state==ND_STATE_RECORDING ) {
3468 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3470 draw_energy_bar(energy);
3471 draw_numerical_display(shields, energy);
3472 old_energy[VR_current_page] = energy;
3475 if (Afterburner_charge != old_afterburner[VR_current_page]) {
3476 if (Newdemo_state==ND_STATE_RECORDING ) {
3477 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3479 draw_afterburner_bar(Afterburner_charge);
3480 old_afterburner[VR_current_page] = Afterburner_charge;
3483 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3484 draw_numerical_display(shields, energy);
3485 draw_invulnerable_ship();
3486 old_shields[VR_current_page] = shields ^ 1;
3487 } else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
3488 if (Newdemo_state==ND_STATE_RECORDING ) {
3489 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3491 draw_shield_bar(shields);
3492 draw_numerical_display(shields, energy);
3493 old_shields[VR_current_page] = shields;
3496 if (Players[Player_num].flags != old_flags[VR_current_page]) {
3497 if (Newdemo_state==ND_STATE_RECORDING )
3498 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3500 old_flags[VR_current_page] = Players[Player_num].flags;
3503 show_homing_warning();
3505 } else if (Cockpit_mode == CM_STATUS_BAR) {
3508 if (Newdemo_state==ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3509 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3510 sb_draw_energy_bar(energy);
3511 old_energy[VR_current_page] = energy;
3515 if (Newdemo_state==ND_STATE_RECORDING &&
3516 Afterburner_charge != old_afterburner[VR_current_page])
3517 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3518 sb_draw_afterburner();
3519 old_afterburner[VR_current_page] = Afterburner_charge;
3522 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3523 draw_invulnerable_ship();
3524 old_shields[VR_current_page] = shields ^ 1;
3525 sb_draw_shield_num(shields);
3528 { // Draw the shield gauge
3529 if (Newdemo_state == ND_STATE_RECORDING &&
3530 shields != old_shields[VR_current_page])
3531 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3532 sb_draw_shield_bar(shields);
3533 old_shields[VR_current_page] = shields;
3534 sb_draw_shield_num(shields);
3538 if (Newdemo_state == ND_STATE_RECORDING &&
3539 Players[Player_num].flags != old_flags[VR_current_page])
3540 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3542 old_flags[VR_current_page] = Players[Player_num].flags;
3546 // May want to record this in a demo...
3547 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3551 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3558 old_lives[VR_current_page] = Players[Player_num].lives;
3562 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3565 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3570 old_score[VR_current_page] = Players[Player_num].score;
3573 sb_show_score_added();
3578 draw_weapon_boxes();
3582 // ---------------------------------------------------------------------------------------------------------
3583 // Call when picked up a laser powerup.
3584 // If laser is active, set old_weapon[0] to -1 to force redraw.
3585 void update_laser_weapon_info(void)
3587 if (old_weapon[0][VR_current_page] == 0)
3588 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3589 old_weapon[0][VR_current_page] = -1;
3592 extern int Game_window_y;
3593 void fill_background(void);
3595 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3597 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3598 //1 for right. viewer is object. NULL object means give up window
3599 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3600 //rear view. If label is non-NULL, print the label at the top of the
3602 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3605 dd_grs_canvas window_canv,
3606 grs_canvas window_canv
3609 static dd_grs_canvas overlap_canv,
3610 static grs_canvas overlap_canv
3614 int saved_window_x, saved_window_y;
3617 object *viewer_save = Viewer;
3618 static int overlap_dirty[2]={0,0};
3620 static int window_x,window_y;
3622 int rear_view_save = Rear_view;
3627 if (viewer == NULL) { //this user is done
3629 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3631 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3632 static_time[win] = 0;
3634 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3635 return; //already set
3637 weapon_box_user[win] = user;
3639 if (overlap_dirty[win]) {
3641 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
3642 gr_set_current_canvas(&VR_screen_pages[VR_current_page])
3645 overlap_dirty[win] = 0;
3651 update_rendered_data(win+1, viewer, rear_view_flag, user);
3653 weapon_box_user[win] = user; //say who's using window
3656 Rear_view = rear_view_flag;
3658 if (Cockpit_mode == CM_FULL_SCREEN)
3661 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
3663 if (Scanline_double)
3667 h = i2f(w) / grd_curscreen->sc_aspect;
3669 dx = (win==0)?-(w+(w/10)):(w/10);
3671 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3672 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3675 saved_window_x = window_x;
3676 saved_window_y = window_y;
3677 window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
3678 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
3682 if (Scanline_double) {
3683 window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
3684 window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
3688 //copy these vars so stereo code can get at them
3689 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3692 dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
3693 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
3697 if (Cockpit_mode == CM_FULL_COCKPIT)
3698 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3699 else if (Cockpit_mode == CM_STATUS_BAR)
3700 boxnum = (SB_PRIMARY_BOX)+win;
3704 box = &gauge_boxes[boxnum];
3708 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),
3709 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1)
3712 if (Scanline_double)
3713 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);
3715 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3720 dd_gr_set_current_canvas(&window_canv),
3721 gr_set_current_canvas(&window_canv)
3724 #if defined(MACINTOSH) && defined(POLY_ACC)
3727 switch (Cockpit_mode)
3729 // copy these vars so stereo code can get at them
3730 // SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3731 case CM_FULL_SCREEN:
3732 ; // do not switch contexts
3733 pa_set_3d_window_offsets(window_x, window_y);
3735 case CM_FULL_COCKPIT:
3739 pa_set_context(kSubViewZeroDrawContextID, NULL);
3743 pa_set_context(kSubViewOneDrawContextID, NULL);
3747 Int3(); // invalid cockpit mode
3752 WIN(DDGRLOCK(dd_grd_curcanv));
3758 if (Cockpit_mode != CM_FULL_SCREEN)
3766 render_frame(0, win+1);
3772 if (Cockpit_mode != CM_FULL_SCREEN)
3780 WIN(DDGRUNLOCK(dd_grd_curcanv));
3782 // HACK! If guided missile, wake up robots as necessary.
3783 if (viewer->type == OBJ_WEAPON) {
3784 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3785 wake_up_rendered_objects(viewer, win+1);
3789 WIN(DDGRLOCK(dd_grd_curcanv));
3790 MAC(if (Scanline_double) FontHires = 0;) // get the right font size
3791 gr_set_curfont( GAME_FONT );
3792 if (Color_0_31_0 == -1)
3793 Color_0_31_0 = gr_getcolor(0,31,0);
3794 gr_set_fontcolor(Color_0_31_0, -1);
3795 gr_printf(0x8000,2,label);
3796 MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
3797 WIN(DDGRUNLOCK(dd_grd_curcanv));
3800 if (user == WBU_GUIDED) {
3801 WIN(DDGRLOCK(dd_grd_curcanv));
3802 draw_guided_crosshair();
3803 WIN(DDGRUNLOCK(dd_grd_curcanv));
3806 if (Cockpit_mode == CM_FULL_SCREEN) {
3807 int small_window_bottom,big_window_bottom,extra_part_h;
3809 WIN(DDGRLOCK(dd_grd_curcanv));
3811 gr_setcolor(BM_XRGB(0,0,32));
3812 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3814 WIN(DDGRUNLOCK(dd_grd_curcanv));
3816 //if the window only partially overlaps the big 3d window, copy
3817 //the extra part to the visible screen
3819 #ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
3823 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
3824 h = i2f(w) / grd_curscreen->sc_aspect;
3825 dx = (win==0)?-(w+(w/10)):(w/10);
3826 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3827 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3828 if (Scanline_double)
3829 window_x += ((win==0)?2:-1); // a real hack here....
3832 big_window_bottom = Game_window_y + Game_window_h - 1;
3835 window_x = saved_window_x;
3836 window_y = saved_window_y;
3837 // dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
3838 // VR_render_buffer[0].cv_bitmap.bm_w/6,
3839 // i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
3843 if (window_y > big_window_bottom) {
3845 //the small window is completely outside the big 3d window, so
3846 //copy it to the visible screen
3848 if (VR_screen_flags & VRF_USE_PAGING)
3850 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3851 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3855 dd_gr_set_current_canvas(get_current_game_screen()),
3856 gr_set_current_canvas(get_current_game_screen())
3860 if (Scanline_double)
3861 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);
3863 #endif // note link to above if
3865 dd_gr_blt_notrans(&window_canv, 0,0,0,0,
3866 dd_grd_curcanv, window_x, window_y, 0,0),
3867 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
3870 overlap_dirty[win] = 1;
3875 small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
3876 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
3879 if (Scanline_double)
3880 small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
3883 extra_part_h = small_window_bottom - big_window_bottom;
3885 if (extra_part_h > 0) {
3888 if (Scanline_double)
3893 dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
3894 window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
3895 window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
3896 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)
3899 if (VR_screen_flags & VRF_USE_PAGING)
3901 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3902 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3906 dd_gr_set_current_canvas(get_current_game_screen()),
3907 gr_set_current_canvas(get_current_game_screen())
3911 if (Scanline_double)
3912 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);
3914 #endif // note link to above if
3916 dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
3917 dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
3918 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
3921 overlap_dirty[win] = 1;
3926 PA_DFX (goto skip_this_junk);
3929 dd_gr_set_current_canvas(get_current_game_screen()),
3930 gr_set_current_canvas(get_current_game_screen())
3934 copy_gauge_box(box,&dd_VR_render_buffer[0]),
3935 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
3938 if (Scanline_double)
3939 copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
3941 // Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
3944 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3949 PA_DFX(skip_this_junk:)
3951 #if defined(MACINTOSH) && defined(POLY_ACC)
3954 pa_set_context(kGamePlayDrawContextID, NULL);
3958 //force redraw when done
3959 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3963 Viewer = viewer_save;
3965 Rear_view = rear_view_save;
3969 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3972 gauge_box* currentGaugeBox = NULL;
3979 Assert(outBoundsRect);
3980 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3981 Assert(!Scanline_double);
3983 switch (Cockpit_mode)
3985 case CM_FULL_SCREEN:
3986 // note: this calculation is taken from do_cockpit_window_view for the full
3989 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3990 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3992 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3994 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3995 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3997 outBoundsRect->top = window_x;
3998 outBoundsRect->left = window_y;
3999 outBoundsRect->bottom = window_x + w;
4000 outBoundsRect->right = window_y + h;
4003 case CM_FULL_COCKPIT:
4005 if (inSubWindowNum == 0)
4007 boxNumber = SB_PRIMARY_BOX;
4011 boxNumber = SB_SECONDARY_BOX;
4014 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
4015 currentGaugeBox = &gauge_boxes[boxNumber];
4016 Assert(currentGaugeBox);
4018 outBoundsRect->top = currentGaugeBox->top;
4019 outBoundsRect->left = currentGaugeBox->left;
4020 outBoundsRect->bottom = currentGaugeBox->bot + 1;
4021 outBoundsRect->right = currentGaugeBox->right + 1;