2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
25 #include "pa_enabl.h" //$$POLY_ACC
33 #include "menu.h" // For the font.
65 void draw_ammo_info(int x,int y,int ammo_count,int primary);
66 extern void draw_guided_crosshair(void);
68 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
69 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
71 grs_canvas *Canv_LeftEnergyGauge;
72 grs_canvas *Canv_AfterburnerGauge;
73 grs_canvas *Canv_SBEnergyGauge;
74 grs_canvas *Canv_SBAfterburnerGauge;
75 grs_canvas *Canv_RightEnergyGauge;
76 grs_canvas *Canv_NumericalGauge;
78 //Flags for gauges/hud stuff
81 //bitmap numbers for gauges
83 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
85 #define GAUGE_INVULNERABLE 10 //10..19
86 #define N_INVULNERABLE_FRAMES 10
88 #define GAUGE_AFTERBURNER 20
89 #define GAUGE_ENERGY_LEFT 21
90 #define GAUGE_ENERGY_RIGHT 22
91 #define GAUGE_NUMERICAL 23
93 #define GAUGE_BLUE_KEY 24
94 #define GAUGE_GOLD_KEY 25
95 #define GAUGE_RED_KEY 26
96 #define GAUGE_BLUE_KEY_OFF 27
97 #define GAUGE_GOLD_KEY_OFF 28
98 #define GAUGE_RED_KEY_OFF 29
100 #define SB_GAUGE_BLUE_KEY 30
101 #define SB_GAUGE_GOLD_KEY 31
102 #define SB_GAUGE_RED_KEY 32
103 #define SB_GAUGE_BLUE_KEY_OFF 33
104 #define SB_GAUGE_GOLD_KEY_OFF 34
105 #define SB_GAUGE_RED_KEY_OFF 35
107 #define SB_GAUGE_ENERGY 36
109 #define GAUGE_LIVES 37
111 #define GAUGE_SHIPS 38
112 #define GAUGE_SHIPS_LAST 45
114 #define RETICLE_CROSS 46
115 #define RETICLE_PRIMARY 48
116 #define RETICLE_SECONDARY 51
117 #define RETICLE_LAST 55
119 #define GAUGE_HOMING_WARNING_ON 56
120 #define GAUGE_HOMING_WARNING_OFF 57
122 #define SML_RETICLE_CROSS 58
123 #define SML_RETICLE_PRIMARY 60
124 #define SML_RETICLE_SECONDARY 63
125 #define SML_RETICLE_LAST 67
127 #define KEY_ICON_BLUE 68
128 #define KEY_ICON_YELLOW 69
129 #define KEY_ICON_RED 70
131 #define SB_GAUGE_AFTERBURNER 71
133 #define FLAG_ICON_RED 72
134 #define FLAG_ICON_BLUE 73
137 /* Use static inline function under GCC to avoid CR/LF issues */
139 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
140 static inline void _page_in_gauge(int x)
143 PIGGY_PAGE_IN(Gauges_hires[x]);
145 PIGGY_PAGE_IN(Gauges[x]);
150 #define PAGE_IN_GAUGE(x) \
153 PIGGY_PAGE_IN(Gauges_hires[x]); \
155 PIGGY_PAGE_IN(Gauges[x]); \
161 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
163 //change MAX_GAUGE_BMS when adding gauges
165 //Coordinats for gauges
167 extern int Current_display_mode;
171 #define GAUGE_BLUE_KEY_X_L 272
172 #define GAUGE_BLUE_KEY_Y_L 152
173 #define GAUGE_BLUE_KEY_X_H 535
174 #define GAUGE_BLUE_KEY_Y_H 374
175 #define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
176 #define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
178 #define GAUGE_GOLD_KEY_X_L 273
179 #define GAUGE_GOLD_KEY_Y_L 162
180 #define GAUGE_GOLD_KEY_X_H 537
181 #define GAUGE_GOLD_KEY_Y_H 395
182 #define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
183 #define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
185 #define GAUGE_RED_KEY_X_L 274
186 #define GAUGE_RED_KEY_Y_L 172
187 #define GAUGE_RED_KEY_X_H 539
188 #define GAUGE_RED_KEY_Y_H 416
189 #define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
190 #define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
194 #define SB_GAUGE_KEYS_X_L 11
195 #define SB_GAUGE_KEYS_X_H 26
196 #define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
198 #define SB_GAUGE_BLUE_KEY_Y_L 153
199 #define SB_GAUGE_GOLD_KEY_Y_L 169
200 #define SB_GAUGE_RED_KEY_Y_L 185
202 #define SB_GAUGE_BLUE_KEY_Y_H 390
203 #define SB_GAUGE_GOLD_KEY_Y_H 422
204 #define SB_GAUGE_RED_KEY_Y_H 454
206 #define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
207 #define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
208 #define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
210 // cockpit enery gauges
212 #define LEFT_ENERGY_GAUGE_X_L 70
213 #define LEFT_ENERGY_GAUGE_Y_L 131
214 #define LEFT_ENERGY_GAUGE_W_L 64
215 #define LEFT_ENERGY_GAUGE_H_L 8
217 #define LEFT_ENERGY_GAUGE_X_H 137
218 #define LEFT_ENERGY_GAUGE_Y_H 314
219 #define LEFT_ENERGY_GAUGE_W_H 133
220 #define LEFT_ENERGY_GAUGE_H_H 21
222 #define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
223 #define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
224 #define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
225 #define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
227 #define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
228 #define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
229 #define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
230 #define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
232 // cockpit afterburner gauge
234 #define AFTERBURNER_GAUGE_X_L 45-1
235 #define AFTERBURNER_GAUGE_Y_L 158
236 #define AFTERBURNER_GAUGE_W_L 12
237 #define AFTERBURNER_GAUGE_H_L 32
239 #define AFTERBURNER_GAUGE_X_H 88
240 #define AFTERBURNER_GAUGE_Y_H 377
241 #define AFTERBURNER_GAUGE_W_H 21
242 #define AFTERBURNER_GAUGE_H_H 65
244 #define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
245 #define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
246 #define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
247 #define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
251 #define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
252 #define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
253 #define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
254 #define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
256 // sb afterburner gauge
258 #define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
259 #define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
260 #define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
261 #define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
263 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
264 #define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
266 #define SHIELD_GAUGE_X (Current_display_mode?292:146)
267 #define SHIELD_GAUGE_Y (Current_display_mode?374:155)
268 #define SHIELD_GAUGE_W (Current_display_mode?70:35)
269 #define SHIELD_GAUGE_H (Current_display_mode?77:32)
271 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
272 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
274 #define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
275 #define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
277 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
278 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
280 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
281 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
283 #define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
284 #define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
285 #define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
286 #define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
288 #define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
289 #define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
290 #define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
291 #define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
292 #define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
293 #define PRIMARY_AMMO_Y (Current_display_mode?420:171)
295 #define SECONDARY_W_PIC_X (Current_display_mode?466:234)
296 #define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
297 #define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
298 #define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
299 #define SECONDARY_AMMO_X (Current_display_mode?428:213)
300 #define SECONDARY_AMMO_Y (Current_display_mode?407:171)
302 #define SB_LIVES_X (Current_display_mode?(550-10-3):266)
303 #define SB_LIVES_Y (Current_display_mode?450-3:185)
304 #define SB_LIVES_LABEL_X (Current_display_mode?475:237)
305 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
307 #define SB_SCORE_RIGHT_L 301
308 #define SB_SCORE_RIGHT_H (605+8)
309 #define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
311 #define SB_SCORE_Y (Current_display_mode?398:158)
312 #define SB_SCORE_LABEL_X (Current_display_mode?475:237)
314 #define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
315 #define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
317 #define HOMING_WARNING_X (Current_display_mode?14:7)
318 #define HOMING_WARNING_Y (Current_display_mode?415:171)
320 #define BOMB_COUNT_X (Current_display_mode?546:275)
321 #define BOMB_COUNT_Y (Current_display_mode?445:186)
323 #define SB_BOMB_COUNT_X (Current_display_mode?342:171)
324 #define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
327 #define LHX(x) ((x)*(Current_display_mode?2:1))
328 #define LHY(y) ((y)*(Current_display_mode?2.4:1))
330 #define LHX(x) ((x)*(MenuHires?2:1))
331 #define LHY(y) ((y)*(MenuHires?2.4:1))
334 static int score_display[2];
335 static fix score_time;
337 static int old_score[2] = { -1, -1 };
338 static int old_energy[2] = { -1, -1 };
339 static int old_shields[2] = { -1, -1 };
340 static int old_flags[2] = { -1, -1 };
341 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
342 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
343 static int Old_Omega_charge[2] = { -1, -1 };
344 static int old_laser_level[2] = { -1, -1 };
345 static int old_cloak[2] = { 0, 0 };
346 static int old_lives[2] = { -1, -1 };
347 static fix old_afterburner[2] = { -1, -1 };
348 static int old_bombcount[2] = { 0, 0 };
350 static int invulnerable_frame = 0;
352 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
354 #define WS_SET 0 //in correct state
355 #define WS_FADING_OUT 1
356 #define WS_FADING_IN 2
358 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
359 int weapon_box_states[2];
360 fix weapon_box_fade_values[2];
362 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
364 typedef struct span {
368 //store delta x values from left of box
369 span weapon_window_left[] = { //first span 67,151
416 //store delta x values from left of box
417 span weapon_window_right[] = { //first span 207,154
463 //store delta x values from left of box
464 span weapon_window_left_hires[] = { //first span 67,154
575 //store delta x values from left of box
576 span weapon_window_right_hires[] = { //first span 207,154
687 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
688 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
690 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
691 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
693 // defining box boundries for weapon pictures
695 #define PRIMARY_W_BOX_LEFT_L 63
696 #define PRIMARY_W_BOX_TOP_L 151 //154
697 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
698 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
700 #define PRIMARY_W_BOX_LEFT_H 121
701 #define PRIMARY_W_BOX_TOP_H 364
702 #define PRIMARY_W_BOX_RIGHT_H 242
703 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
705 #define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
706 #define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
707 #define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
708 #define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
710 #define SECONDARY_W_BOX_LEFT_L 202 //207
711 #define SECONDARY_W_BOX_TOP_L 151
712 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
713 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
715 #define SECONDARY_W_BOX_LEFT_H 404
716 #define SECONDARY_W_BOX_TOP_H 363
717 #define SECONDARY_W_BOX_RIGHT_H 529
718 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
720 #define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
721 #define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
722 #define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
723 #define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
725 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
726 #define SB_PRIMARY_W_BOX_TOP_L 153
727 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
728 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
730 #define SB_PRIMARY_W_BOX_LEFT_H 68
731 #define SB_PRIMARY_W_BOX_TOP_H 381
732 #define SB_PRIMARY_W_BOX_RIGHT_H 179
733 #define SB_PRIMARY_W_BOX_BOT_H 473
735 #define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
736 #define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
737 #define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
738 #define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
740 #define SB_SECONDARY_W_BOX_LEFT_L 169
741 #define SB_SECONDARY_W_BOX_TOP_L 153
742 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
743 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
745 #define SB_SECONDARY_W_BOX_LEFT_H 338
746 #define SB_SECONDARY_W_BOX_TOP_H 381
747 #define SB_SECONDARY_W_BOX_RIGHT_H 449
748 #define SB_SECONDARY_W_BOX_BOT_H 473
750 #define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
751 #define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
752 #define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
753 #define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
755 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
756 #define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
757 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
758 #define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
759 #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)
760 #define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
762 #define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
763 #define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
764 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
765 #define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
766 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
767 #define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
769 typedef struct gauge_box {
771 int right,bot; //maximal box
772 span *spanlist; //list of left,right spans for copy
775 gauge_box gauge_boxes[] = {
777 // primary left/right low res
778 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
779 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
781 //sb left/right low res
782 {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},
783 {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},
785 // primary left/right hires
786 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
787 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
789 // sb left/right hires
790 {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},
791 {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},
794 // these macros refer to arrays above
796 #define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
797 #define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
798 #define SB_PRIMARY_BOX (!Current_display_mode?2:6)
799 #define SB_SECONDARY_BOX (!Current_display_mode?3:7)
801 int Color_0_31_0 = -1;
803 //copy a box from the off-screen buffer to the visible page
805 void copy_gauge_box(gauge_box *box,dd_grs_canvas *cv)
807 // This is kind of funny. If we are in a full cockpit mode
808 // we have a system offscreen buffer for our canvas.
809 // Since this is true of cockpit mode only, we should do a
810 // direct copy from system to video memory without blting.
813 int n_spans = box->bot-box->top+1;
816 if (Cockpit_mode==CM_FULL_COCKPIT && cv->sram) {
821 DDGRLOCK(dd_grd_curcanv);
822 bm = &cv->canvas.cv_bitmap;
824 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
826 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
827 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
829 DDGRUNLOCK(dd_grd_curcanv);
833 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
835 dd_gr_blt_notrans(cv,
836 box->left+box->spanlist[cnt].l,y,
837 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
839 box->left+box->spanlist[cnt].l,y,
840 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1);
845 dd_gr_blt_notrans(cv, box->left, box->top,
846 box->right-box->left+1, box->bot-box->top+1,
847 dd_grd_curcanv, box->left, box->top,
848 box->right-box->left+1, box->bot-box->top+1);
854 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
857 int n_spans = box->bot-box->top+1;
860 //gr_setcolor(BM_XRGB(31,0,0));
862 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
863 PA_DFX (pa_set_frontbuffer_current());
864 PA_DFX (pa_set_back_to_read());
866 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
867 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
869 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
870 PA_DFX (pa_set_backbuffer_current());
871 PA_DFX (pa_set_front_to_read());
877 PA_DFX (pa_set_frontbuffer_current());
878 PA_DFX (pa_set_back_to_read());
880 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
881 box->left,box->top,box->left,box->top,
882 bm,&grd_curcanv->cv_bitmap);
883 PA_DFX (pa_set_backbuffer_current());
884 PA_DFX (pa_set_front_to_read());
891 extern int gr_bitblt_double;
893 int copy_whole_box = 0;
895 void copy_gauge_box_double(gauge_box *box,grs_bitmap *bm)
898 if (!copy_whole_box && box->spanlist) {
899 int n_spans = box->bot-box->top+1;
900 int cnt, sx, dx, sy, dy;
903 for (cnt=0; cnt < n_spans; cnt++) {
909 dx = box->left+box->spanlist[cnt].l;
911 sbits = bm->bm_data + (bm->bm_rowsize * sy) + sx;
912 dbits = grd_curcanv->cv_bitmap.bm_data + (grd_curcanv->cv_bitmap.bm_rowsize * dy) + dx;
914 for (j = box->spanlist[cnt].l; j < box->spanlist[cnt].r+1; j++)
915 *dbits++ = sbits[j/2];
925 gr_bm_ubitblt_double_slow(box->right-box->left+1,box->bot-box->top,
926 box->left,box->top,box->left,box->top,
927 bm,&grd_curcanv->cv_bitmap);
932 //fills in the coords of the hostage video window
933 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
935 if (Cockpit_mode == CM_STATUS_BAR) {
936 *x = SB_SECONDARY_W_BOX_LEFT;
937 *y = SB_SECONDARY_W_BOX_TOP;
938 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
939 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
942 *x = SECONDARY_W_BOX_LEFT;
943 *y = SECONDARY_W_BOX_TOP;
944 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
945 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
950 //these should be in gr.h
951 #define cv_w cv_bitmap.bm_w
952 #define cv_h cv_bitmap.bm_h
954 #define HUD_MESSAGE_LENGTH 150
955 #define HUD_MAX_NUM 4
956 extern int HUD_nmessages, hud_first; // From hud.c
957 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
958 extern fix ThisLevelTime;
959 extern fix Omega_charge;
961 void hud_show_score()
966 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
969 gr_set_curfont( GAME_FONT );
971 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
972 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
974 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
977 gr_get_string_size(score_str, &w, &h, &aw );
979 if (Color_0_31_0 == -1)
980 Color_0_31_0 = gr_getcolor(0,31,0);
981 gr_set_fontcolor(Color_0_31_0, -1);
983 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
986 void hud_show_timer_count()
994 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
998 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
1000 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1001 i=f2i(timevar-ThisLevelTime);
1004 sprintf(score_str, "T - %5d", i);
1006 gr_get_string_size(score_str, &w, &h, &aw );
1008 if (Color_0_31_0 == -1)
1009 Color_0_31_0 = gr_getcolor(0,31,0);
1010 gr_set_fontcolor(Color_0_31_0, -1);
1012 if (i>-1 && !Control_center_destroyed)
1013 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
1019 //y offset between lines on HUD
1022 void hud_show_score_added()
1028 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1031 if (score_display[0] == 0)
1034 gr_set_curfont( GAME_FONT );
1036 score_time -= FrameTime;
1037 if (score_time > 0) {
1038 color = f2i(score_time * 20) + 12;
1040 if (color < 10) color = 12;
1041 if (color > 31) color = 30;
1043 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
1046 sprintf(score_str, "%s", TXT_CHEATER);
1048 sprintf(score_str, "%5d", score_display[0]);
1050 gr_get_string_size(score_str, &w, &h, &aw );
1051 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1052 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
1055 score_display[0] = 0;
1060 void sb_show_score()
1065 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1068 WIN(DDGRLOCK(dd_grd_curcanv));
1069 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1074 if (old_score[VR_current_page]==redraw_score) {
1075 gr_set_curfont( GAME_FONT );
1076 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1078 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1080 PA_DFX(pa_set_frontbuffer_current());
1081 PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
1082 PA_DFX(pa_set_backbuffer_current());
1083 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
1087 PA_DFX (pa_set_frontbuffer_current() );
1088 PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
1089 PA_DFX(pa_set_backbuffer_current());
1090 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
1094 gr_set_curfont( GAME_FONT );
1095 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1096 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
1098 sprintf(score_str, "%5d", Players[Player_num].score);
1099 gr_get_string_size(score_str, &w, &h, &aw );
1101 x = SB_SCORE_RIGHT-w-LHX(2);
1105 gr_setcolor(BM_XRGB(0,0,0));
1106 PA_DFX (pa_set_frontbuffer_current());
1107 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
1108 PA_DFX(pa_set_backbuffer_current());
1109 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
1111 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1112 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1114 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1116 PA_DFX (pa_set_frontbuffer_current());
1117 PA_DFX (gr_printf(x,y,score_str));
1118 PA_DFX(pa_set_backbuffer_current());
1119 gr_printf(x,y,score_str);
1121 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1122 WIN(DDGRUNLOCK(dd_grd_curcanv));
1125 void sb_show_score_added()
1131 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1132 static int last_score_display[2] = { -1, -1};
1136 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1139 if (score_display[VR_current_page] == 0)
1142 WIN(DDGRLOCK(dd_grd_curcanv));
1143 gr_set_curfont( GAME_FONT );
1145 score_time -= FrameTime;
1146 if (score_time > 0) {
1147 if (score_display[VR_current_page] != last_score_display[VR_current_page] || frc) {
1148 gr_setcolor(BM_XRGB(0,0,0));
1149 PA_DFX (pa_set_frontbuffer_current());
1150 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));
1151 PA_DFX(pa_set_backbuffer_current());
1152 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);
1154 last_score_display[VR_current_page] = score_display[VR_current_page];
1157 color = f2i(score_time * 20) + 10;
1159 if (color < 10) color = 10;
1160 if (color > 31) color = 31;
1163 sprintf(score_str, "%s", TXT_CHEATER);
1165 sprintf(score_str, "%5d", score_display[VR_current_page]);
1167 gr_get_string_size(score_str, &w, &h, &aw );
1169 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1171 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1173 PA_DFX (pa_set_frontbuffer_current());
1174 PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
1175 PA_DFX(pa_set_backbuffer_current());
1176 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1179 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1183 gr_setcolor(BM_XRGB(0,0,0));
1184 PA_DFX (pa_set_frontbuffer_current());
1185 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));
1186 PA_DFX(pa_set_backbuffer_current());
1187 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);
1190 score_display[VR_current_page] = 0;
1193 WIN(DDGRUNLOCK(dd_grd_curcanv));
1196 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1198 // -----------------------------------------------------------------------------
1199 void play_homing_warning(void)
1203 if (Endlevel_sequence || Player_is_dead)
1206 if (Players[Player_num].homing_object_dist >= 0) {
1207 beep_delay = Players[Player_num].homing_object_dist/128;
1208 if (beep_delay > F1_0)
1210 else if (beep_delay < F1_0/8)
1211 beep_delay = F1_0/8;
1213 if (Last_warning_beep_time[VR_current_page] > GameTime)
1214 Last_warning_beep_time[VR_current_page] = 0;
1216 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1217 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1218 Last_warning_beep_time[VR_current_page] = GameTime;
1223 int Last_homing_warning_shown[2]={-1,-1};
1225 // -----------------------------------------------------------------------------
1226 void show_homing_warning(void)
1228 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1229 if (Last_homing_warning_shown[VR_current_page] == 1) {
1230 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1232 WIN(DDGRLOCK(dd_grd_curcanv));
1233 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1234 WIN(DDGRUNLOCK(dd_grd_curcanv));
1236 Last_homing_warning_shown[VR_current_page] = 0;
1242 dd_gr_set_current_canvas( get_current_game_screen() ),
1243 gr_set_current_canvas( get_current_game_screen() )
1247 WIN(DDGRLOCK(dd_grd_curcanv))
1249 if (Players[Player_num].homing_object_dist >= 0) {
1251 if (GameTime & 0x4000) {
1252 if (Last_homing_warning_shown[VR_current_page] != 1) {
1253 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1254 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1255 Last_homing_warning_shown[VR_current_page] = 1;
1258 if (Last_homing_warning_shown[VR_current_page] != 0) {
1259 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1260 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1261 Last_homing_warning_shown[VR_current_page] = 0;
1264 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1265 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1266 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1267 Last_homing_warning_shown[VR_current_page] = 0;
1270 WIN(DDGRUNLOCK(dd_grd_curcanv));
1274 #define MAX_SHOWN_LIVES 4
1276 extern int Game_window_y;
1279 void hud_show_homing_warning(void)
1281 if (Players[Player_num].homing_object_dist >= 0) {
1282 if (GameTime & 0x4000) {
1283 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1285 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1286 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1287 y = min(y,(wy - Line_spacing - Game_window_y));
1290 gr_set_curfont( GAME_FONT );
1291 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1292 gr_printf(x,y,TXT_LOCK);
1297 void hud_show_keys(void)
1299 int y = 3*Line_spacing;
1300 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1302 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1303 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1304 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1308 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1309 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1310 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1313 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1314 PAGE_IN_GAUGE( KEY_ICON_RED );
1315 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1321 extern grs_bitmap Orb_icons[2];
1323 void hud_show_orbs (void)
1325 if (Game_mode & GM_HOARD) {
1331 if (Cockpit_mode == CM_FULL_COCKPIT) {
1333 x = 4*GAME_FONT->ft_w;
1335 else if (Cockpit_mode == CM_STATUS_BAR) {
1337 x = GAME_FONT->ft_w;
1339 else if (Cockpit_mode == CM_FULL_SCREEN) {
1341 x = GAME_FONT->ft_w;
1346 Int3(); //what sort of cockpit?
1348 bm = &Orb_icons[FontHires];
1349 gr_ubitmapm(x,y,bm);
1351 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1352 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1357 void hud_show_flag(void)
1359 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1364 if (Cockpit_mode == CM_FULL_COCKPIT) {
1366 x = 4*GAME_FONT->ft_w;
1368 else if (Cockpit_mode == CM_STATUS_BAR) {
1370 x = GAME_FONT->ft_w;
1372 else if (Cockpit_mode == CM_FULL_SCREEN) {
1374 x = GAME_FONT->ft_w;
1379 Int3(); //what sort of cockpit?
1382 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1384 PAGE_IN_GAUGE( icon );
1385 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1391 void hud_show_energy(void)
1393 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1394 gr_set_curfont( GAME_FONT );
1395 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1396 if (Game_mode & GM_MULTI)
1397 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1399 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1401 if (Newdemo_state==ND_STATE_RECORDING ) {
1402 int energy = f2ir(Players[Player_num].energy);
1404 if (energy != old_energy[VR_current_page]) {
1405 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1406 old_energy[VR_current_page] = energy;
1411 void hud_show_afterburner(void)
1415 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1416 return; //don't draw if don't have
1418 gr_set_curfont( GAME_FONT );
1419 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1421 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1423 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1425 if (Newdemo_state==ND_STATE_RECORDING ) {
1427 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1428 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1429 old_afterburner[VR_current_page] = Afterburner_charge;
1434 char *d2_very_short_secondary_weapon_names[] =
1435 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1437 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1438 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1439 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1441 //return which bomb will be dropped next time the bomb key is pressed
1442 extern int which_bomb();
1444 void show_bomb_count(int x,int y,int bg_color,int always_show)
1446 int bomb,count,countx;
1449 bomb = which_bomb();
1450 count = Players[Player_num].secondary_ammo[bomb];
1453 count = min(count,99); //only have room for 2 digits - cheating give 200
1456 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1458 if (always_show && count == 0) //no bombs, draw nothing on HUD
1461 if (!always_show && countx == old_bombcount[VR_current_page])
1464 WIN(DDGRLOCK(dd_grd_curcanv));
1466 // I hate doing this off of hard coded coords!!!!
1468 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1469 gr_setcolor(bg_color);
1470 if (!Current_display_mode) {
1471 gr_rect(169,189,189,196);
1472 gr_setcolor(gr_find_closest_color(10,10,10));
1473 gr_scanline(168,189,189);
1475 PA_DFX (pa_set_frontbuffer_current());
1476 PA_DFX (gr_rect(338,453,378,470));
1477 PA_DFX(pa_set_backbuffer_current());
1478 gr_rect(338,453,378,470);
1480 gr_setcolor(gr_find_closest_color(10,10,10));
1481 PA_DFX (pa_set_frontbuffer_current());
1482 PA_DFX (gr_scanline(336,378,453));
1483 PA_DFX(pa_set_backbuffer_current());
1484 gr_scanline(336,378,453);
1489 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1491 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1493 sprintf(txt,"B:%02d",count);
1495 while ((t=strchr(txt,'1')) != NULL)
1496 *t = '\x84'; //convert to wide '1'
1498 PA_DFX (pa_set_frontbuffer_current());
1499 PA_DFX (gr_string(x,y,txt));
1500 PA_DFX(pa_set_backbuffer_current());
1503 WIN(DDGRUNLOCK(dd_grd_curcanv));
1505 old_bombcount[VR_current_page] = countx;
1508 void draw_primary_ammo_info(int ammo_count)
1510 if (Cockpit_mode == CM_STATUS_BAR)
1511 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1513 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1516 //convert '1' characters to special wide ones
1517 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1519 void hud_show_weapons(void)
1524 char weapon_str[32];
1526 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1527 gr_set_curfont( GAME_FONT );
1528 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1530 y = grd_curcanv->cv_h;
1532 if (Game_mode & GM_MULTI)
1533 y -= 4*Line_spacing;
1535 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1537 switch (Primary_weapon) {
1539 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1540 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1542 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1545 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1549 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1550 convert_1s(weapon_str);
1553 case SPREADFIRE_INDEX:
1558 strcpy(weapon_str, weapon_name);
1561 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1562 convert_1s(weapon_str);
1565 default: Int3(); weapon_str[0] = 0; break;
1568 gr_get_string_size(weapon_str, &w, &h, &aw );
1569 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1571 if (Primary_weapon == VULCAN_INDEX) {
1572 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1573 if (Newdemo_state == ND_STATE_RECORDING)
1574 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1575 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1579 if (Primary_weapon == OMEGA_INDEX) {
1580 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1581 if (Newdemo_state == ND_STATE_RECORDING)
1582 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1583 Old_Omega_charge[VR_current_page] = Omega_charge;
1587 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1589 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1590 gr_get_string_size(weapon_str, &w, &h, &aw );
1591 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1593 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1594 if (Newdemo_state == ND_STATE_RECORDING)
1595 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1596 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1599 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1602 void hud_show_cloak_invuln(void)
1604 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1606 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1607 int y = grd_curcanv->cv_h;
1609 if (Game_mode & GM_MULTI)
1610 y -= 7*Line_spacing;
1612 y -= 4*Line_spacing;
1614 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1615 gr_printf(2, y, "%s", TXT_CLOAKED);
1618 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1619 int y = grd_curcanv->cv_h;
1621 if (Game_mode & GM_MULTI)
1622 y -= 10*Line_spacing;
1624 y -= 5*Line_spacing;
1626 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1627 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1632 void hud_show_shield(void)
1634 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1635 gr_set_curfont( GAME_FONT );
1636 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1638 if ( Players[Player_num].shields >= 0 ) {
1639 if (Game_mode & GM_MULTI)
1640 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1642 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1644 if (Game_mode & GM_MULTI)
1645 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1647 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1650 if (Newdemo_state==ND_STATE_RECORDING ) {
1651 int shields = f2ir(Players[Player_num].shields);
1653 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1654 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1655 old_shields[VR_current_page] = shields;
1660 //draw the icons for number of lives
1661 void hud_show_lives()
1663 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1666 if (Game_mode & GM_MULTI) {
1667 gr_set_curfont( GAME_FONT );
1668 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1669 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1671 else if (Players[Player_num].lives > 1) {
1673 gr_set_curfont( GAME_FONT );
1674 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1675 PAGE_IN_GAUGE( GAUGE_LIVES );
1676 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1677 gr_ubitmapm(10,3,bm);
1678 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1683 void sb_show_lives()
1686 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1693 WIN(DDGRLOCK(dd_grd_curcanv));
1694 if (old_lives[VR_current_page]==-1 || frc) {
1695 gr_set_curfont( GAME_FONT );
1696 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1697 if (Game_mode & GM_MULTI)
1699 PA_DFX (pa_set_frontbuffer_current());
1700 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
1701 PA_DFX (pa_set_backbuffer_current());
1702 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1707 PA_DFX (pa_set_frontbuffer_current());
1708 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
1709 PA_DFX (pa_set_backbuffer_current());
1710 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1714 WIN(DDGRUNLOCK(dd_grd_curcanv));
1716 if (Game_mode & GM_MULTI)
1718 char killed_str[20];
1720 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1723 WIN(DDGRLOCK(dd_grd_curcanv));
1724 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1725 gr_get_string_size(killed_str, &w, &h, &aw);
1726 gr_setcolor(BM_XRGB(0,0,0));
1727 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1728 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1729 x = SB_SCORE_RIGHT-w-2;
1730 gr_printf(x, y+1, killed_str);
1731 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1732 WIN(DDGRUNLOCK(dd_grd_curcanv));
1736 if (frc || old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page]) {
1737 WIN(DDGRLOCK(dd_grd_curcanv));
1741 gr_setcolor(BM_XRGB(0,0,0));
1743 PA_DFX (pa_set_frontbuffer_current());
1744 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1745 PA_DFX (pa_set_backbuffer_current());
1746 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1748 if (Players[Player_num].lives-1 > 0) {
1749 gr_set_curfont( GAME_FONT );
1750 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1751 PAGE_IN_GAUGE( GAUGE_LIVES );
1752 #ifdef PA_3DFX_VOODOO
1753 PA_DFX (pa_set_frontbuffer_current());
1754 gr_ubitmapm(x, y,bm);
1755 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1758 PA_DFX (pa_set_backbuffer_current());
1759 gr_ubitmapm(x, y,bm);
1760 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1762 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1764 WIN(DDGRUNLOCK(dd_grd_curcanv));
1767 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1768 // gr_ubitmapm(x,y,bm);
1774 #ifdef PIGGY_USE_PAGING
1775 extern int Piggy_bitmap_cache_next;
1780 int secs = f2i(Players[Player_num].time_level) % 60;
1781 int mins = f2i(Players[Player_num].time_level) / 60;
1783 gr_set_curfont( GAME_FONT );
1785 if (Color_0_31_0 == -1)
1786 Color_0_31_0 = gr_getcolor(0,31,0);
1787 gr_set_fontcolor(Color_0_31_0, -1 );
1789 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1791 //@@#ifdef PIGGY_USE_PAGING
1795 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1796 //@@ gr_get_string_size( text, &w, &h, &aw );
1797 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1804 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1806 void add_points_to_score(int points)
1810 score_time += f1_0*2;
1811 score_display[0] += points;
1812 score_display[1] += points;
1813 if (score_time > f1_0*4) score_time = f1_0*4;
1815 if (points == 0 || Cheats_enabled)
1818 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1821 prev_score=Players[Player_num].score;
1823 Players[Player_num].score += points;
1825 if (Newdemo_state == ND_STATE_RECORDING)
1826 newdemo_record_player_score(points);
1829 if (Game_mode & GM_MULTI_COOP)
1832 if (Game_mode & GM_MULTI)
1836 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1838 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1839 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1840 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1841 digi_play_sample( snd, F1_0 );
1845 void add_bonus_points_to_score(int points)
1849 if (points == 0 || Cheats_enabled)
1852 prev_score=Players[Player_num].score;
1854 Players[Player_num].score += points;
1857 if (Newdemo_state == ND_STATE_RECORDING)
1858 newdemo_record_player_score(points);
1860 if (Game_mode & GM_MULTI)
1863 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1865 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1866 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1867 digi_play_sample( snd, F1_0 );
1873 void init_gauge_canvases()
1875 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1876 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1878 Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1879 Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1880 Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1881 Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1882 Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1883 Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1887 void close_gauge_canvases()
1889 gr_free_canvas( Canv_LeftEnergyGauge );
1890 gr_free_canvas( Canv_SBEnergyGauge );
1891 gr_free_canvas( Canv_SBAfterburnerGauge );
1892 gr_free_canvas( Canv_RightEnergyGauge );
1893 gr_free_canvas( Canv_NumericalGauge );
1894 gr_free_canvas( Canv_AfterburnerGauge );
1901 //draw_gauges_on = 1;
1903 for (i=0; i<2; i++ ) {
1904 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)) )
1909 old_shields[i] = -1;
1913 old_afterburner[i] = -1;
1914 old_bombcount[i] = 0;
1915 old_laser_level[i] = 0;
1917 old_weapon[0][i] = old_weapon[1][i] = -1;
1918 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1919 Old_Omega_charge[i] = -1;
1922 cloak_fade_state = 0;
1924 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1927 void draw_energy_bar(int energy)
1932 // Draw left energy bar
1933 gr_set_current_canvas( Canv_LeftEnergyGauge );
1934 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1935 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1936 gr_setcolor( BM_XRGB(0,0,0) );
1938 if ( !Current_display_mode )
1939 not_energy = 61 - (energy*61)/100;
1941 not_energy = 125 - (energy*125)/100;
1944 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1945 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1946 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1948 if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
1949 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;
1950 if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
1952 if (x2 > x1) gr_uscanline( x1, x2, y );
1956 dd_gr_set_current_canvas(get_current_game_screen()),
1957 gr_set_current_canvas( get_current_game_screen() )
1959 WIN(DDGRLOCK(dd_grd_curcanv));
1960 gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
1961 WIN(DDGRUNLOCK(dd_grd_curcanv));
1963 // Draw right energy bar
1964 gr_set_current_canvas( Canv_RightEnergyGauge );
1965 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1966 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1967 gr_setcolor( BM_XRGB(0,0,0) );
1970 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1971 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
1972 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
1974 if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
1975 if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
1976 if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
1978 if (x2 > x1) gr_uscanline( x1, x2, y );
1982 dd_gr_set_current_canvas(get_current_game_screen()),
1983 gr_set_current_canvas( get_current_game_screen() )
1985 WIN(DDGRLOCK(dd_grd_curcanv));
1986 gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
1987 WIN(DDGRUNLOCK(dd_grd_curcanv));
1990 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
2025 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
2100 void draw_afterburner_bar(int afterburner)
2102 int not_afterburner;
2105 // Draw afterburner bar
2106 gr_set_current_canvas( Canv_AfterburnerGauge );
2107 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
2108 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
2109 gr_setcolor( BM_XRGB(0,0,0) );
2111 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
2113 for (y=0;y<not_afterburner;y++) {
2115 gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
2116 (Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
2120 dd_gr_set_current_canvas(get_current_game_screen()),
2121 gr_set_current_canvas( get_current_game_screen() )
2123 WIN(DDGRLOCK(dd_grd_curcanv));
2124 gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
2125 WIN(DDGRUNLOCK(dd_grd_curcanv));
2128 void draw_shield_bar(int shield)
2130 int bm_num = shield>=100?9:(shield / 10);
2132 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2133 WIN(DDGRLOCK(dd_grd_curcanv));
2134 PA_DFX (pa_set_frontbuffer_current());
2135 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2136 PA_DFX (pa_set_backbuffer_current());
2137 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2139 WIN(DDGRUNLOCK(dd_grd_curcanv));
2142 #define CLOAK_FADE_WAIT_TIME 0x400
2144 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
2146 static fix cloak_fade_timer=0;
2147 static int cloak_fade_value=GR_FADE_LEVELS-1;
2148 static int refade = 0;
2149 grs_bitmap *bm = NULL;
2151 if (Game_mode & GM_TEAM) {
2153 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
2154 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
2157 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
2158 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
2162 if (old_cloak_state==-1 && cloak_state)
2165 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
2168 cloak_fade_value=GR_FADE_LEVELS-1;
2169 cloak_fade_state = 0;
2172 if (cloak_state==1 && old_cloak_state==0)
2173 cloak_fade_state = -1;
2174 //else if (cloak_state==0 && old_cloak_state==1)
2175 // cloak_fade_state = 1;
2177 if (cloak_state==old_cloak_state) //doing "about-to-uncloak" effect
2178 if (cloak_fade_state==0)
2179 cloak_fade_state = 2;
2182 if (cloak_fade_state)
2183 cloak_fade_timer -= FrameTime;
2185 while (cloak_fade_state && cloak_fade_timer < 0) {
2187 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
2189 cloak_fade_value += cloak_fade_state;
2191 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
2192 cloak_fade_value = GR_FADE_LEVELS-1;
2193 if (cloak_fade_state == 2 && cloak_state)
2194 cloak_fade_state = -2;
2196 cloak_fade_state = 0;
2198 else if (cloak_fade_value <= 0) {
2199 cloak_fade_value = 0;
2200 if (cloak_fade_state == -2)
2201 cloak_fade_state = 2;
2203 cloak_fade_state = 0;
2207 // To fade out both pages in a paged mode.
2208 if (refade) refade = 0;
2209 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2210 cloak_fade_state = -1;
2214 #if defined(POLY_ACC)
2218 Gr_scanline_darkening_level = cloak_fade_value;
2219 gr_set_current_canvas( get_current_game_screen() );
2220 PA_DFX (pa_set_frontbuffer_current());
2221 PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
2222 PA_DFX (pa_set_backbuffer_current());
2223 pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
2225 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2229 // Gr_scanline_darkening_level = GR_FADE_LEVELS;
2230 // mprintf ((1,"HEY! HIT THIS!\n"));
2238 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2239 gr_set_current_canvas(&VR_render_buffer[0])
2242 WIN(DDGRLOCK(dd_grd_curcanv));
2243 gr_ubitmap( x, y, bm);
2245 Gr_scanline_darkening_level = cloak_fade_value;
2246 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2247 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2248 WIN(DDGRUNLOCK(dd_grd_curcanv));
2251 dd_gr_set_current_canvas(get_current_game_screen()),
2252 gr_set_current_canvas( get_current_game_screen() )
2256 DDGRLOCK(dd_grd_curcanv);
2257 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2258 DDGRLOCK(&dd_VR_render_buffer[0]);
2261 dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
2265 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),
2266 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
2269 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2270 DDGRUNLOCK(&dd_VR_render_buffer[0]);
2273 dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
2275 DDGRUNLOCK(dd_grd_curcanv);
2279 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2281 void draw_numerical_display(int shield, int energy)
2283 gr_set_current_canvas( Canv_NumericalGauge );
2284 gr_set_curfont( GAME_FONT );
2285 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2286 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2288 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2290 if (!Current_display_mode) {
2291 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2292 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2293 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2295 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2296 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2297 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2301 dd_gr_set_current_canvas(get_current_game_screen()),
2302 gr_set_current_canvas( get_current_game_screen() )
2304 WIN(DDGRLOCK(dd_grd_curcanv));
2305 gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
2306 WIN(DDGRUNLOCK(dd_grd_curcanv));
2313 dd_gr_set_current_canvas( get_current_game_screen() ),
2314 gr_set_current_canvas( get_current_game_screen() )
2317 WIN(DDGRLOCK(dd_grd_curcanv));
2318 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2319 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2320 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2322 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2323 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2326 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2327 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2328 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2330 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2331 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2334 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2335 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2336 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2338 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2339 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2341 WIN(DDGRUNLOCK(dd_grd_curcanv));
2345 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)
2351 gr_setcolor(BM_XRGB(0,0,0));
2353 // PA_DFX (pa_set_frontbuffer_current());
2354 // PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
2355 PA_DFX (pa_set_backbuffer_current());
2356 gr_rect(box->left,box->top,box->right,box->bot);
2358 if (Current_display_mode) {
2359 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2360 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2362 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2363 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2368 // PA_DFX (pa_set_frontbuffer_current());
2369 // PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
2370 PA_DFX (pa_set_backbuffer_current());
2371 gr_ubitmapm(pic_x,pic_y,bm);
2373 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2375 if ((p=strchr(name,'\n'))!=NULL) {
2377 #ifdef PA_3DFX_VOODOO
2378 // pa_set_frontbuffer_current();
2379 // gr_printf(text_x,text_y,name);
2380 // gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2382 PA_DFX (pa_set_backbuffer_current());
2383 gr_printf(text_x,text_y,name);
2384 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2388 // PA_DFX(pa_set_frontbuffer_current());
2389 // PA_DFX (gr_printf(text_x,text_y,name));
2390 PA_DFX(pa_set_backbuffer_current());
2391 gr_printf(text_x,text_y,name);
2394 // For laser, show level and quadness
2395 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2398 sprintf(temp_str, "%s: 0", TXT_LVL);
2400 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2402 // PA_DFX(pa_set_frontbuffer_current());
2403 // PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2404 PA_DFX(pa_set_backbuffer_current());
2405 NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2406 PA_DFX (gr_printf(text_x,text_y+12, temp_str));
2408 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2409 strcpy(temp_str, TXT_QUAD);
2410 // PA_DFX(pa_set_frontbuffer_current());
2411 // PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
2412 PA_DFX(pa_set_backbuffer_current());
2413 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2421 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2425 if (weapon_type == 0) {
2426 info_index = Primary_weapon_to_weapon_info[weapon_num];
2428 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2429 info_index = SUPER_LASER_ID;
2431 if (Cockpit_mode == CM_STATUS_BAR)
2432 draw_weapon_info_sub(info_index,
2433 &gauge_boxes[SB_PRIMARY_BOX],
2434 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2435 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2436 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2438 draw_weapon_info_sub(info_index,
2439 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2440 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2441 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2442 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2446 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2448 if (Cockpit_mode == CM_STATUS_BAR)
2449 draw_weapon_info_sub(info_index,
2450 &gauge_boxes[SB_SECONDARY_BOX],
2451 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2452 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2453 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2455 draw_weapon_info_sub(info_index,
2456 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2457 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2458 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2459 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2463 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2469 w = (grd_curcanv->cv_font->ft_w*7)/2;
2471 w = (grd_curcanv->cv_font->ft_w*5)/2;
2473 WIN(DDGRLOCK(dd_grd_curcanv));
2476 PA_DFX (pa_set_frontbuffer_current());
2478 gr_setcolor(BM_XRGB(0,0,0));
2479 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2480 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2481 sprintf(str,"%03d",ammo_count);
2485 PA_DFX (pa_set_backbuffer_current());
2486 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2490 WIN(DDGRUNLOCK(dd_grd_curcanv));
2493 void draw_secondary_ammo_info(int ammo_count)
2495 if (Cockpit_mode == CM_STATUS_BAR)
2496 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2498 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2501 //returns true if drew picture
2502 int draw_weapon_box(int weapon_type,int weapon_num)
2505 int laser_level_changed;
2508 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2509 gr_set_current_canvas(&VR_render_buffer[0])
2512 PA_DFX (pa_set_backbuffer_current());
2514 WIN(DDGRLOCK(dd_grd_curcanv));
2515 gr_set_curfont( GAME_FONT );
2517 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2519 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET) {
2520 weapon_box_states[weapon_type] = WS_FADING_OUT;
2521 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2524 if (old_weapon[weapon_type][VR_current_page] == -1) {
2525 //@@if (laser_level_changed)
2526 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2529 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2530 old_weapon[weapon_type][VR_current_page] = weapon_num;
2531 old_ammo_count[weapon_type][VR_current_page]=-1;
2532 Old_Omega_charge[VR_current_page]=-1;
2533 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2535 weapon_box_states[weapon_type] = WS_SET;
2539 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2540 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2541 old_ammo_count[weapon_type][VR_current_page]=-1;
2542 Old_Omega_charge[VR_current_page]=-1;
2544 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2545 if (weapon_box_fade_values[weapon_type] <= 0) {
2546 weapon_box_states[weapon_type] = WS_FADING_IN;
2547 old_weapon[weapon_type][VR_current_page] = weapon_num;
2548 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2549 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2550 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2551 weapon_box_fade_values[weapon_type] = 0;
2554 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2555 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2556 weapon_box_states[weapon_type] = WS_FADING_OUT;
2559 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2560 old_ammo_count[weapon_type][VR_current_page]=-1;
2561 Old_Omega_charge[VR_current_page]=-1;
2563 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2564 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2565 weapon_box_states[weapon_type] = WS_SET;
2566 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2571 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2572 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2573 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2575 Gr_scanline_darkening_level = fade_value;
2576 // PA_DFX (pa_set_frontbuffer_current());
2577 // 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));
2578 PA_DFX (pa_set_backbuffer_current());
2579 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);
2581 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2583 WIN(DDGRUNLOCK(dd_grd_curcanv));
2586 dd_gr_set_current_canvas(get_current_game_screen()),
2587 gr_set_current_canvas(get_current_game_screen())
2594 void draw_static(int win)
2596 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2599 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2602 static_time[win] += FrameTime;
2603 if (static_time[win] >= vc->play_time) {
2604 weapon_box_user[win] = WBU_WEAPON;
2608 framenum = static_time[win] * vc->num_frames / vc->play_time;
2610 PIGGY_PAGE_IN(vc->frames[framenum]);
2612 bmp = &GameBitmaps[vc->frames[framenum].index];
2615 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2616 gr_set_current_canvas(&VR_render_buffer[0])
2618 WIN(DDGRLOCK(dd_grd_curcanv));
2619 PA_DFX (pa_set_backbuffer_current());
2620 PA_DFX (pa_bypass_mode (0));
2621 PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
2622 gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
2624 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2625 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2628 PA_DFX (pa_bypass_mode(1));
2629 PA_DFX (pa_clip_window (0,0,640,480));
2631 WIN(DDGRUNLOCK(dd_grd_curcanv));
2634 dd_gr_set_current_canvas(get_current_game_screen()),
2635 gr_set_current_canvas(get_current_game_screen())
2641 copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
2642 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
2646 void draw_weapon_boxes()
2648 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2651 if (weapon_box_user[0] == WBU_WEAPON) {
2652 drew = draw_weapon_box(0,Primary_weapon);
2655 copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
2656 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
2659 if (weapon_box_states[0] == WS_SET) {
2660 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
2661 if (Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page]) {
2662 if (Newdemo_state == ND_STATE_RECORDING)
2663 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2664 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2665 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2669 if (Primary_weapon == OMEGA_INDEX) {
2670 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
2671 if (Newdemo_state == ND_STATE_RECORDING)
2672 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2673 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2674 Old_Omega_charge[VR_current_page] = Omega_charge;
2679 else if (weapon_box_user[0] == WBU_STATIC)
2682 if (weapon_box_user[1] == WBU_WEAPON) {
2683 drew = draw_weapon_box(1,Secondary_weapon);
2686 copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
2687 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
2690 if (weapon_box_states[1] == WS_SET)
2691 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
2692 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2693 if (Newdemo_state == ND_STATE_RECORDING)
2694 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2695 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2696 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2699 else if (weapon_box_user[1] == WBU_STATIC)
2704 void sb_draw_energy_bar(energy)
2706 int erase_height, w, h, aw;
2707 char energy_str[20];
2709 gr_set_current_canvas( Canv_SBEnergyGauge );
2711 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2712 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_ENERGY) ] );
2714 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2716 if (erase_height > 0) {
2717 gr_setcolor( BM_XRGB(0,0,0) );
2718 gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
2722 dd_gr_set_current_canvas(get_current_game_screen()),
2723 gr_set_current_canvas(get_current_game_screen())
2726 WIN(DDGRLOCK(dd_grd_curcanv));
2727 PA_DFX (pa_set_frontbuffer_current());
2728 PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
2729 PA_DFX (pa_set_backbuffer_current());
2730 gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
2733 sprintf(energy_str, "%d", energy);
2734 gr_get_string_size(energy_str, &w, &h, &aw );
2735 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2736 PA_DFX (pa_set_frontbuffer_current());
2737 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));
2738 PA_DFX (pa_set_backbuffer_current());
2739 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);
2740 WIN(DDGRUNLOCK(dd_grd_curcanv));
2743 void sb_draw_afterburner()
2745 int erase_height, w, h, aw;
2746 char ab_str[3] = "AB";
2748 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2749 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2750 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER) ] );
2752 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2754 if (erase_height > 0) {
2755 gr_setcolor( BM_XRGB(0,0,0) );
2756 gr_rect(0,0,SB_AFTERBURNER_GAUGE_W-1,erase_height-1);
2760 dd_gr_set_current_canvas(get_current_game_screen()),
2761 gr_set_current_canvas(get_current_game_screen())
2763 WIN(DDGRLOCK(dd_grd_curcanv));
2764 PA_DFX (pa_set_frontbuffer_current());
2765 gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
2766 PA_DFX (pa_set_backbuffer_current());
2767 PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
2770 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2771 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2773 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2775 gr_get_string_size(ab_str, &w, &h, &aw );
2776 PA_DFX (pa_set_frontbuffer_current());
2777 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"));
2778 PA_DFX (pa_set_backbuffer_current());
2779 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");
2781 WIN(DDGRUNLOCK(dd_grd_curcanv));
2784 void sb_draw_shield_num(int shield)
2788 gr_set_curfont( GAME_FONT );
2789 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2792 PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)] );
2794 WIN(DDGRLOCK(dd_grd_curcanv));
2795 PA_DFX (pa_set_back_to_read());
2796 gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap,SB_SHIELD_NUM_X-1,SB_SHIELD_NUM_Y-1));
2797 PA_DFX (pa_set_front_to_read());
2799 PA_DFX (pa_set_frontbuffer_current());
2801 gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h);
2802 gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield);
2804 PA_DFX (pa_set_backbuffer_current());
2805 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));
2806 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));
2808 WIN(DDGRUNLOCK(dd_grd_curcanv));
2811 void sb_draw_shield_bar(int shield)
2813 int bm_num = shield>=100?9:(shield / 10);
2816 dd_gr_set_current_canvas(get_current_game_screen()),
2817 gr_set_current_canvas(get_current_game_screen())
2819 WIN(DDGRLOCK(dd_grd_curcanv));
2820 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2821 PA_DFX (pa_set_frontbuffer_current());
2822 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2823 PA_DFX (pa_set_backbuffer_current());
2824 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2826 WIN(DDGRUNLOCK(dd_grd_curcanv));
2832 int flags = Players[Player_num].flags;
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 PA_DFX (pa_set_frontbuffer_current());
2840 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2841 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2842 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2843 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2844 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2845 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2846 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2847 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2848 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2849 #ifdef PA_3DFX_VOODOO
2850 PA_DFX (pa_set_backbuffer_current());
2851 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2852 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2853 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2854 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2855 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2856 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2857 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2858 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2859 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2862 WIN(DDGRUNLOCK(dd_grd_curcanv));
2865 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2866 void draw_invulnerable_ship()
2871 dd_gr_set_current_canvas(get_current_game_screen()),
2872 gr_set_current_canvas(get_current_game_screen())
2874 WIN(DDGRLOCK(dd_grd_curcanv));
2876 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2878 if (Cockpit_mode == CM_STATUS_BAR) {
2879 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2880 PA_DFX (pa_set_frontbuffer_current());
2881 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2882 PA_DFX (pa_set_backbuffer_current());
2883 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
2885 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2886 PA_DFX (pa_set_frontbuffer_current());
2887 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
2888 PA_DFX (pa_set_backbuffer_current());
2889 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2894 while (time > INV_FRAME_TIME) {
2895 time -= INV_FRAME_TIME;
2896 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2897 invulnerable_frame=0;
2899 } else if (Cockpit_mode == CM_STATUS_BAR)
2900 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2902 draw_shield_bar(f2ir(Players[Player_num].shields));
2903 WIN(DDGRUNLOCK(dd_grd_curcanv));
2906 extern int Missile_gun;
2907 extern int allowed_to_fire_laser(void);
2908 extern int allowed_to_fire_missile(void);
2910 rgb player_rgb[] = {
2921 extern ubyte Newdemo_flying_guided;
2922 extern int max_window_w;
2924 typedef struct {byte x,y;} xy;
2926 //offsets for reticle parts: high-big high-sml low-big low-sml
2927 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2928 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2929 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2932 void show_reticle(int force_big_one)
2935 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2936 int cross_bm_num,primary_bm_num,secondary_bm_num;
2937 int use_hires_reticle,small_reticle,ofs,gauge_index;
2939 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2941 WIN(DDGRLOCK(dd_grd_curcanv));
2942 draw_guided_crosshair();
2943 WIN(DDGRUNLOCK(dd_grd_curcanv));
2947 x = grd_curcanv->cv_w/2;
2948 y = grd_curcanv->cv_h/2;
2950 laser_ready = allowed_to_fire_laser();
2951 missile_ready = allowed_to_fire_missile();
2953 laser_ammo = player_has_weapon(Primary_weapon,0);
2954 missile_ammo = player_has_weapon(Secondary_weapon,1);
2956 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2957 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2959 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2962 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2963 secondary_bm_num += 3; //now value is 0,1 or 3,4
2964 else if (secondary_bm_num && !(Missile_gun&1))
2967 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2969 Assert(primary_bm_num <= 2);
2970 Assert(secondary_bm_num <= 4);
2971 Assert(cross_bm_num <= 1);
2973 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);
2979 use_hires_reticle = (FontHires != 0);
2981 use_hires_reticle = !Scanline_double;
2984 WIN(DDGRLOCK(dd_grd_curcanv));
2987 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2989 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
2991 ofs = (use_hires_reticle?0:2) + small_reticle;
2993 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2994 PAGE_IN_GAUGE( gauge_index );
2995 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2997 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2998 PAGE_IN_GAUGE( gauge_index );
2999 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3001 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
3002 PAGE_IN_GAUGE( gauge_index );
3003 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3005 WIN(DDGRUNLOCK(dd_grd_curcanv));
3012 void hud_show_kill_list()
3014 int n_players,player_list[MAX_NUM_NET_PLAYERS];
3015 int n_left,i,x0,x1,y,save_y,fth;
3017 // ugly hack since placement of netgame players and kills is based off of
3018 // menuhires (which is always 1 for mac). This throws off placement of
3019 // players in pixel double mode.
3022 MenuHires = !(Scanline_double);
3025 if (Show_kill_list_timer > 0)
3027 Show_kill_list_timer -= FrameTime;
3028 if (Show_kill_list_timer < 0)
3032 gr_set_curfont( GAME_FONT );
3034 n_players = multi_get_kill_list(player_list);
3036 if (Show_kill_list == 3)
3042 n_left = (n_players+1)/2;
3044 //If font size changes, this code might not work right anymore
3045 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
3047 fth = GAME_FONT->ft_h;
3049 x0 = LHX(1); x1 = LHX(43);
3051 if (Game_mode & GM_MULTI_COOP)
3054 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
3056 if (Cockpit_mode == CM_FULL_COCKPIT) {
3057 save_y = y -= LHX(6);
3058 if (Game_mode & GM_MULTI_COOP)
3064 for (i=0;i<n_players;i++) {
3070 if (Cockpit_mode == CM_FULL_COCKPIT)
3071 x0 = grd_curcanv->cv_w - LHX(53);
3073 x0 = grd_curcanv->cv_w - LHX(60);
3074 if (Game_mode & GM_MULTI_COOP)
3075 x1 = grd_curcanv->cv_w - LHX(27);
3077 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
3081 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3087 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3095 if (Show_kill_list == 3)
3098 player_num = player_list[i];
3100 if (Show_kill_list == 1 || Show_kill_list==2)
3104 if (Players[player_num].connected != 1)
3105 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
3106 else if (Game_mode & GM_TEAM) {
3107 color = get_team(player_num);
3108 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3112 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3118 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
3121 if (Show_kill_list == 3)
3122 strcpy(name, Netgame.team_name[i]);
3124 strcpy(name,Players[player_num].callsign); // Note link to above if!!
3125 gr_get_string_size(name,&sw,&sh,&aw);
3126 while (sw > (x1-x0-LHX(2))) {
3127 name[strlen(name)-1]=0;
3128 gr_get_string_size(name,&sw,&sh,&aw);
3130 gr_printf(x0,y,"%s",name);
3132 if (Show_kill_list==2)
3134 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
3135 gr_printf (x1,y,"NA");
3137 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));
3139 else if (Show_kill_list == 3)
3140 gr_printf(x1,y,"%3d",team_kills[i]);
3141 else if (Game_mode & GM_MULTI_COOP)
3142 gr_printf(x1,y,"%-6d",Players[player_num].score);
3143 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
3144 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
3146 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
3159 extern int Saving_movie_frames;
3161 #define Saving_movie_frames 0
3164 //returns true if viewer can see object
3165 int see_object(int objnum)
3171 //see if we can see this player
3173 fq.p0 = &Viewer->pos;
3174 fq.p1 = &Objects[objnum].pos;
3176 fq.thisobjnum = Viewer - Objects;
3177 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
3178 fq.startseg = Viewer->segnum;
3179 fq.ignore_obj_list = NULL;
3181 hit_type = find_vector_intersection(&fq, &hit_data);
3183 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
3187 //show names of teammates & players carrying flags
3188 void show_HUD_names()
3190 int show_team_names,show_all_names,show_flags,player_team;
3193 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
3194 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
3195 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
3197 if (! (show_all_names || show_team_names || show_flags))
3200 player_team = get_team(Player_num);
3202 for (p=0;p<N_players;p++) { //check all players
3204 int show_name,has_flag;
3206 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
3207 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
3209 if (Newdemo_state == ND_STATE_PLAYBACK) {
3210 //if this is a demo, the objnum in the player struct is wrong,
3211 //so we search the object list for the objnum
3213 for (objnum=0;objnum<=Highest_object_index;objnum++)
3214 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
3216 if (objnum > Highest_object_index) //not in list, thus not visible
3217 show_name = has_flag = 0; //..so don't show name
3220 objnum = Players[p].objnum;
3222 if ((show_name || has_flag) && see_object(objnum)) {
3223 g3s_point player_point;
3225 g3_rotate_point(&player_point,&Objects[objnum].pos);
3227 if (player_point.p3_codes == 0) { //on screen
3229 g3_project_point(&player_point);
3231 if (! (player_point.p3_flags & PF_OVERFLOW)) {
3234 x = player_point.p3_sx;
3235 y = player_point.p3_sy;
3237 if (show_name) { // Draw callsign on HUD
3238 char s[CALLSIGN_LEN+1];
3243 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
3245 sprintf(s, "%s", Players[p].callsign);
3246 gr_get_string_size(s, &w, &h, &aw);
3247 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
3250 gr_string (x1, y1, s);
3253 if (has_flag) { // Draw box on HUD
3256 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
3257 dx = fixmul(dy,grd_curscreen->sc_aspect);
3262 if (Game_mode & GM_CAPTURE)
3263 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3264 else if (Game_mode & GM_HOARD)
3266 if (Game_mode & GM_TEAM)
3267 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3269 gr_setcolor(BM_XRGB(0,31,0));
3272 gr_line(x+dx-w,y-dy,x+dx,y-dy);
3273 gr_line(x+dx,y-dy,x+dx,y-dy+h);
3275 gr_line(x-dx,y-dy,x-dx+w,y-dy);
3276 gr_line(x-dx,y-dy,x-dx,y-dy+h);
3278 gr_line(x+dx-w,y+dy,x+dx,y+dy);
3279 gr_line(x+dx,y+dy,x+dx,y+dy-h);
3281 gr_line(x-dx,y+dy,x-dx+w,y+dy);
3282 gr_line(x-dx,y+dy,x-dx,y+dy-h);
3292 //draw all the things on the HUD
3297 if (Cockpit_mode==CM_STATUS_BAR){
3298 //ogl needs to redraw every frame, at least currently.
3300 // last_drawn_cockpit[0]=-1;
3301 // last_drawn_cockpit[1]=-1;
3304 // vr_reset_display();
3310 if (Scanline_double) // I should be shot for this ugly hack....
3313 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
3315 if (Scanline_double)
3319 WIN(DDGRLOCK(dd_grd_curcanv));
3320 // Show score so long as not in rearview
3321 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
3324 hud_show_score_added();
3327 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
3328 hud_show_timer_count();
3330 // Show other stuff if not in rearview or letterbox.
3331 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
3332 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
3333 hud_show_homing_warning();
3335 if (Cockpit_mode==CM_FULL_SCREEN) {
3338 hud_show_afterburner();
3340 if (!Saving_movie_frames)
3342 hud_show_cloak_invuln();
3344 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
3345 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3346 old_flags[VR_current_page] = Players[Player_num].flags;
3352 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
3356 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
3362 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3365 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3369 if (!Saving_movie_frames)
3370 HUD_render_message_frame();
3372 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
3376 if (Game_mode&GM_MULTI && Show_kill_list)
3377 hud_show_kill_list();
3381 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
3382 HUD_render_message_frame();
3383 gr_set_curfont( GAME_FONT );
3384 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
3385 if (Newdemo_state == ND_STATE_PLAYBACK)
3386 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
3388 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
3390 WIN(DDGRUNLOCK(dd_grd_curcanv));
3393 extern short *BackBuffer;
3395 //print out some player statistics
3396 void render_gauges()
3399 static int old_display_mode = 0;
3401 static int old_display_mode = 1;
3403 int energy = f2ir(Players[Player_num].energy);
3404 int shields = f2ir(Players[Player_num].shields);
3405 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
3409 PA_DFX (pa_set_backbuffer_current());
3411 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
3413 // check to see if our display mode has changed since last render time --
3414 // if so, then we need to make new gauge canvases.
3417 if (old_display_mode != Current_display_mode) {
3418 close_gauge_canvases();
3419 init_gauge_canvases();
3420 old_display_mode = Current_display_mode;
3423 if (shields < 0 ) shields = 0;
3426 dd_gr_set_current_canvas(get_current_game_screen()),
3427 gr_set_current_canvas(get_current_game_screen())
3429 gr_set_curfont( GAME_FONT );
3431 if (Newdemo_state == ND_STATE_RECORDING)
3432 if (Players[Player_num].homing_object_dist >= 0)
3433 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
3435 if (Cockpit_mode == CM_FULL_COCKPIT) {
3436 if (energy != old_energy[VR_current_page]) {
3437 if (Newdemo_state==ND_STATE_RECORDING ) {
3438 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3440 draw_energy_bar(energy);
3441 draw_numerical_display(shields, energy);
3442 old_energy[VR_current_page] = energy;
3445 if (Afterburner_charge != old_afterburner[VR_current_page]) {
3446 if (Newdemo_state==ND_STATE_RECORDING ) {
3447 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3449 draw_afterburner_bar(Afterburner_charge);
3450 old_afterburner[VR_current_page] = Afterburner_charge;
3453 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3454 draw_numerical_display(shields, energy);
3455 draw_invulnerable_ship();
3456 old_shields[VR_current_page] = shields ^ 1;
3457 } else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
3458 if (Newdemo_state==ND_STATE_RECORDING ) {
3459 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3461 draw_shield_bar(shields);
3462 draw_numerical_display(shields, energy);
3463 old_shields[VR_current_page] = shields;
3466 if (Players[Player_num].flags != old_flags[VR_current_page]) {
3467 if (Newdemo_state==ND_STATE_RECORDING )
3468 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3470 old_flags[VR_current_page] = Players[Player_num].flags;
3473 show_homing_warning();
3475 show_bomb_count(BOMB_COUNT_X,BOMB_COUNT_Y,gr_find_closest_color(0,0,0),0);
3477 } else if (Cockpit_mode == CM_STATUS_BAR) {
3479 if (energy != old_energy[VR_current_page] || frc) {
3480 if (Newdemo_state==ND_STATE_RECORDING ) {
3481 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3483 sb_draw_energy_bar(energy);
3484 old_energy[VR_current_page] = energy;
3487 if (Afterburner_charge != old_afterburner[VR_current_page] || frc) {
3488 if (Newdemo_state==ND_STATE_RECORDING ) {
3489 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3491 sb_draw_afterburner();
3492 old_afterburner[VR_current_page] = Afterburner_charge;
3495 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3496 draw_invulnerable_ship();
3497 old_shields[VR_current_page] = shields ^ 1;
3498 sb_draw_shield_num(shields);
3501 if (shields != old_shields[VR_current_page] || frc) { // Draw the shield gauge
3502 if (Newdemo_state==ND_STATE_RECORDING ) {
3503 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3505 sb_draw_shield_bar(shields);
3506 old_shields[VR_current_page] = shields;
3507 sb_draw_shield_num(shields);
3510 if (Players[Player_num].flags != old_flags[VR_current_page] || frc) {
3511 if (Newdemo_state==ND_STATE_RECORDING )
3512 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3514 old_flags[VR_current_page] = Players[Player_num].flags;
3518 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3520 if (Players[Player_num].net_killed_total != old_lives[VR_current_page] || frc) {
3522 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3527 if (Players[Player_num].lives != old_lives[VR_current_page] || frc) {
3529 old_lives[VR_current_page] = Players[Player_num].lives;
3533 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
3534 if (Players[Player_num].net_kills_total != old_score[VR_current_page] || frc) {
3536 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3540 if (Players[Player_num].score != old_score[VR_current_page] || frc) {
3542 old_score[VR_current_page] = Players[Player_num].score;
3546 sb_show_score_added();
3549 show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
3552 if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
3553 if (Cockpit_mode == CM_FULL_COCKPIT)
3554 draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
3556 draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
3558 old_cloak[VR_current_page]=cloak;
3562 draw_weapon_boxes();
3566 // ---------------------------------------------------------------------------------------------------------
3567 // Call when picked up a laser powerup.
3568 // If laser is active, set old_weapon[0] to -1 to force redraw.
3569 void update_laser_weapon_info(void)
3571 if (old_weapon[0][VR_current_page] == 0)
3572 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3573 old_weapon[0][VR_current_page] = -1;
3576 extern int Game_window_y;
3577 void fill_background(void);
3579 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3581 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3582 //1 for right. viewer is object. NULL object means give up window
3583 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3584 //rear view. If label is non-NULL, print the label at the top of the
3586 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3589 dd_grs_canvas window_canv,
3590 grs_canvas window_canv
3593 static dd_grs_canvas overlap_canv,
3594 static grs_canvas overlap_canv
3598 int saved_window_x, saved_window_y;
3601 object *viewer_save = Viewer;
3602 static int overlap_dirty[2]={0,0};
3604 static int window_x,window_y;
3606 int rear_view_save = Rear_view;
3611 if (viewer == NULL) { //this user is done
3613 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3615 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3616 static_time[win] = 0;
3618 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3619 return; //already set
3621 weapon_box_user[win] = user;
3623 if (overlap_dirty[win]) {
3625 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
3626 gr_set_current_canvas(&VR_screen_pages[VR_current_page])
3629 overlap_dirty[win] = 0;
3635 update_rendered_data(win+1, viewer, rear_view_flag, user);
3637 weapon_box_user[win] = user; //say who's using window
3640 Rear_view = rear_view_flag;
3642 if (Cockpit_mode == CM_FULL_SCREEN)
3645 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
3647 if (Scanline_double)
3651 h = i2f(w) / grd_curscreen->sc_aspect;
3653 dx = (win==0)?-(w+(w/10)):(w/10);
3655 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3656 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3659 saved_window_x = window_x;
3660 saved_window_y = window_y;
3661 window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
3662 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
3666 if (Scanline_double) {
3667 window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
3668 window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
3672 //copy these vars so stereo code can get at them
3673 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3676 dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
3677 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
3681 if (Cockpit_mode == CM_FULL_COCKPIT)
3682 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3683 else if (Cockpit_mode == CM_STATUS_BAR)
3684 boxnum = (SB_PRIMARY_BOX)+win;
3688 box = &gauge_boxes[boxnum];
3692 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),
3693 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1)
3696 if (Scanline_double)
3697 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);
3699 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3704 dd_gr_set_current_canvas(&window_canv),
3705 gr_set_current_canvas(&window_canv)
3708 #if defined(MACINTOSH) && defined(POLY_ACC)
3711 switch (Cockpit_mode)
3713 // copy these vars so stereo code can get at them
3714 // SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3715 case CM_FULL_SCREEN:
3716 ; // do not switch contexts
3717 pa_set_3d_window_offsets(window_x, window_y);
3719 case CM_FULL_COCKPIT:
3723 pa_set_context(kSubViewZeroDrawContextID, NULL);
3727 pa_set_context(kSubViewOneDrawContextID, NULL);
3731 Int3(); // invalid cockpit mode
3736 WIN(DDGRLOCK(dd_grd_curcanv));
3742 if (Cockpit_mode != CM_FULL_SCREEN)
3750 render_frame(0, win+1);
3756 if (Cockpit_mode != CM_FULL_SCREEN)
3764 WIN(DDGRUNLOCK(dd_grd_curcanv));
3766 // HACK! If guided missile, wake up robots as necessary.
3767 if (viewer->type == OBJ_WEAPON) {
3768 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3769 wake_up_rendered_objects(viewer, win+1);
3773 WIN(DDGRLOCK(dd_grd_curcanv));
3774 MAC(if (Scanline_double) FontHires = 0;) // get the right font size
3775 gr_set_curfont( GAME_FONT );
3776 if (Color_0_31_0 == -1)
3777 Color_0_31_0 = gr_getcolor(0,31,0);
3778 gr_set_fontcolor(Color_0_31_0, -1);
3779 gr_printf(0x8000,2,label);
3780 MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
3781 WIN(DDGRUNLOCK(dd_grd_curcanv));
3784 if (user == WBU_GUIDED) {
3785 WIN(DDGRLOCK(dd_grd_curcanv));
3786 draw_guided_crosshair();
3787 WIN(DDGRUNLOCK(dd_grd_curcanv));
3790 if (Cockpit_mode == CM_FULL_SCREEN) {
3791 int small_window_bottom,big_window_bottom,extra_part_h;
3793 WIN(DDGRLOCK(dd_grd_curcanv));
3795 gr_setcolor(BM_XRGB(0,0,32));
3796 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3798 WIN(DDGRUNLOCK(dd_grd_curcanv));
3800 //if the window only partially overlaps the big 3d window, copy
3801 //the extra part to the visible screen
3803 #ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
3807 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
3808 h = i2f(w) / grd_curscreen->sc_aspect;
3809 dx = (win==0)?-(w+(w/10)):(w/10);
3810 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3811 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3812 if (Scanline_double)
3813 window_x += ((win==0)?2:-1); // a real hack here....
3816 big_window_bottom = Game_window_y + Game_window_h - 1;
3819 window_x = saved_window_x;
3820 window_y = saved_window_y;
3821 // dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
3822 // VR_render_buffer[0].cv_bitmap.bm_w/6,
3823 // i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
3827 if (window_y > big_window_bottom) {
3829 //the small window is completely outside the big 3d window, so
3830 //copy it to the visible screen
3832 if (VR_screen_flags & VRF_USE_PAGING)
3834 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3835 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3839 dd_gr_set_current_canvas(get_current_game_screen()),
3840 gr_set_current_canvas(get_current_game_screen())
3844 if (Scanline_double)
3845 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);
3847 #endif // note link to above if
3849 dd_gr_blt_notrans(&window_canv, 0,0,0,0,
3850 dd_grd_curcanv, window_x, window_y, 0,0),
3851 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
3854 overlap_dirty[win] = 1;
3859 small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
3860 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
3863 if (Scanline_double)
3864 small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
3867 extra_part_h = small_window_bottom - big_window_bottom;
3869 if (extra_part_h > 0) {
3872 if (Scanline_double)
3877 dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
3878 window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
3879 window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
3880 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)
3883 if (VR_screen_flags & VRF_USE_PAGING)
3885 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3886 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3890 dd_gr_set_current_canvas(get_current_game_screen()),
3891 gr_set_current_canvas(get_current_game_screen())
3895 if (Scanline_double)
3896 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);
3898 #endif // note link to above if
3900 dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
3901 dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
3902 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
3905 overlap_dirty[win] = 1;
3910 PA_DFX (goto skip_this_junk);
3913 dd_gr_set_current_canvas(get_current_game_screen()),
3914 gr_set_current_canvas(get_current_game_screen())
3918 copy_gauge_box(box,&dd_VR_render_buffer[0]),
3919 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
3922 if (Scanline_double)
3923 copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
3925 // Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
3928 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3933 PA_DFX(skip_this_junk:)
3935 #if defined(MACINTOSH) && defined(POLY_ACC)
3938 pa_set_context(kGamePlayDrawContextID, NULL);
3942 //force redraw when done
3943 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3947 Viewer = viewer_save;
3949 Rear_view = rear_view_save;
3953 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3956 gauge_box* currentGaugeBox = NULL;
3963 Assert(outBoundsRect);
3964 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3965 Assert(!Scanline_double);
3967 switch (Cockpit_mode)
3969 case CM_FULL_SCREEN:
3970 // note: this calculation is taken from do_cockpit_window_view for the full
3973 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3974 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3976 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3978 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3979 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3981 outBoundsRect->top = window_x;
3982 outBoundsRect->left = window_y;
3983 outBoundsRect->bottom = window_x + w;
3984 outBoundsRect->right = window_y + h;
3987 case CM_FULL_COCKPIT:
3989 if (inSubWindowNum == 0)
3991 boxNumber = SB_PRIMARY_BOX;
3995 boxNumber = SB_SECONDARY_BOX;
3998 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
3999 currentGaugeBox = &gauge_boxes[boxNumber];
4000 Assert(currentGaugeBox);
4002 outBoundsRect->top = currentGaugeBox->top;
4003 outBoundsRect->left = currentGaugeBox->left;
4004 outBoundsRect->bottom = currentGaugeBox->bot + 1;
4005 outBoundsRect->right = currentGaugeBox->right + 1;