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 #include "menu.h" // For the font.
66 void draw_ammo_info(int x,int y,int ammo_count,int primary);
67 extern void draw_guided_crosshair(void);
69 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
70 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
72 grs_canvas *Canv_LeftEnergyGauge = NULL;
73 grs_canvas *Canv_AfterburnerGauge = NULL;
74 grs_canvas *Canv_SBEnergyGauge = NULL;
75 grs_canvas *Canv_SBAfterburnerGauge = NULL;
76 grs_canvas *Canv_RightEnergyGauge = NULL;
77 grs_canvas *Canv_NumericalGauge = NULL;
79 //Flags for gauges/hud stuff
80 cvar_t Reticle_on = { "crosshair", "1", 1 };
82 //bitmap numbers for gauges
84 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
86 #define GAUGE_INVULNERABLE 10 //10..19
87 #define N_INVULNERABLE_FRAMES 10
89 #define GAUGE_AFTERBURNER 20
90 #define GAUGE_ENERGY_LEFT 21
91 #define GAUGE_ENERGY_RIGHT 22
92 #define GAUGE_NUMERICAL 23
94 #define GAUGE_BLUE_KEY 24
95 #define GAUGE_GOLD_KEY 25
96 #define GAUGE_RED_KEY 26
97 #define GAUGE_BLUE_KEY_OFF 27
98 #define GAUGE_GOLD_KEY_OFF 28
99 #define GAUGE_RED_KEY_OFF 29
101 #define SB_GAUGE_BLUE_KEY 30
102 #define SB_GAUGE_GOLD_KEY 31
103 #define SB_GAUGE_RED_KEY 32
104 #define SB_GAUGE_BLUE_KEY_OFF 33
105 #define SB_GAUGE_GOLD_KEY_OFF 34
106 #define SB_GAUGE_RED_KEY_OFF 35
108 #define SB_GAUGE_ENERGY 36
110 #define GAUGE_LIVES 37
112 #define GAUGE_SHIPS 38
113 #define GAUGE_SHIPS_LAST 45
115 #define RETICLE_CROSS 46
116 #define RETICLE_PRIMARY 48
117 #define RETICLE_SECONDARY 51
118 #define RETICLE_LAST 55
120 #define GAUGE_HOMING_WARNING_ON 56
121 #define GAUGE_HOMING_WARNING_OFF 57
123 #define SML_RETICLE_CROSS 58
124 #define SML_RETICLE_PRIMARY 60
125 #define SML_RETICLE_SECONDARY 63
126 #define SML_RETICLE_LAST 67
128 #define KEY_ICON_BLUE 68
129 #define KEY_ICON_YELLOW 69
130 #define KEY_ICON_RED 70
132 #define SB_GAUGE_AFTERBURNER 71
134 #define FLAG_ICON_RED 72
135 #define FLAG_ICON_BLUE 73
138 /* Use static inline function under GCC to avoid CR/LF issues */
140 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
141 static inline void _page_in_gauge(int x)
144 PIGGY_PAGE_IN(Gauges_hires[x]);
146 PIGGY_PAGE_IN(Gauges[x]);
151 #define PAGE_IN_GAUGE(x) \
154 PIGGY_PAGE_IN(Gauges_hires[x]); \
156 PIGGY_PAGE_IN(Gauges[x]); \
162 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
164 //change MAX_GAUGE_BMS when adding gauges
166 //Coordinats for gauges
170 #define GAUGE_BLUE_KEY_X_L 272
171 #define GAUGE_BLUE_KEY_Y_L 152
172 #define GAUGE_BLUE_KEY_X_H 535
173 #define GAUGE_BLUE_KEY_Y_H 374
174 #define GAUGE_BLUE_KEY_X (SM_HIRES?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
175 #define GAUGE_BLUE_KEY_Y (SM_HIRES?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
177 #define GAUGE_GOLD_KEY_X_L 273
178 #define GAUGE_GOLD_KEY_Y_L 162
179 #define GAUGE_GOLD_KEY_X_H 537
180 #define GAUGE_GOLD_KEY_Y_H 395
181 #define GAUGE_GOLD_KEY_X (SM_HIRES?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
182 #define GAUGE_GOLD_KEY_Y (SM_HIRES?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
184 #define GAUGE_RED_KEY_X_L 274
185 #define GAUGE_RED_KEY_Y_L 172
186 #define GAUGE_RED_KEY_X_H 539
187 #define GAUGE_RED_KEY_Y_H 416
188 #define GAUGE_RED_KEY_X (SM_HIRES?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
189 #define GAUGE_RED_KEY_Y (SM_HIRES?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
193 #define SB_GAUGE_KEYS_X_L 11
194 #define SB_GAUGE_KEYS_X_H 26
195 #define SB_GAUGE_KEYS_X (SM_HIRES?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
197 #define SB_GAUGE_BLUE_KEY_Y_L 153
198 #define SB_GAUGE_GOLD_KEY_Y_L 169
199 #define SB_GAUGE_RED_KEY_Y_L 185
201 #define SB_GAUGE_BLUE_KEY_Y_H 390
202 #define SB_GAUGE_GOLD_KEY_Y_H 422
203 #define SB_GAUGE_RED_KEY_Y_H 454
205 #define SB_GAUGE_BLUE_KEY_Y (SM_HIRES?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
206 #define SB_GAUGE_GOLD_KEY_Y (SM_HIRES?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
207 #define SB_GAUGE_RED_KEY_Y (SM_HIRES?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
209 // cockpit enery gauges
211 #define LEFT_ENERGY_GAUGE_X_L 70
212 #define LEFT_ENERGY_GAUGE_Y_L 131
213 #define LEFT_ENERGY_GAUGE_W_L 64
214 #define LEFT_ENERGY_GAUGE_H_L 8
216 #define LEFT_ENERGY_GAUGE_X_H 137
217 #define LEFT_ENERGY_GAUGE_Y_H 314
218 #define LEFT_ENERGY_GAUGE_W_H 133
219 #define LEFT_ENERGY_GAUGE_H_H 21
221 #define LEFT_ENERGY_GAUGE_X (SM_HIRES?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
222 #define LEFT_ENERGY_GAUGE_Y (SM_HIRES?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
223 #define LEFT_ENERGY_GAUGE_W (SM_HIRES?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
224 #define LEFT_ENERGY_GAUGE_H (SM_HIRES?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
226 #define RIGHT_ENERGY_GAUGE_X (SM_HIRES?380:190)
227 #define RIGHT_ENERGY_GAUGE_Y (SM_HIRES?314:131)
228 #define RIGHT_ENERGY_GAUGE_W (SM_HIRES?133:64)
229 #define RIGHT_ENERGY_GAUGE_H (SM_HIRES?21:8)
231 // cockpit afterburner gauge
233 #define AFTERBURNER_GAUGE_X_L 45-1
234 #define AFTERBURNER_GAUGE_Y_L 158
235 #define AFTERBURNER_GAUGE_W_L 12
236 #define AFTERBURNER_GAUGE_H_L 32
238 #define AFTERBURNER_GAUGE_X_H 88
239 #define AFTERBURNER_GAUGE_Y_H 377
240 #define AFTERBURNER_GAUGE_W_H 21
241 #define AFTERBURNER_GAUGE_H_H 65
243 #define AFTERBURNER_GAUGE_X (SM_HIRES?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
244 #define AFTERBURNER_GAUGE_Y (SM_HIRES?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
245 #define AFTERBURNER_GAUGE_W (SM_HIRES?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
246 #define AFTERBURNER_GAUGE_H (SM_HIRES?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
250 #define SB_ENERGY_GAUGE_X (SM_HIRES?196:98)
251 #define SB_ENERGY_GAUGE_Y (SM_HIRES?382:(155-2))
252 #define SB_ENERGY_GAUGE_W (SM_HIRES?32:16)
253 #define SB_ENERGY_GAUGE_H (SM_HIRES?60:29)
255 // sb afterburner gauge
257 #define SB_AFTERBURNER_GAUGE_X (SM_HIRES?196:98)
258 #define SB_AFTERBURNER_GAUGE_Y (SM_HIRES?446:184)
259 #define SB_AFTERBURNER_GAUGE_W (SM_HIRES?33:16)
260 #define SB_AFTERBURNER_GAUGE_H (SM_HIRES?29:13)
262 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(SM_HIRES?4:2))
263 #define SB_ENERGY_NUM_Y (SM_HIRES?457:175)
265 #define SHIELD_GAUGE_X (SM_HIRES?292:146)
266 #define SHIELD_GAUGE_Y (SM_HIRES?374:155)
267 #define SHIELD_GAUGE_W (SM_HIRES?70:35)
268 #define SHIELD_GAUGE_H (SM_HIRES?77:32)
270 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(SM_HIRES?11:5))
271 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(SM_HIRES?10:5))
273 #define SB_SHIELD_GAUGE_X (SM_HIRES?247:123) //139
274 #define SB_SHIELD_GAUGE_Y (SM_HIRES?395:163)
276 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(SM_HIRES?11:5))
277 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(SM_HIRES?10:5))
279 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(SM_HIRES?21:12)) //151
280 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(SM_HIRES?16:8)) //156 -- MWA used to be hard coded to 156
282 #define NUMERICAL_GAUGE_X (SM_HIRES?308:154)
283 #define NUMERICAL_GAUGE_Y (SM_HIRES?316:130)
284 #define NUMERICAL_GAUGE_W (SM_HIRES?38:19)
285 #define NUMERICAL_GAUGE_H (SM_HIRES?55:22)
287 #define PRIMARY_W_PIC_X (SM_HIRES?(135-10):64)
288 #define PRIMARY_W_PIC_Y (SM_HIRES?370:154)
289 #define PRIMARY_W_TEXT_X (SM_HIRES?182:87)
290 #define PRIMARY_W_TEXT_Y (SM_HIRES?400:157)
291 #define PRIMARY_AMMO_X (SM_HIRES?186:(96-3))
292 #define PRIMARY_AMMO_Y (SM_HIRES?420:171)
294 #define SECONDARY_W_PIC_X (SM_HIRES?466:234)
295 #define SECONDARY_W_PIC_Y (SM_HIRES?374:154)
296 #define SECONDARY_W_TEXT_X (SM_HIRES?413:207)
297 #define SECONDARY_W_TEXT_Y (SM_HIRES?378:157)
298 #define SECONDARY_AMMO_X (SM_HIRES?428:213)
299 #define SECONDARY_AMMO_Y (SM_HIRES?407:171)
301 #define SB_LIVES_X (SM_HIRES?(550-10-3):266)
302 #define SB_LIVES_Y (SM_HIRES?450-3:185)
303 #define SB_LIVES_LABEL_X (SM_HIRES?475:237)
304 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
306 #define SB_SCORE_RIGHT_L 301
307 #define SB_SCORE_RIGHT_H (605+8)
308 #define SB_SCORE_RIGHT (SM_HIRES?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
310 #define SB_SCORE_Y (SM_HIRES?398:158)
311 #define SB_SCORE_LABEL_X (SM_HIRES?475:237)
313 #define SB_SCORE_ADDED_RIGHT (SM_HIRES?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
314 #define SB_SCORE_ADDED_Y (SM_HIRES?413:165)
316 #define HOMING_WARNING_X (SM_HIRES?14:7)
317 #define HOMING_WARNING_Y (SM_HIRES?415:171)
319 #define BOMB_COUNT_X (SM_HIRES?546:275)
320 #define BOMB_COUNT_Y (SM_HIRES?445:186)
322 #define SB_BOMB_COUNT_X (SM_HIRES?342:171)
323 #define SB_BOMB_COUNT_Y (SM_HIRES?458:191)
325 #define LHX(x) ((x)*(MenuHires?2:1))
326 #define LHY(y) ((y)*(MenuHires?2.4:1))
328 static int score_display[2];
329 static fix score_time;
331 static int old_score[2] = { -1, -1 };
332 static int old_energy[2] = { -1, -1 };
333 static int old_shields[2] = { -1, -1 };
334 static int old_flags[2] = { -1, -1 };
335 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
336 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
337 static int Old_Omega_charge[2] = { -1, -1 };
338 static int old_laser_level[2] = { -1, -1 };
339 static int old_cloak[2] = { 0, 0 };
340 static int old_lives[2] = { -1, -1 };
341 static fix old_afterburner[2] = { -1, -1 };
342 static int old_bombcount[2] = { 0, 0 };
344 static int invulnerable_frame = 0;
346 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
348 #define WS_SET 0 //in correct state
349 #define WS_FADING_OUT 1
350 #define WS_FADING_IN 2
352 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
353 int weapon_box_states[2] = {WS_SET, WS_SET};
354 fix weapon_box_fade_values[2];
356 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
358 typedef struct span {
362 //store delta x values from left of box
363 span weapon_window_left[] = { //first span 67,151
410 //store delta x values from left of box
411 span weapon_window_right[] = { //first span 207,154
457 //store delta x values from left of box
458 span weapon_window_left_hires[] = { //first span 67,154
569 //store delta x values from left of box
570 span weapon_window_right_hires[] = { //first span 207,154
681 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
682 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
684 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
685 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
687 // defining box boundries for weapon pictures
689 #define PRIMARY_W_BOX_LEFT_L 63
690 #define PRIMARY_W_BOX_TOP_L 151 //154
691 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
692 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
694 #define PRIMARY_W_BOX_LEFT_H 121
695 #define PRIMARY_W_BOX_TOP_H 364
696 #define PRIMARY_W_BOX_RIGHT_H 242
697 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
699 #define PRIMARY_W_BOX_LEFT (SM_HIRES?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
700 #define PRIMARY_W_BOX_TOP (SM_HIRES?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
701 #define PRIMARY_W_BOX_RIGHT (SM_HIRES?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
702 #define PRIMARY_W_BOX_BOT (SM_HIRES?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
704 #define SECONDARY_W_BOX_LEFT_L 202 //207
705 #define SECONDARY_W_BOX_TOP_L 151
706 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
707 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
709 #define SECONDARY_W_BOX_LEFT_H 404
710 #define SECONDARY_W_BOX_TOP_H 363
711 #define SECONDARY_W_BOX_RIGHT_H 529
712 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
714 #define SECONDARY_W_BOX_LEFT (SM_HIRES?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
715 #define SECONDARY_W_BOX_TOP (SM_HIRES?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
716 #define SECONDARY_W_BOX_RIGHT (SM_HIRES?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
717 #define SECONDARY_W_BOX_BOT (SM_HIRES?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
719 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
720 #define SB_PRIMARY_W_BOX_TOP_L 153
721 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
722 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
724 #define SB_PRIMARY_W_BOX_LEFT_H 68
725 #define SB_PRIMARY_W_BOX_TOP_H 381
726 #define SB_PRIMARY_W_BOX_RIGHT_H 179
727 #define SB_PRIMARY_W_BOX_BOT_H 473
729 #define SB_PRIMARY_W_BOX_LEFT (SM_HIRES?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
730 #define SB_PRIMARY_W_BOX_TOP (SM_HIRES?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
731 #define SB_PRIMARY_W_BOX_RIGHT (SM_HIRES?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
732 #define SB_PRIMARY_W_BOX_BOT (SM_HIRES?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
734 #define SB_SECONDARY_W_BOX_LEFT_L 169
735 #define SB_SECONDARY_W_BOX_TOP_L 153
736 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
737 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
739 #define SB_SECONDARY_W_BOX_LEFT_H 338
740 #define SB_SECONDARY_W_BOX_TOP_H 381
741 #define SB_SECONDARY_W_BOX_RIGHT_H 449
742 #define SB_SECONDARY_W_BOX_BOT_H 473
744 #define SB_SECONDARY_W_BOX_LEFT (SM_HIRES?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
745 #define SB_SECONDARY_W_BOX_TOP (SM_HIRES?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
746 #define SB_SECONDARY_W_BOX_RIGHT (SM_HIRES?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
747 #define SB_SECONDARY_W_BOX_BOT (SM_HIRES?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
749 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
750 #define SB_PRIMARY_W_PIC_Y (SM_HIRES?382:154)
751 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(SM_HIRES?50:24)) //(51+23)
752 #define SB_PRIMARY_W_TEXT_Y (SM_HIRES?390:157)
753 #define SB_PRIMARY_AMMO_X (SB_PRIMARY_W_BOX_LEFT+(SM_HIRES?(38+20):30)) //((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
754 #define SB_PRIMARY_AMMO_Y (SM_HIRES?410:171)
756 #define SB_SECONDARY_W_PIC_X (SM_HIRES?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
757 #define SB_SECONDARY_W_PIC_Y (SM_HIRES?382:154)
758 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
759 #define SB_SECONDARY_W_TEXT_Y (SM_HIRES?389:157)
760 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(SM_HIRES?(14-4):11)) //(212+9)
761 #define SB_SECONDARY_AMMO_Y (SM_HIRES?414:171)
763 typedef struct gauge_box {
765 int right,bot; //maximal box
766 span *spanlist; //list of left,right spans for copy
769 gauge_box gauge_boxes[] = {
771 // primary left/right low res
772 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
773 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
775 //sb left/right low res
776 {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},
777 {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},
779 // primary left/right hires
780 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
781 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
783 // sb left/right hires
784 {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},
785 {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},
788 // these macros refer to arrays above
790 #define COCKPIT_PRIMARY_BOX (SM_HIRES?4:0)
791 #define COCKPIT_SECONDARY_BOX (SM_HIRES?5:1)
792 #define SB_PRIMARY_BOX (SM_HIRES?6:2)
793 #define SB_SECONDARY_BOX (SM_HIRES?7:3)
795 int Color_0_31_0 = -1;
797 //copy a box from the off-screen buffer to the visible page
798 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
801 int n_spans = box->bot-box->top+1;
804 //gr_setcolor(BM_XRGB(31,0,0));
806 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
807 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
808 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
810 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
815 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
816 box->left,box->top,box->left,box->top,
817 bm,&grd_curcanv->cv_bitmap);
821 //fills in the coords of the hostage video window
822 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
824 if (Cockpit_mode.intval == CM_STATUS_BAR) {
825 *x = SB_SECONDARY_W_BOX_LEFT;
826 *y = SB_SECONDARY_W_BOX_TOP;
827 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
828 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
831 *x = SECONDARY_W_BOX_LEFT;
832 *y = SECONDARY_W_BOX_TOP;
833 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
834 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
839 //these should be in gr.h
840 #define cv_w cv_bitmap.bm_w
841 #define cv_h cv_bitmap.bm_h
843 extern int HUD_nmessages, hud_first; // From hud.c
844 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
845 extern fix ThisLevelTime;
846 extern fix Omega_charge;
848 void hud_show_score()
853 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
856 gr_set_curfont( GAME_FONT );
858 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
859 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
861 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
864 gr_get_string_size(score_str, &w, &h, &aw );
866 if (Color_0_31_0 == -1)
867 Color_0_31_0 = gr_getcolor(0,31,0);
868 gr_set_fontcolor(Color_0_31_0, -1);
870 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
873 void hud_show_timer_count()
881 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
885 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
887 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
888 i=f2i(timevar-ThisLevelTime);
891 sprintf(score_str, "T - %5d", i);
893 gr_get_string_size(score_str, &w, &h, &aw );
895 if (Color_0_31_0 == -1)
896 Color_0_31_0 = gr_getcolor(0,31,0);
897 gr_set_fontcolor(Color_0_31_0, -1);
899 if (i>-1 && !Control_center_destroyed)
900 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
906 //y offset between lines on HUD
909 void hud_show_score_added()
915 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
918 if (score_display[0] == 0)
921 gr_set_curfont( GAME_FONT );
923 score_time -= FrameTime;
924 if (score_time > 0) {
925 color = f2i(score_time * 20) + 12;
927 if (color < 10) color = 12;
928 if (color > 31) color = 30;
930 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
933 sprintf(score_str, "%s", TXT_CHEATER);
935 sprintf(score_str, "%5d", score_display[0]);
937 gr_get_string_size(score_str, &w, &h, &aw );
938 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
939 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
942 score_display[0] = 0;
952 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
955 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
960 //if (old_score[VR_current_page] == redraw_score)
962 gr_set_curfont( GAME_FONT );
963 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
965 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
967 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
971 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
975 gr_set_curfont( GAME_FONT );
976 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
977 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
979 sprintf(score_str, "%5d", Players[Player_num].score);
980 gr_get_string_size(score_str, &w, &h, &aw );
982 x = SB_SCORE_RIGHT-w-LHX(2);
986 gr_setcolor(BM_XRGB(0,0,0));
987 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], y, SB_SCORE_RIGHT, y + GAME_FONT->ft_h);
989 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
990 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
992 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
994 gr_printf(x,y,score_str);
996 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
999 void sb_show_score_added()
1005 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1006 static int last_score_display[2] = { -1, -1};
1008 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1011 if (score_display[VR_current_page] == 0)
1014 gr_set_curfont( GAME_FONT );
1016 score_time -= FrameTime;
1017 if (score_time > 0) {
1018 if (score_display[VR_current_page] != last_score_display[VR_current_page])
1020 gr_setcolor(BM_XRGB(0,0,0));
1021 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);
1023 last_score_display[VR_current_page] = score_display[VR_current_page];
1026 color = f2i(score_time * 20) + 10;
1028 if (color < 10) color = 10;
1029 if (color > 31) color = 31;
1032 sprintf(score_str, "%s", TXT_CHEATER);
1034 sprintf(score_str, "%5d", score_display[VR_current_page]);
1036 gr_get_string_size(score_str, &w, &h, &aw );
1038 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1040 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1042 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1045 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
1049 gr_setcolor(BM_XRGB(0,0,0));
1050 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);
1053 score_display[VR_current_page] = 0;
1058 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1060 // -----------------------------------------------------------------------------
1061 void play_homing_warning(void)
1065 if (Endlevel_sequence || Player_is_dead)
1068 if (Players[Player_num].homing_object_dist >= 0) {
1069 beep_delay = Players[Player_num].homing_object_dist/128;
1070 if (beep_delay > F1_0)
1072 else if (beep_delay < F1_0/8)
1073 beep_delay = F1_0/8;
1075 if (Last_warning_beep_time[VR_current_page] > GameTime)
1076 Last_warning_beep_time[VR_current_page] = 0;
1078 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1079 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1080 Last_warning_beep_time[VR_current_page] = GameTime;
1085 int Last_homing_warning_shown[2]={-1,-1};
1087 // -----------------------------------------------------------------------------
1088 void show_homing_warning(void)
1090 if ((Cockpit_mode.intval == CM_STATUS_BAR) || (Endlevel_sequence)) {
1091 if (Last_homing_warning_shown[VR_current_page] == 1) {
1092 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1094 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1096 Last_homing_warning_shown[VR_current_page] = 0;
1101 gr_set_current_canvas( get_current_game_screen() );
1104 if (Players[Player_num].homing_object_dist >= 0) {
1106 if (GameTime & 0x4000) {
1107 if (Last_homing_warning_shown[VR_current_page] != 1) {
1108 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1109 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1110 Last_homing_warning_shown[VR_current_page] = 1;
1113 if (Last_homing_warning_shown[VR_current_page] != 0) {
1114 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1115 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1116 Last_homing_warning_shown[VR_current_page] = 0;
1119 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1120 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1121 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1122 Last_homing_warning_shown[VR_current_page] = 0;
1126 #define MAX_SHOWN_LIVES 4
1128 extern int Game_window_y;
1131 void hud_show_homing_warning(void)
1133 if (Players[Player_num].homing_object_dist >= 0) {
1134 if (GameTime & 0x4000) {
1135 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1137 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1138 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1139 y = min(y,(wy - Line_spacing - Game_window_y));
1142 gr_set_curfont( GAME_FONT );
1143 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1144 gr_printf(x,y,TXT_LOCK);
1149 void hud_show_keys(void)
1151 int y = 3*Line_spacing;
1152 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1154 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1155 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1156 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1160 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1161 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1162 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1165 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1166 PAGE_IN_GAUGE( KEY_ICON_RED );
1167 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1173 extern grs_bitmap Orb_icons[2];
1175 void hud_show_orbs (void)
1177 if (Game_mode & GM_HOARD) {
1183 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1185 x = 4*GAME_FONT->ft_w;
1187 else if (Cockpit_mode.intval == CM_STATUS_BAR) {
1189 x = GAME_FONT->ft_w;
1191 else if (Cockpit_mode.intval == CM_FULL_SCREEN) {
1193 x = GAME_FONT->ft_w;
1198 Int3(); //what sort of cockpit?
1200 bm = &Orb_icons[FontHires];
1201 gr_ubitmapm(x,y,bm);
1203 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1204 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1209 void hud_show_flag(void)
1211 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1216 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1218 x = 4*GAME_FONT->ft_w;
1220 else if (Cockpit_mode.intval == CM_STATUS_BAR) {
1222 x = GAME_FONT->ft_w;
1224 else if (Cockpit_mode.intval == CM_FULL_SCREEN) {
1226 x = GAME_FONT->ft_w;
1231 Int3(); //what sort of cockpit?
1234 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1236 PAGE_IN_GAUGE( icon );
1237 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1243 void hud_show_energy(void)
1245 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1246 gr_set_curfont( GAME_FONT );
1247 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1248 if (Game_mode & GM_MULTI)
1249 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1251 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1253 if (Newdemo_state==ND_STATE_RECORDING ) {
1254 int energy = f2ir(Players[Player_num].energy);
1256 if (energy != old_energy[VR_current_page]) {
1257 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1258 old_energy[VR_current_page] = energy;
1263 void hud_show_afterburner(void)
1267 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1268 return; //don't draw if don't have
1270 gr_set_curfont( GAME_FONT );
1271 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1273 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1275 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1277 if (Newdemo_state==ND_STATE_RECORDING ) {
1279 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1280 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1281 old_afterburner[VR_current_page] = Afterburner_charge;
1286 char *d2_very_short_secondary_weapon_names[] =
1287 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1289 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1290 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1291 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1293 //return which bomb will be dropped next time the bomb key is pressed
1294 extern int which_bomb();
1296 void show_bomb_count(int x,int y,int bg_color,int always_show)
1298 int bomb,count,countx;
1301 bomb = which_bomb();
1302 count = Players[Player_num].secondary_ammo[bomb];
1305 count = min(count,99); //only have room for 2 digits - cheating give 200
1308 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1310 if (always_show && count == 0) //no bombs, draw nothing on HUD
1313 //if (!always_show && countx == old_bombcount[VR_current_page])
1316 // I hate doing this off of hard coded coords!!!!
1318 if (Cockpit_mode.intval == CM_STATUS_BAR) { //draw background
1319 gr_setcolor(bg_color);
1321 gr_rect(169,189,189,196);
1322 gr_setcolor(gr_find_closest_color(10,10,10));
1323 gr_scanline(168,189,189);
1325 gr_rect(338,453,378,470);
1327 gr_setcolor(gr_find_closest_color(10,10,10));
1328 gr_scanline(336,378,453);
1333 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1335 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1337 sprintf(txt,"B:%02d",count);
1339 while ((t=strchr(txt,'1')) != NULL)
1340 *t = '\x84'; //convert to wide '1'
1344 old_bombcount[VR_current_page] = countx;
1347 void draw_primary_ammo_info(int ammo_count)
1349 if (Cockpit_mode.intval == CM_STATUS_BAR)
1350 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1352 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1355 //convert '1' characters to special wide ones
1356 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1358 void hud_show_weapons(void)
1363 char weapon_str[32];
1365 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1366 gr_set_curfont( GAME_FONT );
1367 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1369 y = grd_curcanv->cv_h;
1371 if (Game_mode & GM_MULTI)
1372 y -= 4*Line_spacing;
1374 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1376 switch (Primary_weapon) {
1378 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1379 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1381 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1384 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1388 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1389 convert_1s(weapon_str);
1392 case SPREADFIRE_INDEX:
1397 strcpy(weapon_str, weapon_name);
1400 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1401 convert_1s(weapon_str);
1404 default: Int3(); weapon_str[0] = 0; break;
1407 gr_get_string_size(weapon_str, &w, &h, &aw );
1408 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1410 if (Primary_weapon == VULCAN_INDEX) {
1411 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1412 if (Newdemo_state == ND_STATE_RECORDING)
1413 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1414 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1418 if (Primary_weapon == OMEGA_INDEX) {
1419 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1420 if (Newdemo_state == ND_STATE_RECORDING)
1421 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1422 Old_Omega_charge[VR_current_page] = Omega_charge;
1426 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1428 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1429 gr_get_string_size(weapon_str, &w, &h, &aw );
1430 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1432 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1433 if (Newdemo_state == ND_STATE_RECORDING)
1434 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1435 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1438 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1441 void hud_show_cloak_invuln(void)
1443 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1445 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1446 int y = grd_curcanv->cv_h;
1448 if (Game_mode & GM_MULTI)
1449 y -= 7*Line_spacing;
1451 y -= 4*Line_spacing;
1453 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1454 gr_printf(2, y, "%s", TXT_CLOAKED);
1457 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1458 int y = grd_curcanv->cv_h;
1460 if (Game_mode & GM_MULTI)
1461 y -= 10*Line_spacing;
1463 y -= 5*Line_spacing;
1465 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1466 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1471 void hud_show_shield(void)
1473 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1474 gr_set_curfont( GAME_FONT );
1475 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1477 if ( Players[Player_num].shields >= 0 ) {
1478 if (Game_mode & GM_MULTI)
1479 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1481 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1483 if (Game_mode & GM_MULTI)
1484 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1486 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1489 if (Newdemo_state==ND_STATE_RECORDING ) {
1490 int shields = f2ir(Players[Player_num].shields);
1492 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1493 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1494 old_shields[VR_current_page] = shields;
1499 //draw the icons for number of lives
1500 void hud_show_lives()
1502 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1505 if (Game_mode & GM_MULTI) {
1506 gr_set_curfont( GAME_FONT );
1507 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1508 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1510 else if (Players[Player_num].lives > 1) {
1512 gr_set_curfont( GAME_FONT );
1513 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1514 PAGE_IN_GAUGE( GAUGE_LIVES );
1515 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1516 gr_ubitmapm(10,3,bm);
1517 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1522 void sb_show_lives()
1525 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1529 //if (old_lives[VR_current_page] == -1)
1531 gr_set_curfont( GAME_FONT );
1532 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1533 if (Game_mode & GM_MULTI)
1534 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1536 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1540 if (Game_mode & GM_MULTI)
1542 char killed_str[20];
1544 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1547 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1548 gr_get_string_size(killed_str, &w, &h, &aw);
1549 gr_setcolor(BM_XRGB(0,0,0));
1550 gr_rect(last_x[(SM_HIRES?2:0) + VR_current_page], y + 1, SB_SCORE_RIGHT, y + GAME_FONT->ft_h);
1551 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1552 x = SB_SCORE_RIGHT-w-2;
1553 gr_printf(x, y+1, killed_str);
1554 last_x[(SM_HIRES?2:0) + VR_current_page] = x;
1558 //if (old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page])
1563 gr_setcolor(BM_XRGB(0,0,0));
1565 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1567 if (Players[Player_num].lives-1 > 0) {
1568 gr_set_curfont( GAME_FONT );
1569 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1570 PAGE_IN_GAUGE( GAUGE_LIVES );
1572 gr_ubitmapm(x, y,bm);
1573 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1575 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1579 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1580 // gr_ubitmapm(x,y,bm);
1586 #ifdef PIGGY_USE_PAGING
1587 extern int Piggy_bitmap_cache_next;
1592 int secs = f2i(Players[Player_num].time_level) % 60;
1593 int mins = f2i(Players[Player_num].time_level) / 60;
1595 gr_set_curfont( GAME_FONT );
1597 if (Color_0_31_0 == -1)
1598 Color_0_31_0 = gr_getcolor(0,31,0);
1599 gr_set_fontcolor(Color_0_31_0, -1 );
1601 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1603 //@@#ifdef PIGGY_USE_PAGING
1607 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1608 //@@ gr_get_string_size( text, &w, &h, &aw );
1609 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1616 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1618 void add_points_to_score(int points)
1622 score_time += f1_0*2;
1623 score_display[0] += points;
1624 score_display[1] += points;
1625 if (score_time > f1_0*4) score_time = f1_0*4;
1627 if (points == 0 || Cheats_enabled)
1630 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1633 prev_score=Players[Player_num].score;
1635 Players[Player_num].score += points;
1637 if (Newdemo_state == ND_STATE_RECORDING)
1638 newdemo_record_player_score(points);
1641 if (Game_mode & GM_MULTI_COOP)
1644 if (Game_mode & GM_MULTI)
1648 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1650 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1651 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1652 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1653 digi_play_sample( snd, F1_0 );
1657 void add_bonus_points_to_score(int points)
1661 if (points == 0 || Cheats_enabled)
1664 prev_score=Players[Player_num].score;
1666 Players[Player_num].score += points;
1669 if (Newdemo_state == ND_STATE_RECORDING)
1670 newdemo_record_player_score(points);
1672 if (Game_mode & GM_MULTI)
1675 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1677 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1678 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1679 digi_play_sample( snd, F1_0 );
1685 void init_gauge_canvases()
1687 grs_font *save_font = grd_curcanv->cv_font;
1689 gr_set_curfont(GAME_FONT);
1691 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1692 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1694 Canv_LeftEnergyGauge = gr_create_sub_canvas( grd_curcanv, LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1695 Canv_SBEnergyGauge = gr_create_sub_canvas( grd_curcanv, SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1696 Canv_SBAfterburnerGauge = gr_create_sub_canvas( grd_curcanv, SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1697 Canv_RightEnergyGauge = gr_create_sub_canvas( grd_curcanv, RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1698 Canv_NumericalGauge = gr_create_sub_canvas( grd_curcanv, NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1699 Canv_AfterburnerGauge = gr_create_sub_canvas( grd_curcanv, AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1701 gr_set_curfont(save_font);
1704 void close_gauge_canvases()
1706 if (Canv_LeftEnergyGauge)
1708 gr_free_sub_canvas( Canv_LeftEnergyGauge );
1709 gr_free_sub_canvas( Canv_SBEnergyGauge );
1710 gr_free_sub_canvas( Canv_SBAfterburnerGauge );
1711 gr_free_sub_canvas( Canv_RightEnergyGauge );
1712 gr_free_sub_canvas( Canv_NumericalGauge );
1713 gr_free_sub_canvas( Canv_AfterburnerGauge );
1721 //draw_gauges_on = 1;
1723 for (i=0; i<2; i++ ) {
1724 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)) )
1729 old_shields[i] = -1;
1733 old_afterburner[i] = -1;
1734 old_bombcount[i] = 0;
1735 old_laser_level[i] = 0;
1737 old_weapon[0][i] = old_weapon[1][i] = -1;
1738 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1739 Old_Omega_charge[i] = -1;
1742 cloak_fade_state = 0;
1744 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1747 void draw_energy_bar(int energy)
1752 // Draw left energy bar
1753 gr_set_current_canvas( Canv_LeftEnergyGauge );
1754 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1755 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1756 gr_setcolor( BM_XRGB(0,0,0) );
1759 not_energy = 61 - (energy*61)/100;
1761 not_energy = 125 - (energy*125)/100;
1764 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1765 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1766 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1768 if (x2 > LEFT_ENERGY_GAUGE_W - y/3)
1769 x2 = LEFT_ENERGY_GAUGE_W - y/3;
1771 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1774 gr_set_current_canvas( get_current_game_screen() );
1776 // Draw right energy bar
1777 gr_set_current_canvas( Canv_RightEnergyGauge );
1778 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1779 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1780 gr_setcolor( BM_XRGB(0,0,0) );
1783 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1784 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y - not_energy;
1785 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y;
1790 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1793 gr_set_current_canvas( get_current_game_screen() );
1796 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
1831 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
1906 void draw_afterburner_bar(int afterburner)
1908 int not_afterburner;
1911 // Draw afterburner bar
1912 gr_set_current_canvas( Canv_AfterburnerGauge );
1913 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1914 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
1915 gr_setcolor( BM_XRGB(0,0,0) );
1917 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
1919 for (y=0;y<not_afterburner;y++) {
1921 gr_uline( i2f(SM_HIRES ? afterburner_bar_table_hires[y*2] : afterburner_bar_table[y*2]), i2f(y),
1922 i2f((SM_HIRES ? afterburner_bar_table_hires[y*2 + 1] : afterburner_bar_table[y*2 + 1]) + 1), i2f(y) );
1925 gr_set_current_canvas( get_current_game_screen() );
1928 void draw_shield_bar(int shield)
1930 int bm_num = shield>=100?9:(shield / 10);
1932 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
1933 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
1936 #define CLOAK_FADE_WAIT_TIME 0x400
1938 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
1940 static fix cloak_fade_timer=0;
1941 static int cloak_fade_value=GR_FADE_LEVELS-1;
1942 static int refade = 0;
1943 grs_bitmap *bm = NULL;
1945 if (Game_mode & GM_TEAM) {
1947 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
1948 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
1951 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
1952 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
1956 if (old_cloak_state==-1 && cloak_state)
1959 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
1962 cloak_fade_value=GR_FADE_LEVELS-1;
1963 cloak_fade_state = 0;
1966 if (cloak_state==1 && old_cloak_state==0)
1967 cloak_fade_state = -1;
1968 //else if (cloak_state==0 && old_cloak_state==1)
1969 // cloak_fade_state = 1;
1971 if (cloak_state && GameTime > Players[Player_num].cloak_time + CLOAK_TIME_MAX - i2f(3)) //doing "about-to-uncloak" effect
1972 if (cloak_fade_state==0)
1973 cloak_fade_state = 2;
1976 if (cloak_fade_state)
1977 cloak_fade_timer -= FrameTime;
1979 while (cloak_fade_state && cloak_fade_timer < 0) {
1981 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
1983 cloak_fade_value += cloak_fade_state;
1985 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
1986 cloak_fade_value = GR_FADE_LEVELS-1;
1987 if (cloak_fade_state == 2 && cloak_state)
1988 cloak_fade_state = -2;
1990 cloak_fade_state = 0;
1992 else if (cloak_fade_value <= 0) {
1993 cloak_fade_value = 0;
1994 if (cloak_fade_state == -2)
1995 cloak_fade_state = 2;
1997 cloak_fade_state = 0;
2001 // To fade out both pages in a paged mode.
2002 if (refade) refade = 0;
2003 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2004 cloak_fade_state = -1;
2008 gr_set_current_canvas(&VR_render_buffer[0]);
2010 gr_ubitmap( x, y, bm);
2012 Gr_scanline_darkening_level = cloak_fade_value;
2013 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2014 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2016 gr_set_current_canvas( get_current_game_screen() );
2018 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap);
2021 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2023 void draw_numerical_display(int shield, int energy)
2025 gr_set_current_canvas( Canv_NumericalGauge );
2026 gr_set_curfont( GAME_FONT );
2027 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2028 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2030 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2033 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2034 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2035 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2037 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2038 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2039 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2042 gr_set_current_canvas( get_current_game_screen() );
2048 gr_set_current_canvas( get_current_game_screen() );
2050 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2051 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2052 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2054 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2055 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2058 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2059 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2060 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2062 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2063 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2066 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2067 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2068 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2070 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2071 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2076 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)
2082 gr_setcolor(BM_XRGB(0,0,0));
2084 gr_rect(box->left,box->top,box->right,box->bot);
2086 if (Piggy_hamfile_version >= 3 // !SHAREWARE
2089 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2090 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2092 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2093 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2098 gr_ubitmapm(pic_x,pic_y,bm);
2100 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2102 if ((p=strchr(name,'\n'))!=NULL) {
2104 gr_printf(text_x,text_y,name);
2105 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2108 gr_printf(text_x,text_y,name);
2110 // For laser, show level and quadness
2111 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2114 sprintf(temp_str, "%s: 0", TXT_LVL);
2116 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2118 gr_printf(text_x,text_y+Line_spacing, temp_str);
2120 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2121 strcpy(temp_str, TXT_QUAD);
2122 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2130 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2134 if (weapon_type == 0) {
2135 info_index = Primary_weapon_to_weapon_info[weapon_num];
2137 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2138 info_index = SUPER_LASER_ID;
2140 if (Cockpit_mode.intval == CM_STATUS_BAR)
2141 draw_weapon_info_sub(info_index,
2142 &gauge_boxes[SB_PRIMARY_BOX],
2143 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2144 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2145 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2147 draw_weapon_info_sub(info_index,
2148 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2149 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2150 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2151 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2155 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2157 if (Cockpit_mode.intval == CM_STATUS_BAR)
2158 draw_weapon_info_sub(info_index,
2159 &gauge_boxes[SB_SECONDARY_BOX],
2160 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2161 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2162 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2164 draw_weapon_info_sub(info_index,
2165 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2166 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2167 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2168 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2172 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2178 w = (grd_curcanv->cv_font->ft_w*7)/2;
2180 w = (grd_curcanv->cv_font->ft_w*5)/2;
2182 gr_setcolor(BM_XRGB(0,0,0));
2183 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2184 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2185 sprintf(str,"%03d",ammo_count);
2190 void draw_secondary_ammo_info(int ammo_count)
2192 if (Cockpit_mode.intval == CM_STATUS_BAR)
2193 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2195 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2198 //returns true if drew picture
2199 int draw_weapon_box(int weapon_type,int weapon_num)
2202 int laser_level_changed;
2204 gr_set_current_canvas(&VR_render_buffer[0]);
2206 gr_set_curfont( GAME_FONT );
2208 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2210 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))
2212 weapon_box_states[weapon_type] = WS_FADING_OUT;
2213 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2216 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2217 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2218 old_ammo_count[weapon_type][VR_current_page]=-1;
2219 Old_Omega_charge[VR_current_page]=-1;
2221 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2222 if (weapon_box_fade_values[weapon_type] <= 0) {
2223 weapon_box_states[weapon_type] = WS_FADING_IN;
2224 old_weapon[weapon_type][VR_current_page] = weapon_num;
2225 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2226 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2227 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2228 weapon_box_fade_values[weapon_type] = 0;
2231 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2232 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2233 weapon_box_states[weapon_type] = WS_FADING_OUT;
2236 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2237 old_ammo_count[weapon_type][VR_current_page]=-1;
2238 Old_Omega_charge[VR_current_page]=-1;
2240 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2241 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2242 weapon_box_states[weapon_type] = WS_SET;
2243 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2247 // if (old_weapon[weapon_type][VR_current_page] == -1)
2249 //@@if (laser_level_changed)
2250 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2253 draw_weapon_info(weapon_type, weapon_num, Players[Player_num].laser_level);
2254 old_weapon[weapon_type][VR_current_page] = weapon_num;
2255 old_ammo_count[weapon_type][VR_current_page] = -1;
2256 Old_Omega_charge[VR_current_page] = -1;
2257 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2262 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2263 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2264 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2266 Gr_scanline_darkening_level = fade_value;
2267 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);
2269 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2272 gr_set_current_canvas(get_current_game_screen());
2278 void draw_static(int win)
2280 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2283 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2286 static_time[win] += FrameTime;
2287 if (static_time[win] >= vc->play_time) {
2288 weapon_box_user[win] = WBU_WEAPON;
2292 framenum = static_time[win] * vc->num_frames / vc->play_time;
2294 PIGGY_PAGE_IN(vc->frames[framenum]);
2296 bmp = &GameBitmaps[vc->frames[framenum].index];
2298 gr_set_current_canvas(&VR_render_buffer[0]);
2300 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2301 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2304 gr_set_current_canvas(get_current_game_screen());
2306 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap);
2309 void draw_weapon_boxes()
2311 int boxofs = (Cockpit_mode.intval == CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2314 if (weapon_box_user[0] == WBU_WEAPON) {
2315 drew = draw_weapon_box(0,Primary_weapon);
2317 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap);
2319 if (weapon_box_states[0] == WS_SET) {
2320 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX))
2322 if (Newdemo_state == ND_STATE_RECORDING &&
2323 Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page])
2324 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2325 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2326 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2329 if (Primary_weapon == OMEGA_INDEX)
2331 if (Newdemo_state == ND_STATE_RECORDING &&
2332 Omega_charge != Old_Omega_charge[VR_current_page])
2333 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2334 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2335 Old_Omega_charge[VR_current_page] = Omega_charge;
2339 else if (weapon_box_user[0] == WBU_STATIC)
2342 if (weapon_box_user[1] == WBU_WEAPON) {
2343 drew = draw_weapon_box(1,Secondary_weapon);
2345 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap);
2347 if (weapon_box_states[1] == WS_SET)
2349 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2350 if (Newdemo_state == ND_STATE_RECORDING &&
2351 Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page])
2352 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2353 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2354 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2356 if (Cockpit_mode.intval == CM_STATUS_BAR)
2357 show_bomb_count(SB_BOMB_COUNT_X, SB_BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2359 show_bomb_count(BOMB_COUNT_X, BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2362 else if (weapon_box_user[1] == WBU_STATIC)
2367 void sb_draw_energy_bar(energy)
2369 int erase_height, w, h, aw;
2370 char energy_str[20];
2372 gr_set_current_canvas( Canv_SBEnergyGauge );
2374 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2375 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_ENERGY)]);
2377 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2379 if (erase_height > 0) {
2380 gr_setcolor( BM_XRGB(0,0,0) );
2381 gr_rect(0, 0, SB_ENERGY_GAUGE_W - 1, erase_height - 1);
2385 sprintf(energy_str, "%d", energy);
2386 gr_get_string_size(energy_str, &w, &h, &aw );
2387 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2388 gr_printf(((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2390 gr_set_current_canvas(get_current_game_screen());
2393 void sb_draw_afterburner()
2395 int erase_height, w, h, aw;
2396 char ab_str[3] = "AB";
2398 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2399 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2400 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER)]);
2402 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2404 if (erase_height > 0) {
2405 gr_setcolor( BM_XRGB(0,0,0) );
2406 gr_rect(0, 0, SB_AFTERBURNER_GAUGE_W - 1, erase_height - 1);
2410 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2411 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2413 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2415 gr_get_string_size(ab_str, &w, &h, &aw );
2416 gr_printf(((SB_AFTERBURNER_GAUGE_W - w)/2), SB_AFTERBURNER_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "AB");
2417 gr_set_current_canvas(get_current_game_screen());
2420 void sb_draw_shield_num(int shield)
2424 gr_set_curfont( GAME_FONT );
2425 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2428 // PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval + (SM_HIRES ? (Num_cockpits/2) : 0)]);
2430 // gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap, SB_SHIELD_NUM_X - 1, SB_SHIELD_NUM_Y - 1));
2432 // 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);
2433 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);
2436 void sb_draw_shield_bar(int shield)
2438 int bm_num = shield>=100?9:(shield / 10);
2440 gr_set_current_canvas(get_current_game_screen());
2441 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2442 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2448 int flags = Players[Player_num].flags;
2450 gr_set_current_canvas(get_current_game_screen());
2451 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2452 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2453 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2454 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2455 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2456 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2457 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2458 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2459 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2462 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2463 void draw_invulnerable_ship()
2467 gr_set_current_canvas(get_current_game_screen());
2469 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2471 if (Cockpit_mode.intval == CM_STATUS_BAR) {
2472 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2473 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2475 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2476 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2481 while (time > INV_FRAME_TIME) {
2482 time -= INV_FRAME_TIME;
2483 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2484 invulnerable_frame=0;
2486 } else if (Cockpit_mode.intval == CM_STATUS_BAR)
2487 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2489 draw_shield_bar(f2ir(Players[Player_num].shields));
2492 extern int Missile_gun;
2493 extern int allowed_to_fire_laser(void);
2494 extern int allowed_to_fire_missile(void);
2496 rgb player_rgb[] = {
2507 extern ubyte Newdemo_flying_guided;
2508 extern int max_window_w;
2514 //offsets for reticle parts: high-big high-sml low-big low-sml
2515 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2516 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2517 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2520 void show_reticle(int force_big_one)
2523 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2524 int cross_bm_num,primary_bm_num,secondary_bm_num;
2525 int use_hires_reticle,small_reticle,ofs,gauge_index;
2527 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2529 draw_guided_crosshair();
2533 x = grd_curcanv->cv_w/2;
2534 y = grd_curcanv->cv_h/2;
2536 laser_ready = allowed_to_fire_laser();
2537 missile_ready = allowed_to_fire_missile();
2539 laser_ammo = player_has_weapon(Primary_weapon,0);
2540 missile_ammo = player_has_weapon(Secondary_weapon,1);
2542 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2543 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2545 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2548 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2549 secondary_bm_num += 3; //now value is 0,1 or 3,4
2550 else if (secondary_bm_num && !(Missile_gun&1))
2553 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2555 Assert(primary_bm_num <= 2);
2556 Assert(secondary_bm_num <= 4);
2557 Assert(cross_bm_num <= 1);
2559 if (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320))
2561 ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
2568 use_hires_reticle = (FontHires != 0);
2570 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2571 ofs = (use_hires_reticle?0:2) + small_reticle;
2573 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2574 PAGE_IN_GAUGE( gauge_index );
2575 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2577 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2578 PAGE_IN_GAUGE( gauge_index );
2579 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2581 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
2582 PAGE_IN_GAUGE( gauge_index );
2583 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2591 void hud_show_kill_list()
2593 int n_players,player_list[MAX_NUM_NET_PLAYERS];
2594 int n_left,i,x0,x1,y,save_y,fth;
2596 // ugly hack since placement of netgame players and kills is based off of
2597 // menuhires (which is always 1 for mac). This throws off placement of
2598 // players in pixel double mode.
2600 if (Show_kill_list_timer > 0)
2602 Show_kill_list_timer -= FrameTime;
2603 if (Show_kill_list_timer < 0)
2607 gr_set_curfont( GAME_FONT );
2609 n_players = multi_get_kill_list(player_list);
2611 if (Show_kill_list == 3)
2617 n_left = (n_players+1)/2;
2619 //If font size changes, this code might not work right anymore
2620 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
2622 fth = GAME_FONT->ft_h;
2624 x0 = LHX(1); x1 = LHX(43);
2626 if (Game_mode & GM_MULTI_COOP)
2629 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
2631 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
2632 save_y = y -= LHX(6);
2633 if (Game_mode & GM_MULTI_COOP)
2639 for (i=0;i<n_players;i++) {
2645 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
2646 x0 = grd_curcanv->cv_w - LHX(53);
2648 x0 = grd_curcanv->cv_w - LHX(60);
2649 if (Game_mode & GM_MULTI_COOP)
2650 x1 = grd_curcanv->cv_w - LHX(27);
2652 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
2656 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2662 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2670 if (Show_kill_list == 3)
2673 player_num = player_list[i];
2675 if (Show_kill_list == 1 || Show_kill_list==2)
2679 if (Players[player_num].connected != 1)
2680 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
2681 else if (Game_mode & GM_TEAM) {
2682 color = get_team(player_num);
2683 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2687 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2693 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
2696 if (Show_kill_list == 3)
2697 strcpy(name, Netgame.team_name[i]);
2699 strcpy(name,Players[player_num].callsign); // Note link to above if!!
2700 gr_get_string_size(name,&sw,&sh,&aw);
2701 while (sw > (x1-x0-LHX(2))) {
2702 name[strlen(name)-1]=0;
2703 gr_get_string_size(name,&sw,&sh,&aw);
2705 gr_printf(x0,y,"%s",name);
2707 if (Show_kill_list==2)
2709 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
2710 gr_printf (x1,y,"NA");
2712 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));
2714 else if (Show_kill_list == 3)
2715 gr_printf(x1,y,"%3d",team_kills[i]);
2716 else if (Game_mode & GM_MULTI_COOP)
2717 gr_printf(x1,y,"%-6d",Players[player_num].score);
2718 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
2719 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
2721 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
2734 extern int Saving_movie_frames;
2736 #define Saving_movie_frames 0
2739 //returns true if viewer can see object
2740 int see_object(int objnum)
2746 //see if we can see this player
2748 fq.p0 = &Viewer->pos;
2749 fq.p1 = &Objects[objnum].pos;
2751 fq.thisobjnum = OBJECT_NUMBER(Viewer);
2752 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
2753 fq.startseg = Viewer->segnum;
2754 fq.ignore_obj_list = NULL;
2756 hit_type = find_vector_intersection(&fq, &hit_data);
2758 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
2762 //show names of teammates & players carrying flags
2763 void show_HUD_names()
2765 int show_team_names,show_all_names,show_flags,player_team;
2768 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
2769 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
2770 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
2772 if (! (show_all_names || show_team_names || show_flags))
2775 player_team = get_team(Player_num);
2777 for (p=0;p<N_players;p++) { //check all players
2779 int show_name,has_flag;
2781 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
2782 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
2784 if (Newdemo_state == ND_STATE_PLAYBACK) {
2785 //if this is a demo, the objnum in the player struct is wrong,
2786 //so we search the object list for the objnum
2788 for (objnum=0;objnum<=Highest_object_index;objnum++)
2789 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
2791 if (objnum > Highest_object_index) //not in list, thus not visible
2792 show_name = has_flag = 0; //..so don't show name
2795 objnum = Players[p].objnum;
2797 if ((show_name || has_flag) && see_object(objnum)) {
2798 g3s_point player_point;
2800 g3_rotate_point(&player_point,&Objects[objnum].pos);
2802 if (player_point.p3_codes == 0) { //on screen
2804 g3_project_point(&player_point);
2806 if (! (player_point.p3_flags & PF_OVERFLOW)) {
2809 x = player_point.p3_sx;
2810 y = player_point.p3_sy;
2812 if (show_name) { // Draw callsign on HUD
2813 char s[CALLSIGN_LEN+1];
2818 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
2820 sprintf(s, "%s", Players[p].callsign);
2821 gr_get_string_size(s, &w, &h, &aw);
2822 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
2825 gr_string (x1, y1, s);
2828 if (has_flag) { // Draw box on HUD
2831 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
2832 dx = fixmul(dy,grd_curscreen->sc_aspect);
2837 if (Game_mode & GM_CAPTURE)
2838 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2839 else if (Game_mode & GM_HOARD)
2841 if (Game_mode & GM_TEAM)
2842 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2844 gr_setcolor(BM_XRGB(0,31,0));
2847 gr_line(x+dx-w,y-dy,x+dx,y-dy);
2848 gr_line(x+dx,y-dy,x+dx,y-dy+h);
2850 gr_line(x-dx,y-dy,x-dx+w,y-dy);
2851 gr_line(x-dx,y-dy,x-dx,y-dy+h);
2853 gr_line(x+dx-w,y+dy,x+dx,y+dy);
2854 gr_line(x+dx,y+dy,x+dx,y+dy-h);
2856 gr_line(x-dx,y+dy,x-dx+w,y+dy);
2857 gr_line(x-dx,y+dy,x-dx,y+dy-h);
2867 extern int last_drawn_cockpit[2];
2869 //draw all the things on the HUD
2874 if (Cockpit_mode.intval == CM_STATUS_BAR) {
2875 //ogl needs to redraw every frame, at least currently.
2877 last_drawn_cockpit[0]=-1;
2878 last_drawn_cockpit[1]=-1;
2881 // vr_reset_display();
2886 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
2888 // Show score so long as not in rearview
2889 if ( !Rear_view && Cockpit_mode.intval != CM_REAR_VIEW && Cockpit_mode.intval != CM_STATUS_BAR && !Saving_movie_frames) {
2892 hud_show_score_added();
2895 if ( !Rear_view && Cockpit_mode.intval != CM_REAR_VIEW && !Saving_movie_frames)
2896 hud_show_timer_count();
2898 // Show other stuff if not in rearview or letterbox.
2899 if (!Rear_view && Cockpit_mode.intval != CM_REAR_VIEW) { // && Cockpit_mode.intval!=CM_LETTERBOX) {
2900 if (Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)
2901 hud_show_homing_warning();
2903 if (Cockpit_mode.intval == CM_FULL_SCREEN) {
2906 hud_show_afterburner();
2908 if (!Saving_movie_frames)
2910 hud_show_cloak_invuln();
2912 if ( ( Newdemo_state == ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
2913 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
2914 old_flags[VR_current_page] = Players[Player_num].flags;
2920 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
2924 if (Reticle_on.intval && Cockpit_mode.intval != CM_LETTERBOX && (!Use_player_head_angles))
2930 if (Cockpit_mode.intval != CM_LETTERBOX && Cockpit_mode.intval != CM_REAR_VIEW)
2933 if (Cockpit_mode.intval != CM_LETTERBOX && Cockpit_mode.intval != CM_REAR_VIEW)
2937 if (!Saving_movie_frames)
2938 HUD_render_message_frame();
2940 if (Cockpit_mode.intval != CM_STATUS_BAR && !Saving_movie_frames)
2944 if (Game_mode&GM_MULTI && Show_kill_list)
2945 hud_show_kill_list();
2949 if (Rear_view && Cockpit_mode.intval != CM_REAR_VIEW) {
2950 HUD_render_message_frame();
2951 gr_set_curfont( GAME_FONT );
2952 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
2953 if (Newdemo_state == ND_STATE_PLAYBACK)
2954 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
2956 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
2960 extern short *BackBuffer;
2962 //print out some player statistics
2963 void render_gauges()
2965 static uint32_t old_display_mode = 0xfffffffe;
2966 int energy = f2ir(Players[Player_num].energy);
2967 int shields = f2ir(Players[Player_num].shields);
2968 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
2970 Assert(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR);
2972 // check to see if our display mode has changed since last render time --
2973 // if so, then we need to make new gauge canvases.
2974 // Also make the first gauge canvases here, in the game,
2975 // because they are [now] sub-canvases.
2978 if (old_display_mode != Current_display_mode)
2980 close_gauge_canvases();
2981 init_gauge_canvases();
2982 old_display_mode = Current_display_mode;
2985 if (shields < 0 ) shields = 0;
2987 gr_set_current_canvas(get_current_game_screen());
2988 gr_set_curfont( GAME_FONT );
2990 if (Newdemo_state == ND_STATE_RECORDING)
2991 if (Players[Player_num].homing_object_dist >= 0)
2992 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
2994 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
2995 draw_player_ship(cloak, old_cloak[VR_current_page], SHIP_GAUGE_X, SHIP_GAUGE_Y);
2997 draw_player_ship(cloak, old_cloak[VR_current_page], SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
2999 old_cloak[VR_current_page] = cloak;
3001 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
3002 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3004 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3005 old_energy[VR_current_page] = energy;
3007 draw_energy_bar(energy);
3008 draw_numerical_display(shields, energy);
3010 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
3012 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3013 old_afterburner[VR_current_page] = Afterburner_charge;
3015 draw_afterburner_bar(Afterburner_charge);
3017 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3018 draw_invulnerable_ship();
3019 old_shields[VR_current_page] = shields ^ 1;
3020 } else { // Draw the shield gauge
3021 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
3023 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3024 old_shields[VR_current_page] = shields;
3026 draw_shield_bar(shields);
3028 draw_numerical_display(shields, energy);
3030 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3032 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3033 old_flags[VR_current_page] = Players[Player_num].flags;
3037 show_homing_warning();
3039 } else if (Cockpit_mode.intval == CM_STATUS_BAR) {
3041 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3043 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3044 old_energy[VR_current_page] = energy;
3046 sb_draw_energy_bar(energy);
3048 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
3050 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3051 old_afterburner[VR_current_page] = Afterburner_charge;
3053 sb_draw_afterburner();
3055 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3057 draw_invulnerable_ship();
3058 old_shields[VR_current_page] = shields ^ 1;
3061 { // Draw the shield gauge
3062 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
3064 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3065 old_shields[VR_current_page] = shields;
3067 sb_draw_shield_bar(shields);
3069 sb_draw_shield_num(shields);
3071 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3073 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3074 old_flags[VR_current_page] = Players[Player_num].flags;
3079 // May want to record this in a demo...
3080 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3083 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3088 old_lives[VR_current_page] = Players[Player_num].lives;
3091 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3094 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3099 old_score[VR_current_page] = Players[Player_num].score;
3102 sb_show_score_added();
3107 draw_weapon_boxes();
3111 // ---------------------------------------------------------------------------------------------------------
3112 // Call when picked up a laser powerup.
3113 // If laser is active, set old_weapon[0] to -1 to force redraw.
3114 void update_laser_weapon_info(void)
3116 if (old_weapon[0][VR_current_page] == 0)
3117 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3118 old_weapon[0][VR_current_page] = -1;
3121 extern int Game_window_y;
3122 void fill_background(void);
3124 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3126 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3127 //1 for right. viewer is object. NULL object means give up window
3128 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3129 //rear view. If label is non-NULL, print the label at the top of the
3131 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3133 grs_canvas window_canv;
3134 static grs_canvas overlap_canv;
3135 object *viewer_save = Viewer;
3136 static int overlap_dirty[2]={0,0};
3138 static int window_x,window_y;
3140 int rear_view_save = Rear_view;
3145 if (viewer == NULL) { //this user is done
3147 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3149 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3150 static_time[win] = 0;
3152 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3153 return; //already set
3155 weapon_box_user[win] = user;
3157 if (overlap_dirty[win]) {
3158 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
3160 overlap_dirty[win] = 0;
3166 update_rendered_data(win+1, viewer, rear_view_flag, user);
3168 weapon_box_user[win] = user; //say who's using window
3171 Rear_view = rear_view_flag;
3173 if (Cockpit_mode.intval == CM_FULL_SCREEN)
3176 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
3178 h = i2f(w) / grd_curscreen->sc_aspect;
3180 dx = (win==0)?-(w+(w/10)):(w/10);
3182 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3183 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3185 //copy these vars so stereo code can get at them
3186 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3188 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h);
3191 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
3192 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3193 else if (Cockpit_mode.intval == CM_STATUS_BAR)
3194 boxnum = (SB_PRIMARY_BOX)+win;
3198 box = &gauge_boxes[boxnum];
3200 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3203 gr_set_current_canvas(&window_canv);
3205 render_frame(0, win+1);
3207 // HACK! If guided missile, wake up robots as necessary.
3208 if (viewer->type == OBJ_WEAPON) {
3209 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3210 wake_up_rendered_objects(viewer, win+1);
3214 gr_set_curfont( GAME_FONT );
3215 if (Color_0_31_0 == -1)
3216 Color_0_31_0 = gr_getcolor(0,31,0);
3217 gr_set_fontcolor(Color_0_31_0, -1);
3218 gr_printf(0x8000,2,label);
3221 if (user == WBU_GUIDED)
3222 draw_guided_crosshair();
3224 if (Cockpit_mode.intval == CM_FULL_SCREEN) {
3225 int small_window_bottom,big_window_bottom,extra_part_h;
3228 gr_setcolor(BM_XRGB(0,0,32));
3229 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3232 //if the window only partially overlaps the big 3d window, copy
3233 //the extra part to the visible screen
3235 big_window_bottom = Game_window_y + Game_window_h.intval - 1;
3237 if (window_y > big_window_bottom) {
3239 //the small window is completely outside the big 3d window, so
3240 //copy it to the visible screen
3242 if (VR_screen_flags & VRF_USE_PAGING)
3243 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3245 gr_set_current_canvas(get_current_game_screen());
3247 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap);
3249 overlap_dirty[win] = 1;
3253 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1;
3255 extra_part_h = small_window_bottom - big_window_bottom;
3257 if (extra_part_h > 0) {
3259 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);
3261 if (VR_screen_flags & VRF_USE_PAGING)
3262 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3264 gr_set_current_canvas(get_current_game_screen());
3266 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap);
3268 overlap_dirty[win] = 1;
3274 gr_set_current_canvas(get_current_game_screen());
3275 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3278 //force redraw when done
3279 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3283 Viewer = viewer_save;
3285 Rear_view = rear_view_save;
3289 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3292 gauge_box* currentGaugeBox = NULL;
3299 Assert(outBoundsRect);
3300 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3302 switch (Cockpit_mode.intval)
3304 case CM_FULL_SCREEN:
3305 // note: this calculation is taken from do_cockpit_window_view for the full
3308 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3309 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3311 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3313 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3314 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3316 outBoundsRect->top = window_x;
3317 outBoundsRect->left = window_y;
3318 outBoundsRect->bottom = window_x + w;
3319 outBoundsRect->right = window_y + h;
3322 case CM_FULL_COCKPIT:
3324 if (inSubWindowNum == 0)
3326 boxNumber = SB_PRIMARY_BOX;
3330 boxNumber = SB_SECONDARY_BOX;
3333 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode.intval * 2) + inSubWindowNum;
3334 currentGaugeBox = &gauge_boxes[boxNumber];
3335 Assert(currentGaugeBox);
3337 outBoundsRect->top = currentGaugeBox->top;
3338 outBoundsRect->left = currentGaugeBox->left;
3339 outBoundsRect->bottom = currentGaugeBox->bot + 1;
3340 outBoundsRect->right = currentGaugeBox->right + 1;