2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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.
16 * Inferno gauge drivers
38 void draw_ammo_info(int x,int y,int ammo_count,int primary);
39 extern void draw_guided_crosshair(void);
41 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
42 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
44 grs_canvas *Canv_LeftEnergyGauge = NULL;
45 grs_canvas *Canv_AfterburnerGauge = NULL;
46 grs_canvas *Canv_SBEnergyGauge = NULL;
47 grs_canvas *Canv_SBAfterburnerGauge = NULL;
48 grs_canvas *Canv_RightEnergyGauge = NULL;
49 grs_canvas *Canv_NumericalGauge = NULL;
51 //Flags for gauges/hud stuff
52 cvar_t Reticle_on = { "crosshair", "1", 1 };
54 //bitmap numbers for gauges
56 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
58 #define GAUGE_INVULNERABLE 10 //10..19
59 #define N_INVULNERABLE_FRAMES 10
61 #define GAUGE_AFTERBURNER 20
62 #define GAUGE_ENERGY_LEFT 21
63 #define GAUGE_ENERGY_RIGHT 22
64 #define GAUGE_NUMERICAL 23
66 #define GAUGE_BLUE_KEY 24
67 #define GAUGE_GOLD_KEY 25
68 #define GAUGE_RED_KEY 26
69 #define GAUGE_BLUE_KEY_OFF 27
70 #define GAUGE_GOLD_KEY_OFF 28
71 #define GAUGE_RED_KEY_OFF 29
73 #define SB_GAUGE_BLUE_KEY 30
74 #define SB_GAUGE_GOLD_KEY 31
75 #define SB_GAUGE_RED_KEY 32
76 #define SB_GAUGE_BLUE_KEY_OFF 33
77 #define SB_GAUGE_GOLD_KEY_OFF 34
78 #define SB_GAUGE_RED_KEY_OFF 35
80 #define SB_GAUGE_ENERGY 36
82 #define GAUGE_LIVES 37
84 #define GAUGE_SHIPS 38
85 #define GAUGE_SHIPS_LAST 45
87 #define RETICLE_CROSS 46
88 #define RETICLE_PRIMARY 48
89 #define RETICLE_SECONDARY 51
90 #define RETICLE_LAST 55
92 #define GAUGE_HOMING_WARNING_ON 56
93 #define GAUGE_HOMING_WARNING_OFF 57
95 #define SML_RETICLE_CROSS 58
96 #define SML_RETICLE_PRIMARY 60
97 #define SML_RETICLE_SECONDARY 63
98 #define SML_RETICLE_LAST 67
100 #define KEY_ICON_BLUE 68
101 #define KEY_ICON_YELLOW 69
102 #define KEY_ICON_RED 70
104 #define SB_GAUGE_AFTERBURNER 71
106 #define FLAG_ICON_RED 72
107 #define FLAG_ICON_BLUE 73
110 /* Use static inline function under GCC to avoid CR/LF issues */
112 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
113 static inline void _page_in_gauge(int x)
116 PIGGY_PAGE_IN(Gauges_hires[x]);
118 PIGGY_PAGE_IN(Gauges[x]);
123 #define PAGE_IN_GAUGE(x) \
126 PIGGY_PAGE_IN(Gauges_hires[x]); \
128 PIGGY_PAGE_IN(Gauges[x]); \
134 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
136 //change MAX_GAUGE_BMS when adding gauges
138 //Coordinats for gauges
142 #define GAUGE_BLUE_KEY_X_L 272
143 #define GAUGE_BLUE_KEY_Y_L 152
144 #define GAUGE_BLUE_KEY_X_H 535
145 #define GAUGE_BLUE_KEY_Y_H 374
146 #define GAUGE_BLUE_KEY_X (SM_HIRES?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
147 #define GAUGE_BLUE_KEY_Y (SM_HIRES?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
149 #define GAUGE_GOLD_KEY_X_L 273
150 #define GAUGE_GOLD_KEY_Y_L 162
151 #define GAUGE_GOLD_KEY_X_H 537
152 #define GAUGE_GOLD_KEY_Y_H 395
153 #define GAUGE_GOLD_KEY_X (SM_HIRES?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
154 #define GAUGE_GOLD_KEY_Y (SM_HIRES?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
156 #define GAUGE_RED_KEY_X_L 274
157 #define GAUGE_RED_KEY_Y_L 172
158 #define GAUGE_RED_KEY_X_H 539
159 #define GAUGE_RED_KEY_Y_H 416
160 #define GAUGE_RED_KEY_X (SM_HIRES?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
161 #define GAUGE_RED_KEY_Y (SM_HIRES?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
165 #define SB_GAUGE_KEYS_X_L 11
166 #define SB_GAUGE_KEYS_X_H 26
167 #define SB_GAUGE_KEYS_X (SM_HIRES?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
169 #define SB_GAUGE_BLUE_KEY_Y_L 153
170 #define SB_GAUGE_GOLD_KEY_Y_L 169
171 #define SB_GAUGE_RED_KEY_Y_L 185
173 #define SB_GAUGE_BLUE_KEY_Y_H 390
174 #define SB_GAUGE_GOLD_KEY_Y_H 422
175 #define SB_GAUGE_RED_KEY_Y_H 454
177 #define SB_GAUGE_BLUE_KEY_Y (SM_HIRES?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
178 #define SB_GAUGE_GOLD_KEY_Y (SM_HIRES?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
179 #define SB_GAUGE_RED_KEY_Y (SM_HIRES?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
181 // cockpit enery gauges
183 #define LEFT_ENERGY_GAUGE_X_L 70
184 #define LEFT_ENERGY_GAUGE_Y_L 131
185 #define LEFT_ENERGY_GAUGE_W_L 64
186 #define LEFT_ENERGY_GAUGE_H_L 8
188 #define LEFT_ENERGY_GAUGE_X_H 137
189 #define LEFT_ENERGY_GAUGE_Y_H 314
190 #define LEFT_ENERGY_GAUGE_W_H 133
191 #define LEFT_ENERGY_GAUGE_H_H 21
193 #define LEFT_ENERGY_GAUGE_X (SM_HIRES?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
194 #define LEFT_ENERGY_GAUGE_Y (SM_HIRES?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
195 #define LEFT_ENERGY_GAUGE_W (SM_HIRES?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
196 #define LEFT_ENERGY_GAUGE_H (SM_HIRES?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
198 #define RIGHT_ENERGY_GAUGE_X (SM_HIRES?380:190)
199 #define RIGHT_ENERGY_GAUGE_Y (SM_HIRES?314:131)
200 #define RIGHT_ENERGY_GAUGE_W (SM_HIRES?133:64)
201 #define RIGHT_ENERGY_GAUGE_H (SM_HIRES?21:8)
203 // cockpit afterburner gauge
205 #define AFTERBURNER_GAUGE_X_L 45-1
206 #define AFTERBURNER_GAUGE_Y_L 158
207 #define AFTERBURNER_GAUGE_W_L 12
208 #define AFTERBURNER_GAUGE_H_L 32
210 #define AFTERBURNER_GAUGE_X_H 88
211 #define AFTERBURNER_GAUGE_Y_H 377
212 #define AFTERBURNER_GAUGE_W_H 21
213 #define AFTERBURNER_GAUGE_H_H 65
215 #define AFTERBURNER_GAUGE_X (SM_HIRES?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
216 #define AFTERBURNER_GAUGE_Y (SM_HIRES?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
217 #define AFTERBURNER_GAUGE_W (SM_HIRES?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
218 #define AFTERBURNER_GAUGE_H (SM_HIRES?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
222 #define SB_ENERGY_GAUGE_X (SM_HIRES?196:98)
223 #define SB_ENERGY_GAUGE_Y (SM_HIRES?382:(155-2))
224 #define SB_ENERGY_GAUGE_W (SM_HIRES?32:16)
225 #define SB_ENERGY_GAUGE_H (SM_HIRES?60:29)
227 // sb afterburner gauge
229 #define SB_AFTERBURNER_GAUGE_X (SM_HIRES?196:98)
230 #define SB_AFTERBURNER_GAUGE_Y (SM_HIRES?446:184)
231 #define SB_AFTERBURNER_GAUGE_W (SM_HIRES?33:16)
232 #define SB_AFTERBURNER_GAUGE_H (SM_HIRES?29:13)
234 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(SM_HIRES?4:2))
235 #define SB_ENERGY_NUM_Y (SM_HIRES?457:175)
237 #define SHIELD_GAUGE_X (SM_HIRES?292:146)
238 #define SHIELD_GAUGE_Y (SM_HIRES?374:155)
239 #define SHIELD_GAUGE_W (SM_HIRES?70:35)
240 #define SHIELD_GAUGE_H (SM_HIRES?77:32)
242 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(SM_HIRES?11:5))
243 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(SM_HIRES?10:5))
245 #define SB_SHIELD_GAUGE_X (SM_HIRES?247:123) //139
246 #define SB_SHIELD_GAUGE_Y (SM_HIRES?395:163)
248 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(SM_HIRES?11:5))
249 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(SM_HIRES?10:5))
251 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(SM_HIRES?21:12)) //151
252 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(SM_HIRES?16:8)) //156 -- MWA used to be hard coded to 156
254 #define NUMERICAL_GAUGE_X (SM_HIRES?308:154)
255 #define NUMERICAL_GAUGE_Y (SM_HIRES?316:130)
256 #define NUMERICAL_GAUGE_W (SM_HIRES?38:19)
257 #define NUMERICAL_GAUGE_H (SM_HIRES?55:22)
259 #define PRIMARY_W_PIC_X (SM_HIRES?(135-10):64)
260 #define PRIMARY_W_PIC_Y (SM_HIRES?370:154)
261 #define PRIMARY_W_TEXT_X (SM_HIRES?182:87)
262 #define PRIMARY_W_TEXT_Y (SM_HIRES?400:157)
263 #define PRIMARY_AMMO_X (SM_HIRES?186:(96-3))
264 #define PRIMARY_AMMO_Y (SM_HIRES?420:171)
266 #define SECONDARY_W_PIC_X (SM_HIRES?466:234)
267 #define SECONDARY_W_PIC_Y (SM_HIRES?374:154)
268 #define SECONDARY_W_TEXT_X (SM_HIRES?413:207)
269 #define SECONDARY_W_TEXT_Y (SM_HIRES?378:157)
270 #define SECONDARY_AMMO_X (SM_HIRES?428:213)
271 #define SECONDARY_AMMO_Y (SM_HIRES?407:171)
273 #define SB_LIVES_X (SM_HIRES?(550-10-3):266)
274 #define SB_LIVES_Y (SM_HIRES?450-3:185)
275 #define SB_LIVES_LABEL_X (SM_HIRES?475:237)
276 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
278 #define SB_SCORE_RIGHT_L 301
279 #define SB_SCORE_RIGHT_H (605+8)
280 #define SB_SCORE_RIGHT (SM_HIRES?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
282 #define SB_SCORE_Y (SM_HIRES?398:158)
283 #define SB_SCORE_LABEL_X (SM_HIRES?475:237)
285 #define SB_SCORE_ADDED_RIGHT (SM_HIRES?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
286 #define SB_SCORE_ADDED_Y (SM_HIRES?413:165)
288 #define HOMING_WARNING_X (SM_HIRES?14:7)
289 #define HOMING_WARNING_Y (SM_HIRES?415:171)
291 #define BOMB_COUNT_X (SM_HIRES?546:275)
292 #define BOMB_COUNT_Y (SM_HIRES?445:186)
294 #define SB_BOMB_COUNT_X (SM_HIRES?342:171)
295 #define SB_BOMB_COUNT_Y (SM_HIRES?458:191)
297 #define LHX(x) ((x)*(MenuHires?2:1))
298 #define LHY(y) ((y)*(MenuHires?2.4:1))
300 static int score_display[2];
301 static fix score_time;
303 static int old_score[2] = { -1, -1 };
304 static int old_energy[2] = { -1, -1 };
305 static int old_shields[2] = { -1, -1 };
306 static int old_flags[2] = { -1, -1 };
307 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
308 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
309 static int Old_Omega_charge[2] = { -1, -1 };
310 static int old_laser_level[2] = { -1, -1 };
311 static int old_cloak[2] = { 0, 0 };
312 static int old_lives[2] = { -1, -1 };
313 static fix old_afterburner[2] = { -1, -1 };
314 static int old_bombcount[2] = { 0, 0 };
316 static int invulnerable_frame = 0;
318 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
320 #define WS_SET 0 //in correct state
321 #define WS_FADING_OUT 1
322 #define WS_FADING_IN 2
324 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
325 int weapon_box_states[2] = {WS_SET, WS_SET};
326 fix weapon_box_fade_values[2];
328 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
330 typedef struct span {
334 //store delta x values from left of box
335 span weapon_window_left[] = { //first span 67,151
382 //store delta x values from left of box
383 span weapon_window_right[] = { //first span 207,154
429 //store delta x values from left of box
430 span weapon_window_left_hires[] = { //first span 67,154
541 //store delta x values from left of box
542 span weapon_window_right_hires[] = { //first span 207,154
653 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
654 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
656 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
657 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
659 // defining box boundries for weapon pictures
661 #define PRIMARY_W_BOX_LEFT_L 63
662 #define PRIMARY_W_BOX_TOP_L 151 //154
663 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
664 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
666 #define PRIMARY_W_BOX_LEFT_H 121
667 #define PRIMARY_W_BOX_TOP_H 364
668 #define PRIMARY_W_BOX_RIGHT_H 242
669 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
671 #define PRIMARY_W_BOX_LEFT (SM_HIRES?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
672 #define PRIMARY_W_BOX_TOP (SM_HIRES?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
673 #define PRIMARY_W_BOX_RIGHT (SM_HIRES?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
674 #define PRIMARY_W_BOX_BOT (SM_HIRES?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
676 #define SECONDARY_W_BOX_LEFT_L 202 //207
677 #define SECONDARY_W_BOX_TOP_L 151
678 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
679 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
681 #define SECONDARY_W_BOX_LEFT_H 404
682 #define SECONDARY_W_BOX_TOP_H 363
683 #define SECONDARY_W_BOX_RIGHT_H 529
684 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
686 #define SECONDARY_W_BOX_LEFT (SM_HIRES?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
687 #define SECONDARY_W_BOX_TOP (SM_HIRES?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
688 #define SECONDARY_W_BOX_RIGHT (SM_HIRES?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
689 #define SECONDARY_W_BOX_BOT (SM_HIRES?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
691 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
692 #define SB_PRIMARY_W_BOX_TOP_L 153
693 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
694 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
696 #define SB_PRIMARY_W_BOX_LEFT_H 68
697 #define SB_PRIMARY_W_BOX_TOP_H 381
698 #define SB_PRIMARY_W_BOX_RIGHT_H 179
699 #define SB_PRIMARY_W_BOX_BOT_H 473
701 #define SB_PRIMARY_W_BOX_LEFT (SM_HIRES?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
702 #define SB_PRIMARY_W_BOX_TOP (SM_HIRES?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
703 #define SB_PRIMARY_W_BOX_RIGHT (SM_HIRES?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
704 #define SB_PRIMARY_W_BOX_BOT (SM_HIRES?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
706 #define SB_SECONDARY_W_BOX_LEFT_L 169
707 #define SB_SECONDARY_W_BOX_TOP_L 153
708 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
709 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
711 #define SB_SECONDARY_W_BOX_LEFT_H 338
712 #define SB_SECONDARY_W_BOX_TOP_H 381
713 #define SB_SECONDARY_W_BOX_RIGHT_H 449
714 #define SB_SECONDARY_W_BOX_BOT_H 473
716 #define SB_SECONDARY_W_BOX_LEFT (SM_HIRES?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
717 #define SB_SECONDARY_W_BOX_TOP (SM_HIRES?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
718 #define SB_SECONDARY_W_BOX_RIGHT (SM_HIRES?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
719 #define SB_SECONDARY_W_BOX_BOT (SM_HIRES?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
721 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
722 #define SB_PRIMARY_W_PIC_Y (SM_HIRES?382:154)
723 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(SM_HIRES?50:24)) //(51+23)
724 #define SB_PRIMARY_W_TEXT_Y (SM_HIRES?390:157)
725 #define SB_PRIMARY_AMMO_X (SB_PRIMARY_W_BOX_LEFT+(SM_HIRES?(38+20):30)) //((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
726 #define SB_PRIMARY_AMMO_Y (SM_HIRES?410:171)
728 #define SB_SECONDARY_W_PIC_X (SM_HIRES?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
729 #define SB_SECONDARY_W_PIC_Y (SM_HIRES?382:154)
730 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
731 #define SB_SECONDARY_W_TEXT_Y (SM_HIRES?389:157)
732 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(SM_HIRES?(14-4):11)) //(212+9)
733 #define SB_SECONDARY_AMMO_Y (SM_HIRES?414:171)
735 typedef struct gauge_box {
737 int right,bot; //maximal box
738 span *spanlist; //list of left,right spans for copy
741 gauge_box gauge_boxes[] = {
743 // primary left/right low res
744 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
745 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
747 //sb left/right low res
748 {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},
749 {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},
751 // primary left/right hires
752 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
753 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
755 // sb left/right hires
756 {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},
757 {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},
760 // these macros refer to arrays above
762 #define COCKPIT_PRIMARY_BOX (SM_HIRES?4:0)
763 #define COCKPIT_SECONDARY_BOX (SM_HIRES?5:1)
764 #define SB_PRIMARY_BOX (SM_HIRES?6:2)
765 #define SB_SECONDARY_BOX (SM_HIRES?7:3)
767 int Color_0_31_0 = -1;
769 //copy a box from the off-screen buffer to the visible page
770 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
773 int n_spans = box->bot-box->top+1;
776 //gr_setcolor(BM_XRGB(31,0,0));
778 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
779 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
780 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
782 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
787 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
788 box->left,box->top,box->left,box->top,
789 bm,&grd_curcanv->cv_bitmap);
793 //fills in the coords of the hostage video window
794 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
796 if (Cockpit_mode.intval == CM_STATUS_BAR) {
797 *x = SB_SECONDARY_W_BOX_LEFT;
798 *y = SB_SECONDARY_W_BOX_TOP;
799 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
800 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
803 *x = SECONDARY_W_BOX_LEFT;
804 *y = SECONDARY_W_BOX_TOP;
805 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
806 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
811 //these should be in gr.h
812 #define cv_w cv_bitmap.bm_w
813 #define cv_h cv_bitmap.bm_h
815 extern int HUD_nmessages, hud_first; // From hud.c
816 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
817 extern fix ThisLevelTime;
818 extern fix Omega_charge;
820 void hud_show_score()
825 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
828 gr_set_curfont( GAME_FONT );
830 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
831 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
833 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
836 gr_get_string_size(score_str, &w, &h, &aw );
838 if (Color_0_31_0 == -1)
839 Color_0_31_0 = gr_getcolor(0,31,0);
840 gr_set_fontcolor(Color_0_31_0, -1);
842 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
845 void hud_show_timer_count()
853 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
857 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
859 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
860 i=f2i(timevar-ThisLevelTime);
863 sprintf(score_str, "T - %5d", i);
865 gr_get_string_size(score_str, &w, &h, &aw );
867 if (Color_0_31_0 == -1)
868 Color_0_31_0 = gr_getcolor(0,31,0);
869 gr_set_fontcolor(Color_0_31_0, -1);
871 if (i>-1 && !Control_center_destroyed)
872 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
878 //y offset between lines on HUD
881 void hud_show_score_added()
887 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
890 if (score_display[0] == 0)
893 gr_set_curfont( GAME_FONT );
895 score_time -= FrameTime;
896 if (score_time > 0) {
897 color = f2i(score_time * 20) + 12;
899 if (color < 10) color = 12;
900 if (color > 31) color = 30;
902 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
905 sprintf(score_str, "%s", TXT_CHEATER);
907 sprintf(score_str, "%5d", score_display[0]);
909 gr_get_string_size(score_str, &w, &h, &aw );
910 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
911 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
914 score_display[0] = 0;
924 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
927 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
932 //if (old_score[VR_current_page] == redraw_score)
934 gr_set_curfont( GAME_FONT );
935 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
937 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
939 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
943 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
947 gr_set_curfont( GAME_FONT );
948 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
949 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
951 sprintf(score_str, "%5d", Players[Player_num].score);
952 gr_get_string_size(score_str, &w, &h, &aw );
954 x = SB_SCORE_RIGHT-w-LHX(2);
958 gr_setcolor(BM_XRGB(0,0,0));
959 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], y, SB_SCORE_RIGHT, y + GAME_FONT->ft_h);
961 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
962 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
964 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
966 gr_printf(x,y,score_str);
968 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
971 void sb_show_score_added()
977 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
978 static int last_score_display[2] = { -1, -1};
980 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
983 if (score_display[VR_current_page] == 0)
986 gr_set_curfont( GAME_FONT );
988 score_time -= FrameTime;
989 if (score_time > 0) {
990 if (score_display[VR_current_page] != last_score_display[VR_current_page])
992 gr_setcolor(BM_XRGB(0,0,0));
993 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], SB_SCORE_ADDED_Y, SB_SCORE_ADDED_RIGHT, SB_SCORE_ADDED_Y + GAME_FONT->ft_h);
995 last_score_display[VR_current_page] = score_display[VR_current_page];
998 color = f2i(score_time * 20) + 10;
1000 if (color < 10) color = 10;
1001 if (color > 31) color = 31;
1004 sprintf(score_str, "%s", TXT_CHEATER);
1006 sprintf(score_str, "%5d", score_display[VR_current_page]);
1008 gr_get_string_size(score_str, &w, &h, &aw );
1010 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1012 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1014 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1017 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
1021 gr_setcolor(BM_XRGB(0,0,0));
1022 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], SB_SCORE_ADDED_Y, SB_SCORE_ADDED_RIGHT, SB_SCORE_ADDED_Y + GAME_FONT->ft_h);
1025 score_display[VR_current_page] = 0;
1030 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1032 // -----------------------------------------------------------------------------
1033 void play_homing_warning(void)
1037 if (Endlevel_sequence || Player_is_dead)
1040 if (Players[Player_num].homing_object_dist >= 0) {
1041 beep_delay = Players[Player_num].homing_object_dist/128;
1042 if (beep_delay > F1_0)
1044 else if (beep_delay < F1_0/8)
1045 beep_delay = F1_0/8;
1047 if (Last_warning_beep_time[VR_current_page] > GameTime)
1048 Last_warning_beep_time[VR_current_page] = 0;
1050 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1051 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1052 Last_warning_beep_time[VR_current_page] = GameTime;
1057 int Last_homing_warning_shown[2]={-1,-1};
1059 // -----------------------------------------------------------------------------
1060 void show_homing_warning(void)
1062 if ((Cockpit_mode.intval == CM_STATUS_BAR) || (Endlevel_sequence)) {
1063 if (Last_homing_warning_shown[VR_current_page] == 1) {
1064 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1066 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1068 Last_homing_warning_shown[VR_current_page] = 0;
1073 gr_set_current_canvas( get_current_game_screen() );
1076 if (Players[Player_num].homing_object_dist >= 0) {
1078 if (GameTime & 0x4000) {
1079 if (Last_homing_warning_shown[VR_current_page] != 1) {
1080 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1081 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1082 Last_homing_warning_shown[VR_current_page] = 1;
1085 if (Last_homing_warning_shown[VR_current_page] != 0) {
1086 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1087 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1088 Last_homing_warning_shown[VR_current_page] = 0;
1091 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1092 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1093 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1094 Last_homing_warning_shown[VR_current_page] = 0;
1098 #define MAX_SHOWN_LIVES 4
1100 extern int Game_window_y;
1103 void hud_show_homing_warning(void)
1105 if (Players[Player_num].homing_object_dist >= 0) {
1106 if (GameTime & 0x4000) {
1107 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1109 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1110 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1111 y = min(y,(wy - Line_spacing - Game_window_y));
1114 gr_set_curfont( GAME_FONT );
1115 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1116 gr_printf(x,y,TXT_LOCK);
1121 void hud_show_keys(void)
1123 int y = 3*Line_spacing;
1124 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1126 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1127 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1128 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1132 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1133 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1134 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1137 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1138 PAGE_IN_GAUGE( KEY_ICON_RED );
1139 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1145 extern grs_bitmap Orb_icons[2];
1147 void hud_show_orbs (void)
1149 if (Game_mode & GM_HOARD) {
1155 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1157 x = 4*GAME_FONT->ft_w;
1159 else if (Cockpit_mode.intval == CM_STATUS_BAR) {
1161 x = GAME_FONT->ft_w;
1163 else if (Cockpit_mode.intval == CM_FULL_SCREEN) {
1165 x = GAME_FONT->ft_w;
1170 Int3(); //what sort of cockpit?
1172 bm = &Orb_icons[FontHires];
1173 gr_ubitmapm(x,y,bm);
1175 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1176 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1181 void hud_show_flag(void)
1183 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1188 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1190 x = 4*GAME_FONT->ft_w;
1192 else if (Cockpit_mode.intval == CM_STATUS_BAR) {
1194 x = GAME_FONT->ft_w;
1196 else if (Cockpit_mode.intval == CM_FULL_SCREEN) {
1198 x = GAME_FONT->ft_w;
1203 Int3(); //what sort of cockpit?
1206 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1208 PAGE_IN_GAUGE( icon );
1209 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1215 void hud_show_energy(void)
1217 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1218 gr_set_curfont( GAME_FONT );
1219 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1220 if (Game_mode & GM_MULTI)
1221 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1223 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1225 if (Newdemo_state==ND_STATE_RECORDING ) {
1226 int energy = f2ir(Players[Player_num].energy);
1228 if (energy != old_energy[VR_current_page]) {
1229 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1230 old_energy[VR_current_page] = energy;
1235 void hud_show_afterburner(void)
1239 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1240 return; //don't draw if don't have
1242 gr_set_curfont( GAME_FONT );
1243 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1245 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1247 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1249 if (Newdemo_state==ND_STATE_RECORDING ) {
1251 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1252 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1253 old_afterburner[VR_current_page] = Afterburner_charge;
1258 char *d2_very_short_secondary_weapon_names[] =
1259 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1261 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1262 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1263 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1265 //return which bomb will be dropped next time the bomb key is pressed
1266 extern int which_bomb();
1268 void show_bomb_count(int x,int y,int bg_color,int always_show)
1270 int bomb,count,countx;
1273 bomb = which_bomb();
1274 count = Players[Player_num].secondary_ammo[bomb];
1277 count = min(count,99); //only have room for 2 digits - cheating give 200
1280 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1282 if (always_show && count == 0) //no bombs, draw nothing on HUD
1285 //if (!always_show && countx == old_bombcount[VR_current_page])
1288 // I hate doing this off of hard coded coords!!!!
1290 if (Cockpit_mode.intval == CM_STATUS_BAR) { //draw background
1291 gr_setcolor(bg_color);
1293 gr_rect(169,189,189,196);
1294 gr_setcolor(gr_find_closest_color(10,10,10));
1295 gr_scanline(168,189,189);
1297 gr_rect(338,453,378,470);
1299 gr_setcolor(gr_find_closest_color(10,10,10));
1300 gr_scanline(336,378,453);
1305 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1307 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1309 sprintf(txt,"B:%02d",count);
1311 while ((t=strchr(txt,'1')) != NULL)
1312 *t = '\x84'; //convert to wide '1'
1316 old_bombcount[VR_current_page] = countx;
1319 void draw_primary_ammo_info(int ammo_count)
1321 if (Cockpit_mode.intval == CM_STATUS_BAR)
1322 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1324 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1327 //convert '1' characters to special wide ones
1328 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1330 void hud_show_weapons(void)
1335 char weapon_str[32];
1337 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1338 gr_set_curfont( GAME_FONT );
1339 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1341 y = grd_curcanv->cv_h;
1343 if (Game_mode & GM_MULTI)
1344 y -= 4*Line_spacing;
1346 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1348 switch (Primary_weapon) {
1350 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1351 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1353 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1356 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1360 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1361 convert_1s(weapon_str);
1364 case SPREADFIRE_INDEX:
1369 strcpy(weapon_str, weapon_name);
1372 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1373 convert_1s(weapon_str);
1376 default: Int3(); weapon_str[0] = 0; break;
1379 gr_get_string_size(weapon_str, &w, &h, &aw );
1380 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1382 if (Primary_weapon == VULCAN_INDEX) {
1383 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1384 if (Newdemo_state == ND_STATE_RECORDING)
1385 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1386 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1390 if (Primary_weapon == OMEGA_INDEX) {
1391 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1392 if (Newdemo_state == ND_STATE_RECORDING)
1393 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1394 Old_Omega_charge[VR_current_page] = Omega_charge;
1398 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1400 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1401 gr_get_string_size(weapon_str, &w, &h, &aw );
1402 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1404 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1405 if (Newdemo_state == ND_STATE_RECORDING)
1406 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1407 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1410 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1413 void hud_show_cloak_invuln(void)
1415 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1417 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1418 int y = grd_curcanv->cv_h;
1420 if (Game_mode & GM_MULTI)
1421 y -= 7*Line_spacing;
1423 y -= 4*Line_spacing;
1425 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1426 gr_printf(2, y, "%s", TXT_CLOAKED);
1429 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1430 int y = grd_curcanv->cv_h;
1432 if (Game_mode & GM_MULTI)
1433 y -= 10*Line_spacing;
1435 y -= 5*Line_spacing;
1437 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1438 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1443 void hud_show_shield(void)
1445 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1446 gr_set_curfont( GAME_FONT );
1447 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1449 if ( Players[Player_num].shields >= 0 ) {
1450 if (Game_mode & GM_MULTI)
1451 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1453 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1455 if (Game_mode & GM_MULTI)
1456 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1458 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1461 if (Newdemo_state==ND_STATE_RECORDING ) {
1462 int shields = f2ir(Players[Player_num].shields);
1464 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1465 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1466 old_shields[VR_current_page] = shields;
1471 //draw the icons for number of lives
1472 void hud_show_lives()
1474 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1477 if (Game_mode & GM_MULTI) {
1478 gr_set_curfont( GAME_FONT );
1479 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1480 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1482 else if (Players[Player_num].lives > 1) {
1484 gr_set_curfont( GAME_FONT );
1485 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1486 PAGE_IN_GAUGE( GAUGE_LIVES );
1487 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1488 gr_ubitmapm(10,3,bm);
1489 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1494 void sb_show_lives()
1497 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1501 //if (old_lives[VR_current_page] == -1)
1503 gr_set_curfont( GAME_FONT );
1504 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1505 if (Game_mode & GM_MULTI)
1506 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1508 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1512 if (Game_mode & GM_MULTI)
1514 char killed_str[20];
1516 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1519 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1520 gr_get_string_size(killed_str, &w, &h, &aw);
1521 gr_setcolor(BM_XRGB(0,0,0));
1522 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], y + 1, SB_SCORE_RIGHT, y + GAME_FONT->ft_h);
1523 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1524 x = SB_SCORE_RIGHT-w-2;
1525 gr_printf(x, y+1, killed_str);
1526 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
1530 //if (old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page])
1535 gr_setcolor(BM_XRGB(0,0,0));
1537 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1539 if (Players[Player_num].lives-1 > 0) {
1540 gr_set_curfont( GAME_FONT );
1541 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1542 PAGE_IN_GAUGE( GAUGE_LIVES );
1544 gr_ubitmapm(x, y,bm);
1545 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1547 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1551 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1552 // gr_ubitmapm(x,y,bm);
1558 #ifdef PIGGY_USE_PAGING
1559 extern int Piggy_bitmap_cache_next;
1564 int secs = f2i(Players[Player_num].time_level) % 60;
1565 int mins = f2i(Players[Player_num].time_level) / 60;
1567 gr_set_curfont( GAME_FONT );
1569 if (Color_0_31_0 == -1)
1570 Color_0_31_0 = gr_getcolor(0,31,0);
1571 gr_set_fontcolor(Color_0_31_0, -1 );
1573 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1575 //@@#ifdef PIGGY_USE_PAGING
1579 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1580 //@@ gr_get_string_size( text, &w, &h, &aw );
1581 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1588 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1590 void add_points_to_score(int points)
1594 score_time += f1_0*2;
1595 score_display[0] += points;
1596 score_display[1] += points;
1597 if (score_time > f1_0*4) score_time = f1_0*4;
1599 if (points == 0 || Cheats_enabled)
1602 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1605 prev_score=Players[Player_num].score;
1607 Players[Player_num].score += points;
1609 if (Newdemo_state == ND_STATE_RECORDING)
1610 newdemo_record_player_score(points);
1613 if (Game_mode & GM_MULTI_COOP)
1616 if (Game_mode & GM_MULTI)
1620 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1622 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1623 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1624 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1625 digi_play_sample( snd, F1_0 );
1629 void add_bonus_points_to_score(int points)
1633 if (points == 0 || Cheats_enabled)
1636 prev_score=Players[Player_num].score;
1638 Players[Player_num].score += points;
1641 if (Newdemo_state == ND_STATE_RECORDING)
1642 newdemo_record_player_score(points);
1644 if (Game_mode & GM_MULTI)
1647 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1649 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1650 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1651 digi_play_sample( snd, F1_0 );
1657 void init_gauge_canvases()
1659 grs_font *save_font = grd_curcanv->cv_font;
1661 gr_set_curfont(GAME_FONT);
1663 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1664 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1666 Canv_LeftEnergyGauge = gr_create_sub_canvas( grd_curcanv, LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1667 Canv_SBEnergyGauge = gr_create_sub_canvas( grd_curcanv, SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1668 Canv_SBAfterburnerGauge = gr_create_sub_canvas( grd_curcanv, SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1669 Canv_RightEnergyGauge = gr_create_sub_canvas( grd_curcanv, RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1670 Canv_NumericalGauge = gr_create_sub_canvas( grd_curcanv, NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1671 Canv_AfterburnerGauge = gr_create_sub_canvas( grd_curcanv, AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1673 gr_set_curfont(save_font);
1676 void close_gauge_canvases()
1678 if (Canv_LeftEnergyGauge)
1680 gr_free_sub_canvas( Canv_LeftEnergyGauge );
1681 gr_free_sub_canvas( Canv_SBEnergyGauge );
1682 gr_free_sub_canvas( Canv_SBAfterburnerGauge );
1683 gr_free_sub_canvas( Canv_RightEnergyGauge );
1684 gr_free_sub_canvas( Canv_NumericalGauge );
1685 gr_free_sub_canvas( Canv_AfterburnerGauge );
1693 //draw_gauges_on = 1;
1695 for (i=0; i<2; i++ ) {
1696 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)) )
1701 old_shields[i] = -1;
1705 old_afterburner[i] = -1;
1706 old_bombcount[i] = 0;
1707 old_laser_level[i] = 0;
1709 old_weapon[0][i] = old_weapon[1][i] = -1;
1710 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1711 Old_Omega_charge[i] = -1;
1714 cloak_fade_state = 0;
1716 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1719 void draw_energy_bar(int energy)
1724 // Draw left energy bar
1725 gr_set_current_canvas( Canv_LeftEnergyGauge );
1726 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1727 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1728 gr_setcolor( BM_XRGB(0,0,0) );
1731 not_energy = 61 - (energy*61)/100;
1733 not_energy = 125 - (energy*125)/100;
1736 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1737 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1738 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1740 if (x2 > LEFT_ENERGY_GAUGE_W - y/3)
1741 x2 = LEFT_ENERGY_GAUGE_W - y/3;
1743 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1746 gr_set_current_canvas( get_current_game_screen() );
1748 // Draw right energy bar
1749 gr_set_current_canvas( Canv_RightEnergyGauge );
1750 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1751 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1752 gr_setcolor( BM_XRGB(0,0,0) );
1755 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1756 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y - not_energy;
1757 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y;
1762 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1765 gr_set_current_canvas( get_current_game_screen() );
1768 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
1803 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
1878 void draw_afterburner_bar(int afterburner)
1880 int not_afterburner;
1883 // Draw afterburner bar
1884 gr_set_current_canvas( Canv_AfterburnerGauge );
1885 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1886 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
1887 gr_setcolor( BM_XRGB(0,0,0) );
1889 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
1891 for (y=0;y<not_afterburner;y++) {
1893 gr_uline( i2f(SM_HIRES ? afterburner_bar_table_hires[y*2] : afterburner_bar_table[y*2]), i2f(y),
1894 i2f((SM_HIRES ? afterburner_bar_table_hires[y*2 + 1] : afterburner_bar_table[y*2 + 1]) + 1), i2f(y) );
1897 gr_set_current_canvas( get_current_game_screen() );
1900 void draw_shield_bar(int shield)
1902 int bm_num = shield>=100?9:(shield / 10);
1904 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
1905 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
1908 #define CLOAK_FADE_WAIT_TIME 0x400
1910 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
1912 static fix cloak_fade_timer=0;
1913 static int cloak_fade_value=GR_FADE_LEVELS-1;
1914 static int refade = 0;
1915 grs_bitmap *bm = NULL;
1917 if (Game_mode & GM_TEAM) {
1919 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
1920 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
1923 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
1924 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
1928 if (old_cloak_state==-1 && cloak_state)
1931 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
1934 cloak_fade_value=GR_FADE_LEVELS-1;
1935 cloak_fade_state = 0;
1938 if (cloak_state==1 && old_cloak_state==0)
1939 cloak_fade_state = -1;
1940 //else if (cloak_state==0 && old_cloak_state==1)
1941 // cloak_fade_state = 1;
1943 if (cloak_state && GameTime > Players[Player_num].cloak_time + CLOAK_TIME_MAX - i2f(3)) //doing "about-to-uncloak" effect
1944 if (cloak_fade_state==0)
1945 cloak_fade_state = 2;
1948 if (cloak_fade_state)
1949 cloak_fade_timer -= FrameTime;
1951 while (cloak_fade_state && cloak_fade_timer < 0) {
1953 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
1955 cloak_fade_value += cloak_fade_state;
1957 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
1958 cloak_fade_value = GR_FADE_LEVELS-1;
1959 if (cloak_fade_state == 2 && cloak_state)
1960 cloak_fade_state = -2;
1962 cloak_fade_state = 0;
1964 else if (cloak_fade_value <= 0) {
1965 cloak_fade_value = 0;
1966 if (cloak_fade_state == -2)
1967 cloak_fade_state = 2;
1969 cloak_fade_state = 0;
1973 // To fade out both pages in a paged mode.
1974 if (refade) refade = 0;
1975 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
1976 cloak_fade_state = -1;
1980 gr_set_current_canvas(&VR_render_buffer[0]);
1982 gr_ubitmap( x, y, bm);
1984 Gr_scanline_darkening_level = cloak_fade_value;
1985 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
1986 Gr_scanline_darkening_level = GR_FADE_LEVELS;
1988 gr_set_current_canvas( get_current_game_screen() );
1990 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap);
1993 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
1995 void draw_numerical_display(int shield, int energy)
1997 gr_set_current_canvas( Canv_NumericalGauge );
1998 gr_set_curfont( GAME_FONT );
1999 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2000 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2002 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2005 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2006 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2007 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2009 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2010 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2011 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2014 gr_set_current_canvas( get_current_game_screen() );
2020 gr_set_current_canvas( get_current_game_screen() );
2022 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2023 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2024 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2026 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2027 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2030 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2031 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2032 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2034 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2035 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2038 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2039 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2040 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2042 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2043 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2048 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)
2054 gr_setcolor(BM_XRGB(0,0,0));
2056 gr_rect(box->left,box->top,box->right,box->bot);
2058 if (Piggy_hamfile_version >= 3 // !SHAREWARE
2061 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2062 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2064 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2065 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2070 gr_ubitmapm(pic_x,pic_y,bm);
2072 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2074 if ((p=strchr(name,'\n'))!=NULL) {
2076 gr_printf(text_x,text_y,name);
2077 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2080 gr_printf(text_x,text_y,name);
2082 // For laser, show level and quadness
2083 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2086 sprintf(temp_str, "%s: 0", TXT_LVL);
2088 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2090 gr_printf(text_x,text_y+Line_spacing, temp_str);
2092 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2093 strcpy(temp_str, TXT_QUAD);
2094 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2102 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2106 if (weapon_type == 0) {
2107 info_index = Primary_weapon_to_weapon_info[weapon_num];
2109 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2110 info_index = SUPER_LASER_ID;
2112 if (Cockpit_mode.intval == CM_STATUS_BAR)
2113 draw_weapon_info_sub(info_index,
2114 &gauge_boxes[SB_PRIMARY_BOX],
2115 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2116 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2117 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2119 draw_weapon_info_sub(info_index,
2120 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2121 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2122 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2123 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2127 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2129 if (Cockpit_mode.intval == CM_STATUS_BAR)
2130 draw_weapon_info_sub(info_index,
2131 &gauge_boxes[SB_SECONDARY_BOX],
2132 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2133 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2134 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2136 draw_weapon_info_sub(info_index,
2137 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2138 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2139 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2140 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2144 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2150 w = (grd_curcanv->cv_font->ft_w*7)/2;
2152 w = (grd_curcanv->cv_font->ft_w*5)/2;
2154 gr_setcolor(BM_XRGB(0,0,0));
2155 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2156 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2157 sprintf(str,"%03d",ammo_count);
2162 void draw_secondary_ammo_info(int ammo_count)
2164 if (Cockpit_mode.intval == CM_STATUS_BAR)
2165 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2167 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2170 //returns true if drew picture
2171 int draw_weapon_box(int weapon_type,int weapon_num)
2174 int laser_level_changed;
2176 gr_set_current_canvas(&VR_render_buffer[0]);
2178 gr_set_curfont( GAME_FONT );
2180 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2182 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET && (old_weapon[weapon_type][VR_current_page] != -1))
2184 weapon_box_states[weapon_type] = WS_FADING_OUT;
2185 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2188 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2189 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2190 old_ammo_count[weapon_type][VR_current_page]=-1;
2191 Old_Omega_charge[VR_current_page]=-1;
2193 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2194 if (weapon_box_fade_values[weapon_type] <= 0) {
2195 weapon_box_states[weapon_type] = WS_FADING_IN;
2196 old_weapon[weapon_type][VR_current_page] = weapon_num;
2197 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2198 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2199 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2200 weapon_box_fade_values[weapon_type] = 0;
2203 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2204 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2205 weapon_box_states[weapon_type] = WS_FADING_OUT;
2208 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2209 old_ammo_count[weapon_type][VR_current_page]=-1;
2210 Old_Omega_charge[VR_current_page]=-1;
2212 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2213 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2214 weapon_box_states[weapon_type] = WS_SET;
2215 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2219 // if (old_weapon[weapon_type][VR_current_page] == -1)
2221 //@@if (laser_level_changed)
2222 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2225 draw_weapon_info(weapon_type, weapon_num, Players[Player_num].laser_level);
2226 old_weapon[weapon_type][VR_current_page] = weapon_num;
2227 old_ammo_count[weapon_type][VR_current_page] = -1;
2228 Old_Omega_charge[VR_current_page] = -1;
2229 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2234 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2235 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2236 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2238 Gr_scanline_darkening_level = fade_value;
2239 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);
2241 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2244 gr_set_current_canvas(get_current_game_screen());
2250 void draw_static(int win)
2252 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2255 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2258 static_time[win] += FrameTime;
2259 if (static_time[win] >= vc->play_time) {
2260 weapon_box_user[win] = WBU_WEAPON;
2264 framenum = static_time[win] * vc->num_frames / vc->play_time;
2266 PIGGY_PAGE_IN(vc->frames[framenum]);
2268 bmp = &GameBitmaps[vc->frames[framenum].index];
2270 gr_set_current_canvas(&VR_render_buffer[0]);
2272 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2273 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2276 gr_set_current_canvas(get_current_game_screen());
2278 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap);
2281 void draw_weapon_boxes()
2283 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2286 if (weapon_box_user[0] == WBU_WEAPON) {
2287 drew = draw_weapon_box(0,Primary_weapon);
2289 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap);
2291 if (weapon_box_states[0] == WS_SET) {
2292 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX))
2294 if (Newdemo_state == ND_STATE_RECORDING &&
2295 Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page])
2296 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2297 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2298 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2301 if (Primary_weapon == OMEGA_INDEX)
2303 if (Newdemo_state == ND_STATE_RECORDING &&
2304 Omega_charge != Old_Omega_charge[VR_current_page])
2305 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2306 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2307 Old_Omega_charge[VR_current_page] = Omega_charge;
2311 else if (weapon_box_user[0] == WBU_STATIC)
2314 if (weapon_box_user[1] == WBU_WEAPON) {
2315 drew = draw_weapon_box(1,Secondary_weapon);
2317 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap);
2319 if (weapon_box_states[1] == WS_SET)
2321 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2322 if (Newdemo_state == ND_STATE_RECORDING &&
2323 Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page])
2324 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2325 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2326 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2328 if (Cockpit_mode.intval == CM_STATUS_BAR)
2329 show_bomb_count(SB_BOMB_COUNT_X, SB_BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2331 show_bomb_count(BOMB_COUNT_X, BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2334 else if (weapon_box_user[1] == WBU_STATIC)
2339 void sb_draw_energy_bar(int energy)
2341 int erase_height, w, h, aw;
2342 char energy_str[20];
2344 gr_set_current_canvas( Canv_SBEnergyGauge );
2346 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2347 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_ENERGY)]);
2349 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2351 if (erase_height > 0) {
2352 gr_setcolor( BM_XRGB(0,0,0) );
2353 gr_rect(0, 0, SB_ENERGY_GAUGE_W - 1, erase_height - 1);
2357 sprintf(energy_str, "%d", energy);
2358 gr_get_string_size(energy_str, &w, &h, &aw );
2359 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2360 gr_printf(((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2362 gr_set_current_canvas(get_current_game_screen());
2365 void sb_draw_afterburner()
2367 int erase_height, w, h, aw;
2368 char ab_str[3] = "AB";
2370 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2371 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2372 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER)]);
2374 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2376 if (erase_height > 0) {
2377 gr_setcolor( BM_XRGB(0,0,0) );
2378 gr_rect(0, 0, SB_AFTERBURNER_GAUGE_W - 1, erase_height - 1);
2382 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2383 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2385 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2387 gr_get_string_size(ab_str, &w, &h, &aw );
2388 gr_printf(((SB_AFTERBURNER_GAUGE_W - w)/2), SB_AFTERBURNER_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "AB");
2389 gr_set_current_canvas(get_current_game_screen());
2392 void sb_draw_shield_num(int shield)
2396 gr_set_curfont( GAME_FONT );
2397 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2400 // PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval + (SM_HIRES ? (Num_cockpits/2) : 0)]);
2402 // gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap, SB_SHIELD_NUM_X - 1, SB_SHIELD_NUM_Y - 1));
2404 // gr_rect(SB_SHIELD_NUM_X, SB_SHIELD_NUM_Y, SB_SHIELD_NUM_X + (SM_HIRES ? 27 : 13), SB_SHIELD_NUM_Y + GAME_FONT->ft_h);
2405 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);
2408 void sb_draw_shield_bar(int shield)
2410 int bm_num = shield>=100?9:(shield / 10);
2412 gr_set_current_canvas(get_current_game_screen());
2413 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2414 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2420 int flags = Players[Player_num].flags;
2422 gr_set_current_canvas(get_current_game_screen());
2423 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2424 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2425 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2426 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2427 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2428 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2429 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2430 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2431 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2434 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2435 void draw_invulnerable_ship()
2439 gr_set_current_canvas(get_current_game_screen());
2441 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2443 if (Cockpit_mode.intval == CM_STATUS_BAR) {
2444 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2445 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2447 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2448 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2453 while (time > INV_FRAME_TIME) {
2454 time -= INV_FRAME_TIME;
2455 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2456 invulnerable_frame=0;
2458 } else if (Cockpit_mode.intval == CM_STATUS_BAR)
2459 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2461 draw_shield_bar(f2ir(Players[Player_num].shields));
2464 extern int Missile_gun;
2465 extern int allowed_to_fire_laser(void);
2466 extern int allowed_to_fire_missile(void);
2468 rgb player_rgb[] = {
2479 extern ubyte Newdemo_flying_guided;
2480 extern int max_window_w;
2486 //offsets for reticle parts: high-big high-sml low-big low-sml
2487 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2488 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2489 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2492 void show_reticle(int force_big_one)
2495 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2496 int cross_bm_num,primary_bm_num,secondary_bm_num;
2497 int use_hires_reticle,small_reticle,ofs,gauge_index;
2499 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2501 draw_guided_crosshair();
2505 x = grd_curcanv->cv_w/2;
2506 y = grd_curcanv->cv_h/2;
2508 laser_ready = allowed_to_fire_laser();
2509 missile_ready = allowed_to_fire_missile();
2511 laser_ammo = player_has_weapon(Primary_weapon,0);
2512 missile_ammo = player_has_weapon(Secondary_weapon,1);
2514 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2515 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2517 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2520 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2521 secondary_bm_num += 3; //now value is 0,1 or 3,4
2522 else if (secondary_bm_num && !(Missile_gun&1))
2525 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2527 Assert(primary_bm_num <= 2);
2528 Assert(secondary_bm_num <= 4);
2529 Assert(cross_bm_num <= 1);
2531 if (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320))
2533 ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
2540 use_hires_reticle = (FontHires != 0);
2542 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2543 ofs = (use_hires_reticle?0:2) + small_reticle;
2545 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2546 PAGE_IN_GAUGE( gauge_index );
2547 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2549 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2550 PAGE_IN_GAUGE( gauge_index );
2551 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2553 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
2554 PAGE_IN_GAUGE( gauge_index );
2555 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2563 void hud_show_kill_list()
2565 int n_players,player_list[MAX_NUM_NET_PLAYERS];
2566 int n_left,i,x0,x1,y,save_y,fth;
2568 // ugly hack since placement of netgame players and kills is based off of
2569 // menuhires (which is always 1 for mac). This throws off placement of
2570 // players in pixel double mode.
2572 if (Show_kill_list_timer > 0)
2574 Show_kill_list_timer -= FrameTime;
2575 if (Show_kill_list_timer < 0)
2579 gr_set_curfont( GAME_FONT );
2581 n_players = multi_get_kill_list(player_list);
2583 if (Show_kill_list == 3)
2589 n_left = (n_players+1)/2;
2591 //If font size changes, this code might not work right anymore
2592 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
2594 fth = GAME_FONT->ft_h;
2596 x0 = LHX(1); x1 = LHX(43);
2598 if (Game_mode & GM_MULTI_COOP)
2601 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
2603 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
2604 save_y = y -= LHX(6);
2605 if (Game_mode & GM_MULTI_COOP)
2611 for (i=0;i<n_players;i++) {
2617 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
2618 x0 = grd_curcanv->cv_w - LHX(53);
2620 x0 = grd_curcanv->cv_w - LHX(60);
2621 if (Game_mode & GM_MULTI_COOP)
2622 x1 = grd_curcanv->cv_w - LHX(27);
2624 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
2628 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2634 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2642 if (Show_kill_list == 3)
2645 player_num = player_list[i];
2647 if (Show_kill_list == 1 || Show_kill_list==2)
2651 if (Players[player_num].connected != 1)
2652 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
2653 else if (Game_mode & GM_TEAM) {
2654 color = get_team(player_num);
2655 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2659 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2665 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
2668 if (Show_kill_list == 3)
2669 strcpy(name, Netgame.team_name[i]);
2671 strcpy(name,Players[player_num].callsign); // Note link to above if!!
2672 gr_get_string_size(name,&sw,&sh,&aw);
2673 while (sw > (x1-x0-LHX(2))) {
2674 name[strlen(name)-1]=0;
2675 gr_get_string_size(name,&sw,&sh,&aw);
2677 gr_printf(x0,y,"%s",name);
2679 if (Show_kill_list==2)
2681 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
2682 gr_printf (x1,y,"NA");
2684 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));
2686 else if (Show_kill_list == 3)
2687 gr_printf(x1,y,"%3d",team_kills[i]);
2688 else if (Game_mode & GM_MULTI_COOP)
2689 gr_printf(x1,y,"%-6d",Players[player_num].score);
2690 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
2691 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
2693 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
2706 extern int Saving_movie_frames;
2708 #define Saving_movie_frames 0
2711 //returns true if viewer can see object
2712 int see_object(int objnum)
2718 //see if we can see this player
2720 fq.p0 = &Viewer->pos;
2721 fq.p1 = &Objects[objnum].pos;
2723 fq.thisobjnum = OBJECT_NUMBER(Viewer);
2724 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
2725 fq.startseg = Viewer->segnum;
2726 fq.ignore_obj_list = NULL;
2728 hit_type = find_vector_intersection(&fq, &hit_data);
2730 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
2734 //show names of teammates & players carrying flags
2735 void show_HUD_names()
2737 int show_team_names,show_all_names,show_flags,player_team;
2740 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
2741 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
2742 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
2744 if (! (show_all_names || show_team_names || show_flags))
2747 player_team = get_team(Player_num);
2749 for (p=0;p<N_players;p++) { //check all players
2751 int show_name,has_flag;
2753 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
2754 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
2756 if (Newdemo_state == ND_STATE_PLAYBACK) {
2757 //if this is a demo, the objnum in the player struct is wrong,
2758 //so we search the object list for the objnum
2760 for (objnum=0;objnum<=Highest_object_index;objnum++)
2761 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
2763 if (objnum > Highest_object_index) //not in list, thus not visible
2764 show_name = has_flag = 0; //..so don't show name
2767 objnum = Players[p].objnum;
2769 if ((show_name || has_flag) && see_object(objnum)) {
2770 g3s_point player_point;
2772 g3_rotate_point(&player_point,&Objects[objnum].pos);
2774 if (player_point.p3_codes == 0) { //on screen
2776 g3_project_point(&player_point);
2778 if (! (player_point.p3_flags & PF_OVERFLOW)) {
2781 x = player_point.p3_sx;
2782 y = player_point.p3_sy;
2784 if (show_name) { // Draw callsign on HUD
2785 char s[CALLSIGN_LEN+1];
2790 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
2792 sprintf(s, "%s", Players[p].callsign);
2793 gr_get_string_size(s, &w, &h, &aw);
2794 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
2797 gr_string (x1, y1, s);
2800 if (has_flag) { // Draw box on HUD
2803 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
2804 dx = fixmul(dy,grd_curscreen->sc_aspect);
2809 if (Game_mode & GM_CAPTURE)
2810 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2811 else if (Game_mode & GM_HOARD)
2813 if (Game_mode & GM_TEAM)
2814 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2816 gr_setcolor(BM_XRGB(0,31,0));
2819 gr_line(x+dx-w,y-dy,x+dx,y-dy);
2820 gr_line(x+dx,y-dy,x+dx,y-dy+h);
2822 gr_line(x-dx,y-dy,x-dx+w,y-dy);
2823 gr_line(x-dx,y-dy,x-dx,y-dy+h);
2825 gr_line(x+dx-w,y+dy,x+dx,y+dy);
2826 gr_line(x+dx,y+dy,x+dx,y+dy-h);
2828 gr_line(x-dx,y+dy,x-dx+w,y+dy);
2829 gr_line(x-dx,y+dy,x-dx,y+dy-h);
2839 extern int last_drawn_cockpit[2];
2841 //draw all the things on the HUD
2846 if (Cockpit_mode.intval == CM_STATUS_BAR) {
2847 //ogl needs to redraw every frame, at least currently.
2849 last_drawn_cockpit[0]=-1;
2850 last_drawn_cockpit[1]=-1;
2853 // vr_reset_display();
2858 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
2860 // Show score so long as not in rearview
2861 if ( !Rear_view && Cockpit_mode.intval != CM_REAR_VIEW && Cockpit_mode.intval != CM_STATUS_BAR && !Saving_movie_frames) {
2864 hud_show_score_added();
2867 if ( !Rear_view && Cockpit_mode.intval != CM_REAR_VIEW && !Saving_movie_frames)
2868 hud_show_timer_count();
2870 // Show other stuff if not in rearview or letterbox.
2871 if (!Rear_view && Cockpit_mode.intval != CM_REAR_VIEW) { // && Cockpit_mode.intval!=CM_LETTERBOX) {
2872 if (Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)
2873 hud_show_homing_warning();
2875 if (Cockpit_mode.intval == CM_FULL_SCREEN) {
2878 hud_show_afterburner();
2880 if (!Saving_movie_frames)
2882 hud_show_cloak_invuln();
2884 if ( ( Newdemo_state == ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
2885 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
2886 old_flags[VR_current_page] = Players[Player_num].flags;
2892 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
2896 if (Reticle_on.intval && Cockpit_mode.intval != CM_LETTERBOX && (!Use_player_head_angles))
2902 if (Cockpit_mode.intval != CM_LETTERBOX && Cockpit_mode.intval != CM_REAR_VIEW)
2905 if (Cockpit_mode.intval != CM_LETTERBOX && Cockpit_mode.intval != CM_REAR_VIEW)
2909 if (!Saving_movie_frames)
2910 HUD_render_message_frame();
2912 if (Cockpit_mode.intval != CM_STATUS_BAR && !Saving_movie_frames)
2916 if (Game_mode&GM_MULTI && Show_kill_list)
2917 hud_show_kill_list();
2921 if (Rear_view && Cockpit_mode.intval != CM_REAR_VIEW) {
2922 HUD_render_message_frame();
2923 gr_set_curfont( GAME_FONT );
2924 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
2925 if (Newdemo_state == ND_STATE_PLAYBACK)
2926 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
2928 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
2932 extern short *BackBuffer;
2934 //print out some player statistics
2935 void render_gauges()
2937 static uint32_t old_display_mode = 0xfffffffe;
2938 int energy = f2ir(Players[Player_num].energy);
2939 int shields = f2ir(Players[Player_num].shields);
2940 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
2942 Assert(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR);
2944 // check to see if our display mode has changed since last render time --
2945 // if so, then we need to make new gauge canvases.
2946 // Also make the first gauge canvases here, in the game,
2947 // because they are [now] sub-canvases.
2950 if (old_display_mode != Current_display_mode)
2952 close_gauge_canvases();
2953 init_gauge_canvases();
2954 old_display_mode = Current_display_mode;
2957 if (shields < 0 ) shields = 0;
2959 gr_set_current_canvas(get_current_game_screen());
2960 gr_set_curfont( GAME_FONT );
2962 if (Newdemo_state == ND_STATE_RECORDING)
2963 if (Players[Player_num].homing_object_dist >= 0)
2964 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
2966 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
2967 draw_player_ship(cloak, old_cloak[VR_current_page], SHIP_GAUGE_X, SHIP_GAUGE_Y);
2969 draw_player_ship(cloak, old_cloak[VR_current_page], SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
2971 old_cloak[VR_current_page] = cloak;
2973 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
2974 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
2976 newdemo_record_player_energy(old_energy[VR_current_page], energy);
2977 old_energy[VR_current_page] = energy;
2979 draw_energy_bar(energy);
2980 draw_numerical_display(shields, energy);
2982 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
2984 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
2985 old_afterburner[VR_current_page] = Afterburner_charge;
2987 draw_afterburner_bar(Afterburner_charge);
2989 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2990 draw_invulnerable_ship();
2991 old_shields[VR_current_page] = shields ^ 1;
2992 } else { // Draw the shield gauge
2993 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
2995 newdemo_record_player_shields(old_shields[VR_current_page], shields);
2996 old_shields[VR_current_page] = shields;
2998 draw_shield_bar(shields);
3000 draw_numerical_display(shields, energy);
3002 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3004 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3005 old_flags[VR_current_page] = Players[Player_num].flags;
3009 show_homing_warning();
3011 } else if (Cockpit_mode.intval == CM_STATUS_BAR) {
3013 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3015 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3016 old_energy[VR_current_page] = energy;
3018 sb_draw_energy_bar(energy);
3020 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
3022 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3023 old_afterburner[VR_current_page] = Afterburner_charge;
3025 sb_draw_afterburner();
3027 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3029 draw_invulnerable_ship();
3030 old_shields[VR_current_page] = shields ^ 1;
3033 { // Draw the shield gauge
3034 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
3036 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3037 old_shields[VR_current_page] = shields;
3039 sb_draw_shield_bar(shields);
3041 sb_draw_shield_num(shields);
3043 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3045 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3046 old_flags[VR_current_page] = Players[Player_num].flags;
3051 // May want to record this in a demo...
3052 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3055 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3060 old_lives[VR_current_page] = Players[Player_num].lives;
3063 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3066 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3071 old_score[VR_current_page] = Players[Player_num].score;
3074 sb_show_score_added();
3079 draw_weapon_boxes();
3083 // ---------------------------------------------------------------------------------------------------------
3084 // Call when picked up a laser powerup.
3085 // If laser is active, set old_weapon[0] to -1 to force redraw.
3086 void update_laser_weapon_info(void)
3088 if (old_weapon[0][VR_current_page] == 0)
3089 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3090 old_weapon[0][VR_current_page] = -1;
3093 extern int Game_window_y;
3094 void fill_background(void);
3096 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3098 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3099 //1 for right. viewer is object. NULL object means give up window
3100 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3101 //rear view. If label is non-NULL, print the label at the top of the
3103 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3105 grs_canvas window_canv;
3106 static grs_canvas overlap_canv;
3107 object *viewer_save = Viewer;
3108 static int overlap_dirty[2]={0,0};
3110 static int window_x,window_y;
3112 int rear_view_save = Rear_view;
3117 if (viewer == NULL) { //this user is done
3119 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3121 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3122 static_time[win] = 0;
3124 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3125 return; //already set
3127 weapon_box_user[win] = user;
3129 if (overlap_dirty[win]) {
3130 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
3132 overlap_dirty[win] = 0;
3138 update_rendered_data(win+1, viewer, rear_view_flag, user);
3140 weapon_box_user[win] = user; //say who's using window
3143 Rear_view = rear_view_flag;
3145 if (Cockpit_mode.intval == CM_FULL_SCREEN)
3148 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
3150 h = i2f(w) / grd_curscreen->sc_aspect;
3152 dx = (win==0)?-(w+(w/10)):(w/10);
3154 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3155 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3157 //copy these vars so stereo code can get at them
3158 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3160 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h);
3163 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
3164 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3165 else if (Cockpit_mode.intval == CM_STATUS_BAR)
3166 boxnum = (SB_PRIMARY_BOX)+win;
3170 box = &gauge_boxes[boxnum];
3172 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3175 gr_set_current_canvas(&window_canv);
3177 render_frame(0, win+1);
3179 // HACK! If guided missile, wake up robots as necessary.
3180 if (viewer->type == OBJ_WEAPON) {
3181 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3182 wake_up_rendered_objects(viewer, win+1);
3186 gr_set_curfont( GAME_FONT );
3187 if (Color_0_31_0 == -1)
3188 Color_0_31_0 = gr_getcolor(0,31,0);
3189 gr_set_fontcolor(Color_0_31_0, -1);
3190 gr_printf(0x8000,2,label);
3193 if (user == WBU_GUIDED)
3194 draw_guided_crosshair();
3196 if (Cockpit_mode.intval == CM_FULL_SCREEN) {
3197 int small_window_bottom,big_window_bottom,extra_part_h;
3200 gr_setcolor(BM_XRGB(0,0,32));
3201 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3204 //if the window only partially overlaps the big 3d window, copy
3205 //the extra part to the visible screen
3207 big_window_bottom = Game_window_y + Game_window_h.intval - 1;
3209 if (window_y > big_window_bottom) {
3211 //the small window is completely outside the big 3d window, so
3212 //copy it to the visible screen
3214 if (VR_screen_flags & VRF_USE_PAGING)
3215 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3217 gr_set_current_canvas(get_current_game_screen());
3219 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap);
3221 overlap_dirty[win] = 1;
3225 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1;
3227 extra_part_h = small_window_bottom - big_window_bottom;
3229 if (extra_part_h > 0) {
3231 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);
3233 if (VR_screen_flags & VRF_USE_PAGING)
3234 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3236 gr_set_current_canvas(get_current_game_screen());
3238 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap);
3240 overlap_dirty[win] = 1;
3246 gr_set_current_canvas(get_current_game_screen());
3247 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3250 //force redraw when done
3251 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3255 Viewer = viewer_save;
3257 Rear_view = rear_view_save;
3261 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3264 gauge_box* currentGaugeBox = NULL;
3271 Assert(outBoundsRect);
3272 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3274 switch (Cockpit_mode.intval)
3276 case CM_FULL_SCREEN:
3277 // note: this calculation is taken from do_cockpit_window_view for the full
3280 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3281 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3283 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3285 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3286 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3288 outBoundsRect->top = window_x;
3289 outBoundsRect->left = window_y;
3290 outBoundsRect->bottom = window_x + w;
3291 outBoundsRect->right = window_y + h;
3294 case CM_FULL_COCKPIT:
3296 if (inSubWindowNum == 0)
3298 boxNumber = SB_PRIMARY_BOX;
3302 boxNumber = SB_SECONDARY_BOX;
3305 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode.intval * 2) + inSubWindowNum;
3306 currentGaugeBox = &gauge_boxes[boxNumber];
3307 Assert(currentGaugeBox);
3309 outBoundsRect->top = currentGaugeBox->top;
3310 outBoundsRect->left = currentGaugeBox->left;
3311 outBoundsRect->bottom = currentGaugeBox->bot + 1;
3312 outBoundsRect->right = currentGaugeBox->right + 1;